Asmusr Posted May 21, 2015 Share Posted May 21, 2015 Latest version with some bug fixes. Magellan_windows_3_0.zip Magellan_windows-x64_3_0.zip magellan-3.0.zip 4 Quote Link to comment Share on other sites More sharing options...
+Schmitzi Posted May 21, 2015 Share Posted May 21, 2015 great. with that tool, we all can become TI-Artists :) Quote Link to comment Share on other sites More sharing options...
Plastik Posted June 26, 2015 Share Posted June 26, 2015 I've been using Magellan now for a week or so and I love it! I was wondering if there are any F18a add on's like the multi tile support and the 512 color palette? Quote Link to comment Share on other sites More sharing options...
Asmusr Posted June 26, 2015 Share Posted June 26, 2015 I've been using Magellan now for a week or so and I love it! I was wondering if there are any F18a add on's like the multi tile support and the 512 color palette? Hi Plastik, F18A support is built into Magellan. To activate it choose Options and one of the Enhanced Color Modes. The F18A has a base 64 color base palette split into either 8 sub-palettes of 8 colors each (ECM3) or 16 sub-palettes of 4 colors each (ECM2). Each tile or sprite can use colors from one of the sub-palettes only. Each color in a palette can be chosen from 4096 (16x16x16) possible RGB values. When you have selected a tile or sprite, use the combo box drop-down to choose the palette. Double click on a color in a palette to change the RGB value. I'm not sure what you mean by "multi tile support"? Quote Link to comment Share on other sites More sharing options...
Plastik Posted June 26, 2015 Share Posted June 26, 2015 Hi Plastik, F18A support is built into Magellan. To activate it choose Options and one of the Enhanced Color Modes. The F18A has a base 64 color base palette split into either 8 sub-palettes of 8 colors each (ECM3) or 16 sub-palettes of 4 colors each (ECM2). Each tile or sprite can use colors from one of the sub-palettes only. Each color in a palette can be chosen from 4096 (16x16x16) possible RGB values. When you have selected a tile or sprite, use the combo box drop-down to choose the palette. Double click on a color in a palette to change the RGB value. I'm not sure what you mean by "multi tile support"? Well you answered all my questions thank you I phrased it wrong by "multi tile support" I meant title layering which I see is supported in sprite mode. Thanks again. Quote Link to comment Share on other sites More sharing options...
Plastik Posted June 26, 2015 Share Posted June 26, 2015 Well one more question I guess I was wrong. Is there any change in background with the F18a? Is it still 32x24? Quote Link to comment Share on other sites More sharing options...
Asmusr Posted June 26, 2015 Share Posted June 26, 2015 If we're talking about color tiles (not monochrome text mode tiles) the F18A can display either 32x24 or 32x30 tiles on the screen. But you have to understand that Magellan is a map editor - not a screen editor - so it doesn't care about the size of the screen on which the map is going to be shown. Usually in the end product a section of the map will be shown in a scrolling window, and it has no implications for the design of the map how big that window is. Quote Link to comment Share on other sites More sharing options...
Plastik Posted June 27, 2015 Share Posted June 27, 2015 If we're talking about color tiles (not monochrome text mode tiles) the F18A can display either 32x24 or 32x30 tiles on the screen. But you have to understand that Magellan is a map editor - not a screen editor - so it doesn't care about the size of the screen on which the map is going to be shown. Usually in the end product a section of the map will be shown in a scrolling window, and it has no implications for the design of the map how big that window is. Okay thanks for clarifying that. Quote Link to comment Share on other sites More sharing options...
Plastik Posted June 28, 2015 Share Posted June 28, 2015 Can anyone recommend any books that explain getting sprites on to the Ti using the hex code given? I tried the Export basic data but it does nothing. Thanks Quote Link to comment Share on other sites More sharing options...
Opry99er Posted June 28, 2015 Share Posted June 28, 2015 Try Export XB or BASIC PROGRAM. But.... You need to assign the hex to a starting character... Like CALL CHAR(96,"AA1594BD9960...") Then you need to do a CALL MAGNIFY(3) to set double sized SPRITEs. Then do a CALL SPRITE using your character pattern (in this case "96") as the ASCII code. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted June 28, 2015 Share Posted June 28, 2015 100 CALL CLEAR :: CALL SCREEN(7) 110 CALL MAGNIFY(3) 120 CALL CHAR(96,"0707081030705046304D93A1783E7F42E0E010080C0E0A620CB2C9851E7CFE42") 130 CALL SPRITE(#1,96,2,100,130) 140 GOTO 140 Use this... just replace the hex with your hex. Quote Link to comment Share on other sites More sharing options...
