Jump to content

Lavalamp

Members
  • Content Count

    164
  • Joined

  • Last visited

Posts posted by Lavalamp


  1. 1 hour ago, mksmith said:

    Are you setting your banner image height as multiples of your zoneheight?  You need to ensure your image is on the boundaries for zoneheight. ie for 8 then 8,16,24,32 etc or for 16, 16,32,48,64 etc.

     

     

    Found it, I was not dropping the .JPG in PLOTBANNER, and I also had 160A in there too!

    • Like 1

  2. 1 hour ago, mksmith said:

    @Lavalamp Yes unfortunately! It's quite frustrating that the virus scanners keep picking them up but once you mark them safe you should be right.  I recently added a validation on compile to check that the files exist just in-case users don't see the files being quarantined and will alert you to that fact.  

     

    Cool thanks! 

     

    finding ADS very good, I like the sprite editor, solves all sorts of problems! Can I suggest some features?

    - In the sprite editor it would be nice to add the ability to export all sprites as PNGs rather than one at a time.

    - Rotate in the sprite editor?

    - In the editor it would be nice if the keywords displayed their function from the manual.

     

     

     


  3. 11 hours ago, Trebor said:

    BupSystem has a very similar interface of ProSystem, and miles ahead of it in terms of hardware accuracy.  If A7800 interface is not you cup of tea, BupSystem will provide the familiarity accustomed to from ProSystem.

    This was solved by using Atari Dev Studio for VS by Mksmith

    • Like 2

  4. 1 hour ago, mksmith said:

    Pleasure Darryl - it's certainly helped me!

    Enjoy and welcome!

     

    If you click on the Home/Welcome button on the toolbar it will open a page providing a link off to RT's pages for both 7800basic and bB.  Still thinking about how this might be integrated without duplicating anything.  I could add a lookup option to go to the reference on RT's pages.  Will add that to my list!

     

    This worked perfectly, no problems at all! 5 Stars


  5. 19 hours ago, Trebor said:

    A7800 is much closer to accurate hardware emulation than ProSystem and comes highly recommended.  Extra bonus, it inherits a built-in debugger from MAME. 

     

    However, if you are looking for something with an interface closer to ProSystem but with much better console emulation, BupSystem is next in line.

    Your were 100% correct works perfectly in A7800 emulator, this appears a lot harder to setup cant just double click the .A78 file to run it, it has to sit in a specific folder then manually select it to run. So I might use that one occasionally to verify things. Haven't tried BubSystem yet...

    • Like 1

  6. 3 hours ago, gambler172 said:

    Hi Lav

    thanks for the file.....looks really good.What is the goal in the game?

    greetings Walter

    Good question, this level was just to see what I could do with 7800 Basic, and so far so good, I need to sit down and map out the levels and goal, I would like to add a light element, but not sure how to do this, my original concept was to have the map dark with lights here and there.


  7. 2 hours ago, -^CrossBow^- said:

    Just tested this a bit in A7800. The water/acid drips...do NOT break up and look really nice so this might be something your emulator is doing? Also on A7800 at least, the score is dark red and difficult to see against the black background. It isn't white as can be seen in your screenshots. Last, is the ladders in the water are also barely visible in emulation. So while I've not tried to put this on actual hardware yet, My guess is that the score and ladders in the water will be nearly impossible to actually see. So the number font might need to be made fatter and the ladder colors not change when under the water itself.

     

     

    Ahh, I am using ProSystem, so I should be using A7800 emulator? I havent tried to run it on my 7800, need to source EPROM for my burner and a I assume a doner cart? Is there a better way? Cheers.


  8. 23 hours ago, SmittyB said:

    If you're using 'plotmap' that will only draw using the palette set in the parameters. If you're using 'plotmapfile'

    Thanks, this helped, made a little progress on colors. Some have come right and others have now changed. T

    he sprites still break up on vertical movement, will look into the memory location issue once I have the palettes sorted.

     

    1467903359_Annotation2020-09-13092604.thumb.png.444343d777efac17fd842d1d4936066a.png

    • Like 1

  9. Hi guys, I'm working on a 7800 platformer called Morf, but hitting a few issues maybe you can point me in the right direction.  Having trouble with sprites inverting their colors

     

    Morf_Screen.thumb.png.a5048f0ca366b294b471f0f5a9b6e01b.png

     

    In the above image:

     

    - The main character Morf is inverted, green/black

    - The second tile set should be using a blue color palette for the water at the bottom of the screen.

    - Recently for no obvious reason the sprites break up when moving vertically like the drip from the pipe below.

     

    morf_drip.PNG.d221723735565861c367e93f1d143828.PNG

     

    Also you can see the left moving sprite has the correct palette.

     

    Any help or advise would be awesome

     

    😄

    • Like 9

  10. Maximus,

     

    Thank you for providing those detailed steps - it is greatly appreciated.

     

    May I humbly suggest a closer to accurate layout of the 256 color Atari (NTSC) palette, matching the brilliance and file type linked above here:

     

    attachicon.gifATARI256_26.7x6LG.PNG

    Here is the *.act file which can be imported: attachicon.gifAtari256_267NTSCx6.zip

     

    Or a more 'brillance neutral' palette here:

     

    attachicon.gifATARI256_26.7x0LG.PNG

    Here is the corresponding *.act file: attachicon.gifAtari256_267NTSCx0.zip

     

    They are both set with a 26.7 degrees phase shift and not manually hand-picked, that better matches the documented as well as 'real hardware' results of the systems.

     

     

     

    Has anyone come across PAL .act files for GIMP?


  11. Yeah the indexed color is a great tool in GIMP. Do you know if there's any way to display a pre-made image on screen using 7800 BASIC?

     

     

    if you use a 128 x 96 image based on 4 index colours from the Atari 256 palette you can use incbanner filename.png [graphics mode] [#1] ...

     

    Atarius Maximus excellent guide is pretty through here.

     

     

    This is my summarised version for GIMP 2:

     

    Below is my template (could be resized to 16x16 for sprites) with the correct ratio in place for 160B with doublewide on for sprites:

     

    post-61762-0-81571600-1540406454.png

     

    Toggling Dot for Dot under View shows you the stretched image. I created a new view in GIMP so I could see them side by side.

     

    post-61762-0-16740700-1540492091.png

     

    1. Use Mode to switch between RGB and Index

     

    post-61762-0-16738800-1540406430.png

     

    2. First to restrict the number of colours to 4. (160A Mode)

     

    post-61762-0-00312200-1540407383.png

     

    3. Use mode RGB/Indexed again to restrict to the Atari Palette. (You can import this into GIMP as a ACT file from here)

     

    post-61762-0-95812400-1540407403.png

     

    4. I switch to RGB to select which colours I want from the Atari palette then switch back to the indexed mode.

×
×
  • Create New...