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thegeps

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  1. Well, depending on your gameplay you can redefine your characters on the fly. I don't know how TI99/4A works (I develop on MSX, wich share the same VDP) but I think should be possible the same I'm doing on MSX. If you have a fixed screens game (so no scrolling, just a screen change when crossing the borders or completing a level) you can switch off the svreen display, redefine the needed characters, build the scene and finally re enable the screen. And even when you have scrolling you can safely redefine a good amount of character building accordingly your maps
  2. I had no problem in copying chars when I tried. Did you pay attention to not introduce extra lines? If you copy and paste 16 characters (without selecting, before, the 16 chars to change) then you need to delete 16 chars (just to say) Anyway, if you generate a screen you can take a screenshot from an emulatotor (if it can generate the exact resolution screenshoots) and then import the image on Magellan. It will automatically extract all the characters from the image
  3. Just read5 posts before... I asked the same and there is the answer
  4. Thank you, it worked fine
  5. Just a question. is it possible to select several chars at time (maybe a block of contiguous ones) and copy them everywhere in the charset? I have 128 defined chars (0-127). I need to copy them all also to 128-255 so I can flip them vertically... (it could be useful also a "flip all horizontal/vertical" function on selected chars)
  6. So, to run a game that need more RAM (even without AY chip) is enough to test if there is RAM at some expected address simply writing at that address and reading back to check if the value is the one written a moment ago. In that case we could let the game run (no matter if you write to AY ports if AY isn't present, right?) Just to do some tests...
  7. Hi Tony, I just had to know that you should have the right answer, LoL. Saverio is porting my game, Freedom Fighter, to SC-3000/SG-1000 so then we will use his port ad base for Colecovision port. We are trying to learn how to do so we can port also my future games (like Turrican, for example). So we surely need info about megacart, sgm and so on (you wrote a book about colecovision coding if I'm not mistaken, so maybe I'll buy it) Many thanks to pixelboy too (we have a little chat via mail some time ago if you remember me. I asked you about some kind of music translator from MSX PSG to Coleco SN)
  8. Hi there. Maybe you will find interesting my article about smooth scrolling (on MSX, but we share the same VDP and CPU) https://thegeps.blogspot.com/2022/04/freedom-fighter-smooth-scrolling-eng.html?m=1
  9. LoL, my fault It should work this way
  10. probably I didn't explain it well: the tileset is exported as magellan is displaying it. the chars contained in a tile are stored sequentially, but they have to be displayed as a grid so if you have a 4 chars height screen it has to display first 4 chars in the first line, then 2nd four char group in the 2nd line, 3rd group in 3rd line and the last 4 in the 4th line, then again 4 to 1st, 4 to 2nd, 4 to 3rd 4 to 4th and again and again and so on if screen is 2 chars tall, then you have 2x2 tiles: 2 on first row 2 on 2nd row then the next tile: 2 on first row 2 on second row and so on
  11. it isn't working as expected. I've tried both 2x2 and 4x4 tiles. say we have some 2x2 tiles like these: tile1 tile2 tile3 tile4 1,2 5,6 9,10 7,3 3,4 7,8 11,12 9,1 after I've selected map width 512 and height 2 (256 tiles 2x2 chars) and imported map bin, the result is 1,2,3,4,5,6,7,8,9,10,11,12,7,3,9,1...... ........................................................... instead of 1,2,5,6,9,10,7,3........... 3,4,7,8,11,12,9,1......... same for 4x4 tiles: W 1024 H 4 (256 tiles 4x4 chars) 1111 2222 3333 4444 1111 2222 3333 4444 1111 2222 3333 4444 1111 2222 3333 4444 we have 1111111111111111222222222222222233333333333333334444444444444444............... ............................................................................................................................................... ............................................................................................................................................... ............................................................................................................................................... instead of 1111222233334444........................ 1111222233334444........................ 1111222233334444........................ 1111222233334444..........................
  12. Ok, I'll try this way l'll download the new version tomorrow and let you know.
  13. Yep, but as I said the tilemap import isn't so necessary. It is the tileset import what is needed to try a d modify the gfx. The tilemap image imported from charpad would have the C64 gfx constraints so it will.be adapted from Magellan but it need work to fix the character set. Msx chars are already done (on Magellan) but he wants to import the tileset and possibly the maps that he jas already done on charpad for c64 version. Importing the tileset will.allow him to work only on maps and before that, to improve the charset by having the tiles ready to work with. About Turrican Project I don't need map import (I'm fine with binaries from charpad). Again here is the tileset what I need to fix some gfx glitches when I find some by impirting and.modifying C64 gfx
  14. After importing the tileset Magellan should build some screens containing rebuilded tiles: Each screen will contain 48 4x4 tiles (6row of 8 tiles each) so Magellan should build 6 screen max (or is it possible to define bigger screens? Never tried to do it) About tilemap challenge I mean that rebuild both tileset and then the tilemap too is a challenge. A map could be REALLY big: Turrican level1-1 map is 137x51 4x4 tiles, so 548x204 chars. I don't know if Magellan can manage it and if so if it use side snd bottom scrollbars to explore the map. I've always used Magellan for 32x24 single screen maps till now...
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