Plastik Posted June 28, 2015 Share Posted June 28, 2015 100 CALL CLEAR :: CALL SCREEN(7) 110 CALL MAGNIFY(3) 120 CALL CHAR(96,"0707081030705046304D93A1783E7F42E0E010080C0E0A620CB2C9851E7CFE42") 130 CALL SPRITE(#1,96,2,100,130) 140 GOTO 140 Use this... just replace the hex with your hex. Ah thank you that code worked, I'll have a bit playing around with it. I did try export XB but it still does nothing. Thanks! Quote Link to comment Share on other sites More sharing options...
Opry99er Posted June 28, 2015 Share Posted June 28, 2015 Yea, no prob. You can also add a few values inside the SPRITE call in order to create auto-motion. DL the XB manual from the Dev Resources thread and study up on SPRITE, PATTERN, MOTION, LOCATE, and COINC. Youll find yourself programming cool stuff in no time. Quote Link to comment Share on other sites More sharing options...
Plastik Posted June 28, 2015 Share Posted June 28, 2015 Yea, no prob. You can also add a few values inside the SPRITE call in order to create auto-motion. DL the XB manual from the Dev Resources thread and study up on SPRITE, PATTERN, MOTION, LOCATE, and COINC. Youll find yourself programming cool stuff in no time. Thanks again I'll take a look at it I know I have it with my XB cartridge. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted June 28, 2015 Share Posted June 28, 2015 One of the most beautiful things I've ever seen on the TI (from sometimes99er)... still brings a tear from time to time. *Uses SPRITE, MAGNIFY, and PATTERN 100 CALL CLEAR :: CALL SCREEN(5) :: CALL MAGNIFY(3) 110 CALL CHAR(48,"1C0F0707010100000306000000000000000080E0E0F87CFCC") 120 CALL CHAR(52,"381F0F0F030100000306000000000000000080C0C0F87CFECE") 130 CALL CHAR(56,"603C1F0F07010000030600000000000000000080C0F878FEDF07") 140 CALL CHAR(60,"0080701E0F03000003060000000000000000000080F8F8FCDE0F0701") 150 CALL CHAR(64,"000000007C0F0F0003060000000000000000000000D8F8F8DC1E0F0701") 160 CALL CHAR(68,"000000000000000F3D67040000000000000000000018F8F8DC1C1E0E0E020202") 170 CALL CHAR(72,"0000000000000003070F0C1800000000000000000018F8F8FC1C0E0E0E060604") 180 CALL CHAR(76,"00000000000003060D1B0400000000000000000000F8F8FCDC1E0E0E060602") 190 CALL CHAR(80,"00000000071F7F00010304000000000000000000C0F8FCFCDE1E0E060202") 200 CALL CHAR(84,"0000067F7F0701000103040000000000000000C0C0F8FCFCDE0E06") 210 CALL CHAR(88,"003E0F07070100000302040000000000000080E0E0F8FCFCCC") 220 CALL CHAR(92,"000F07030100000003020400000000000080C0E0E0F878F8C") 230 CALL CHAR(96,"180F07070101000003060400000000000080C0E0E0FC78F8C") 240 CALL SPRITE(#1,48,2,120,10,-1, 250 FOR A=48 TO 96 STEP 4 :: CALL PATTERN(#1,A) :: CALL SOUND(10,110,30) :: NEXT A :: GOTO 250 On a lesser note..... some of the graphic hex I've done in the