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SteveB

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About SteveB

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  1. Hi, from the Atari 800XL I know there is an interrupt for every scanline of the screen. Is there something similar on the TI? Perhaps there is already a ASM-Routine that can change the color of a sprite like in H.E.R.O for some selected sprites on a line-by-line basis? I think 4 of the 28 sprites in multi-color would be beneficial for many games and not too much overhead, considering this scanline-interrupt being extremely time-sensitive... Steve
  2. Touché ... usually nobody follows my suggestions by word... 😉
  3. It is not self-explaining that the export is based on the current settings of Foreground/Background. I got it to work now. You need to select the right tone of red as foreground and black as background. If you pick green or the wrong red as foreground, the resulting export looks rather random. If used correctly this tool is really helpful, thank you.
  4. This re-load function would be fine for me as well. But I encountered another problem I can't explain yet. I made a screenshot of Q-Bert, isolated him in 16x16 pixel, saved as PNG and successfully loaded that file in Raphael. I moved Q-Bert in the top-left corner where he fits in 16x16 pixel. It mostly worked, but there are some unexplainable "FF" lines in the text-export, i.e. the second char in the first line starts with "FF" but I expected "00", see my screenshot and the attached export. I also tried to replace the background with the top-left color, with the same result. What am I doing wrong? All "00" become "FF" in my example. Which color should I use to make sure the background remain "00" ? "E0C08080F2F2FFFF","FF80C0C0BF9FF8FE","F0F0F0F0F0F0F0F0","FFFFFFFFFFFFFFFF","FFFFFFFFFFFFFFFF","FFFFFFFFFFFFFFFF","FFFFFFFFFFFFFFFF","7F7F7F7F7F7F7F7F" "FF8080C0EDE8C4E2","FF9989F9FFFF8080","F0F0F0F0F0F0F0F0","FFFFFFFFFFFFFFFF","FFFFFFFFFFFFFFFF","FFFFFFFFFFFFFFFF","FFFFFFFFFFFFFFFF","7F7F7F7F7F7F7F7F" qbert02.txt
  5. Conway’s law “Organizations which design systems […] are constrained to produce designs which are copies of the communication structures of these organizations.” - Melvin Conway, Computer scientist What does that mean for a single developer isolated by CoViD-19 in his home?? But I really prefer agile approaches ... better done than perfect, and moving on from this baseline, even if it sometimes mean starting anew with more knowledge. Those who think too much get nothing done. Those who not think enough don't get anything useful done, though. So I think the new character editor will start small and lean on a different base and grow from there in small increments. No beast planned. PS: “As time passes, the system becomes less and less well-ordered. Sooner or later the fixing cease to gain any ground. Each forward step is matched by a backward one. Although in principle usable forever, the system has worn out as a base for progress. ...A brand-new, from-the-ground-up redesign is necessary.”
  6. I found an easy way to preserve the 16x16 when toggling and included a "clear" button. But I am not happy with the whole tab. It is sluggish and the preview doesn't work when you have a scale rate other than 100% for the monitor. I think of a mayor re-write after the next release, wich is close to complete and goes into testing soon. I have some additinal features in mind and will think of a better usage of the screen.
  7. Hi, will be included in the next release. The first 16 char remain unchanged, but the 48 following will be set to 0 or deleted. This means accidently pressing the radio button deletes 3/4 of your work. Is this acceptable?
  8. I like FinalPEB more than FlashPEB ... just to make my vote FinalClear.
  9. Check XB256, where you have 256 characters on Screen 2.
  10. Hi @Airshack, hi @oddemann and all the XB developers, after attending some TI events I thought I was the only one who has not modified his TI. I only had a tape recorder, XB and the speech synthesizer. Without a peri-box the system wasn't attractive compared to my Atari 800XL with disk drive, which became my primary system in 1985 until I got my first PC in 1989. But you never forget your first love. I never found the time to really appreciate the "sizable "Shit-Ton" of great stuff" until Corona hit. A dream came true, it was now possible to program XB games that could compete with at least some of the modules of 1983. My stuff is really for all the people never went beyond XB on the TI-99, never bothered with GPL and TMS9900 Assembler, or use XB when possible. So if anyone wants to work with me on a step-by-step tutorial, please drop me a line. I would share my document (Google) online. It is true that I spent too much time with it to really know where to pick you up, the other XB programmers in the world. I am willing to do this, but as you pointed out, I can't do it alone. So, @Airshack, can I grab you for this? Steve
  11. Well, in Basic things are monochrome when not using TML or something special. As it heavily depends on what you are gonna do with the graphics there is no general answer to the best format. When you build a landscape it is different from when you do CALL MAGNIFY(3) sprites. So any format where each 8x8 square results in an CALL CHAR type 16 digit hex-string would be fine. If you write a file with eight 16 digit hex-strings, seperated by comma, times 8 lines for all 64 8x8 squares, I would be more than happy. Use the selected background as "0" and every other color as 1. If nobody else has a special wish for the format...
  12. Just like @oddemann wrote, an easy way to get the Basic/XB pattern strings in and out, either per text-file or on the screen, whatever is easier to implement.
  13. This looks great! Could you include a hex-output for basic for monochrome bitmaps, i.e. one line with 16 hex-digits per (nonempty) 8x8 field? I already love the PNG import after the first try... Thank you!
  14. Thank you for your open and honest feedback! I must admit, you are right in many ways. Documentation and selling are not my strongest capabilities. I created TiCodEd for my own needs and gladly share it. Currently I do my first "large" Game-Project and found more things that needs improvement. Yesterday it occured to me that I never even mentioned that you may use TiCodEd just as an Editor for XB without using any of the features TIdBit or SXB added. Just write with line-numbers as before and save to FIAD. For quite some time I was thinking of doing a tutorial video on Youtube. And I have my yellow german "TI Basic/Extended Basic für Anfänger und Fortgeschrittene" also lying beside my keyboard as I need to look up parameters etc. regularely. Because except for the line-numbers and loop-statements, nothing changes. The Version 1.1 has some more demo code included. Perhaps I add a tutorial with the next release. What I can not change is that few persons really do anything in XB anymore. Many do hardware, assembly, Forth, C or Pascal. So we splitt up into even smaller groups. And yet I love to work on TiCodEd and with TiCodEd. Steve
  15. requires 34 bytes. requires 155 bytes. It is the usual time vs. space optimization. Each and every parameter is an unquoted string with a length byte. As a screen init usually isn't executed very often I've chosen the smaller variant. Rich is clear winner, RXB only uses 19 bytes and is presumably the fastest, if you do not want to compile using ISABELLA/JEWEL.
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