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Found 8 results

  1. Hi, I wish to know if the Jiffi tool source code is available, I would like to add the ELF format or to know if such support is planned by the tool author(s)? Thanks,
  2. Merry christmas my dear 99er friends. This is from me for you, a christmas edition of Web99, which includes all indexed Disks from my collection. It's based on Web99 v0.5 Beta 3, which includes the export to Classic99, a prototype of Grom 2 Basic Decoding and a preliminary User Manual. http://www.ti99.eu/web99/Web99[2015-12-25] v0.5 xmas edition.zip [Download is 731 Megabytes] Summary: Index consists of 52689 Ti Disks Clones. Index consists of 27966 Ti Disks. Index consists of 383935 Ti File Records on Ti Disks. Index consists of 196044 Ti Files based on Ti File Binaries. Index consists of 174603 Ti File Binaries. Klaus L. Vienna
  3. Is there such a thing? There is a game whose sprites I'd like to have a go at editing, but unfortunately I don't know where to begin. Thanks.
  4. For anyone interested, I've made a little command line tool called pngParse that reads a palette png image and a sprite png image and outputs sprite table data formatted for batariBasic or 6502 ASM. bBpP_1.0.0.zip Notes on use: pngParse doesn't approximate colors: it identifies colors between the sprite image and the palette image by comparing r/g/b values, so for your sprite image to accurately be parsed, its colors must exactly match the colors in the palette. pngParse can take custom palettes of 8x16 pixels. Palettes for NTSC and PAL are already included in the attached zip file. if you don't specify a custom palette file, pngParse will expect to find ntsc.png or pal.png (depending on the -P flag) in the same directory. Output will go to output.txt by default. Sprite images must have a width divisible by 8. Sprite images wider than 8 pixels will be parsed as a separate sprite, so you can input a 64x13 pixel sprite sheet and pngParse will output 8 8x13 pixel sprites. Flags: -s "spritesheet.png" Specifies the input spritesheet (required). -p "secam.png" Specifies the input palette image (ignores the -P flag) -o "spriteData.txt" Specifies the output file (output.txt by default) -P Uses the PAL palette (NTSC by default) -D Formats output for the DPC kernel (standard kernel formatting by default) -A Formats output for 6502 ASM (batariBasic formatting by default)
  5. Hi all, I just released my tool for Atari map design... You can download it from my blog: http://matosimi.websupport.sk/atari/2016/02/atari-mapmaker-v1-0/ ..as well as from Sourceforge: https://sourceforge.net/projects/atari-mapmaker/ Look inside wiki section on Sourceforge for user guide. Regards, Martin
  6. Hello, This project is a visual tool for making visual novels for the Sega 32X. It uses Blockly as a visual editor; the design is then used to generate a C file, which is then compiled into a playable Sega 32X ROM. https://www.youtube.com/watch?v=dh5M_RHXBfg The current release is version 0.4.0 GitHub page: https://github.com/haroldo-ok/BlocklyVN32X Topic on SpritesMind: http://gendev.spritesmind.net/forum/viewtopic.php?f=4&t=2409
  7. i'm looking for .txt (basic) to .caq tokenizers, just like zmakebas (for zx-spectrum - http://www.svgalib.org/rus/zmakebas.html ) do someone know where tools like this can be find, or which kind of documentation can be useful for us starting coding it? ( and btw, is there somewhere some ready type-in aquarius-basic snippets to test with it? )
  8. Hello everyone, Here is a character editor for developers Atari 2600. Create your styles and generate the ASM files you can include in your Batari programs. Works only on Windows. Link : http://www.baptiste-bideaux.com/datas/atari/atarifontdesigner-1.0.0.4.zip Bye.
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