past.... for game stuff 00042011084003131303400811200400002004881002C0C8C8C0021088042000 "magic blast" FFFFFFFF3F1F07030301000000000000FFFFFFFFF8F0C0808000000000000000 Cave ceiling 000103070F01010101010103050B151B0080C0E0F0808080808080C0A0D0A8D8 arrow (up) 000000000000000103FFC78A9262261E7F3F1F1F3F73E1C08000000000000000 arrow (up-right) 0003070C0C1D191B1B191D0C0C07030000C0E03030B898D8D898B83030E0C000 COIN 0000000102040812267FADFFFFFFFFFF000000804020104864FEB5FFFFFFFFFF Mountain 070405040504050C1E3F7FFF404C4C7FF010501050105010501090D090D09090 village (house and building) 08083E0808081C3E7FFFFF80A2889C9C00000000000000000C92A1BFA1ADADAD village (church and hut) 000107070D07F711FF11F1010302020E60C0801030E0CF88FF888F81C17B4E70 Reptoslicer 000107070D07F711FF11F10302020E0060C0801030E0CF88FF888FC17B4E7000 Reptoslicer2 060301080C07F311FF11F183DE720E000080E0E0B0E0EF88FF888FC040407000 Reptoslicer attack 03000103030501031D01010202060000C00080C0C8A888DCB888804040600000 Skylar 43A0918B4721131F254993A2CE000000C20589D1E284C8F8A492C94573000000 Sylar attack 04050303072371FF7121010302020A0E24A4C4C4E4DF84FC848080C040405070 Beryl 00000103072371FF712101030202060E040484C4E4DF84FC848080C040406070 Hero 0001034723112B65F275210302020E000080C0E0C080E040804080C040407000 Hero attack 2020100F08FA88AB8AB8A6B696F60F06040408F0105F11D5511D656D696FF060 Sand sentinel 000000070A151F207F404F46407F0000000000FEAB57FE18F838383838F00000 Treasurechest 1028449292FE2010 Leaf 000000010101705F555555400000000000000040C0C087FDD5D5D58188CC4830 Berserker 0009C4320B03E1BFABABAB811133120C00204698A0800EFAAAAAAA0200000000 Berserker attack 0000000103013F7F393121010303071F008080C060C0FEFFCEC6C2C0E0E0707C McElwain Monk 0014401143013F7F393121010303071F009481C461C0FEFFCEC6C2C0E0E0707C McElwain Monk Attack 0F0F011D3970E3070E1C000103000000FFFFFFFFFF3FBF3F0777E7C08E1C3870 Stairs Down 00000000000301001C0E07E370391D01000070381C8EC0E777073FBF3FFFFFFF Stairs up 01071820240503050706030F1F1B31F0E038040422A2C2A2E46CC8F8F8D88C0F Hell Hound 0E1020241503050706E6B31F0F03050C00000020A0C0A8E46262C4F8F0D88C07 Hell Hound attack 003C66C3811509091F0703010F132D53003C66C381A89090F8E0C080F0C8B4CA Fountain 70080704057473710906070000010E000708F0105017E747C8B0F08080403800 NOah Troll 0000006031190F1F704000000000000000000000E0EEFFEEA050280000000000 Scuba #1 0000000031111F7F400000000000000000000000E0EEFFEEA050280000000000 Scuba #2 00000000070D1D3575D5D55F5870E0C000000000E0B0B8ACAEABABFA1A0E0703 Bridge 0203010000183F7F606F3F007FFFC07F4020B8EF787FC0C000F8FC1ECEFC01FE DRAGON 72E9B5DCBE46BF7F7C7F3F007FFFC07F4020B8EF787FC0C000F8FC2EDEFC01FE DRAGON2 0306080A0C0203011F2147E14301021CC06010503040C080F884E287C2804038 Skeleton 1 Quote Link to comment Share on other sites More sharing options...
Plastik Posted June 28, 2015 Share Posted June 28, 2015 One of the most beautiful things I've ever seen on the TI (from sometimes99er)... still brings a tear from time to time. *Uses SPRITE, MAGNIFY, and PATTERN 100 CALL CLEAR :: CALL SCREEN(5) :: CALL MAGNIFY(3) 110 CALL CHAR(48,"1C0F0707010100000306000000000000000080E0E0F87CFCC") 120 CALL CHAR(52,"381F0F0F030100000306000000000000000080C0C0F87CFECE") 130 CALL CHAR(56,"603C1F0F07010000030600000000000000000080C0F878FEDF07") 140 CALL CHAR(60,"0080701E0F03000003060000000000000000000080F8F8FCDE0F0701") 150 CALL CHAR(64,"000000007C0F0F0003060000000000000000000000D8F8F8DC1E0F0701") 160 CALL CHAR(68,"000000000000000F3D67040000000000000000000018F8F8DC1C1E0E0E020202") 170 CALL CHAR(72,"0000000000000003070F0C1800000000000000000018F8F8FC1C0E0E0E060604") 180 CALL CHAR(76,"00000000000003060D1B0400000000000000000000F8F8FCDC1E0E0E060602") 190 CALL CHAR(80,"00000000071F7F00010304000000000000000000C0F8FCFCDE1E0E060202") 200 CALL CHAR(84,"0000067F7F0701000103040000000000000000C0C0F8FCFCDE0E06") 210 CALL CHAR(88,"003E0F07070100000302040000000000000080E0E0F8FCFCCC") 220 CALL CHAR(92,"000F07030100000003020400000000000080C0E0E0F878F8C") 230 CALL CHAR(96,"180F07070101000003060400000000000080C0E0E0FC78F8C") 240 CALL SPRITE(#1,48,2,120,10,-1, 250 FOR A=48 TO 96 STEP 4 :: CALL PATTERN(#1,A) :: CALL SOUND(10,110,30) :: NEXT A :: GOTO 250 I feel I have seen something like that in a Ti game oh it was in Roli's video but the code you posted is much smoother. https://youtu.be/hYR3kFVr3gg?t=15m53s I'm trying to get a sprite of a dog I made in Magellan up on the Ti but it's not working for me I know my code is way wrong. 100 CALL CLEAR :: CALL SCREEN(2) 110 CALL MAGNIFY(4) 120 CALL CHAR(96,"000008181818180F0F0D0D0D0F131F000000080C0C0C0CF8F8D8D8D8F8E4FC00") 130 CALL CHAR(97,"00000000000000081112111416262F2F0000000000000088C424449434327A7A") 140 CALL CHAR(98,"000008101010100C020000000000000000000000000000002000000000000000") 150 CALL CHAR(99,"08080808081C100F1E1C1E1B19393036000000000018007038183868C8CC84B4") 160 CALL CHAR(100,"00020202000000000001000000000000002020200000000000C0800000000000") 170 CALL CHAR(101,"0000000008080800000000000001000000000000080808000000000000C08000") 180 CALL SPRITE(#25,96,12,92,124,#20,97,12,100,124) 200 CALL SPRITE(#15,98,11,92,124,#10,99,11,100,124) 220 CALL SPRITE(#5,100,2,92,124,#1,101,7,92,124) 240 GOTO 240 This is what he's supposed to look like. Quote Link to comment Share on other sites More sharing options...
Asmusr Posted June 28, 2015 Share Posted June 28, 2015 I don't use XB if I can avoid it so I can't help much with the code, but for 16x16 sprites isn't there supposed to be 4 between the numbers of each character you redefine? Also, it looks like you're trying to stack 6 sprites, so won't you have problems with the 4 sprites per line limit? Quote Link to comment Share on other sites More sharing options...
Opry99er Posted June 28, 2015 Share Posted June 28, 2015 Rasmus is correct, 4 SPRITEs per line. And, as he says, when you define a double-sized SPRITE, you are defining 4 characters at a time, so you need to leave that gap, otherwise you are redefining your characters before displaying. Instead of 96,97,98... Try 96,100,104,108, etc. Quote Link to comment Share on other sites More sharing options...
Plastik Posted June 28, 2015 Share Posted June 28, 2015 I don't use XB if I can avoid it so I can't help much with the code, but for 16x16 sprites isn't there supposed to be 4 between the numbers of each character you redefine? Also, it looks like you're trying to stack 6 sprites, so won't you have problems with the 4 sprites per line limit? Rasmus is correct, 4 SPRITEs per line. And, as he says, when you define a double-sized SPRITE, you are defining 4 characters at a time, so you need to leave that gap, otherwise you are redefining your characters before displaying. Instead of 96,97,98... Try 96,100,104,108, etc. Finally got it! Thanks guys. Yeah as I played around with it I found, Asmusr was right can't stack 6 layers only 4. Also like Opry99er said I had to define by 4's. So I simplified my design. 100 CALL CLEAR :: CALL SCREEN(6) 110 CALL MAGNIFY(4) 120 CALL CHAR(96,"0C17284858711A091010101416262F2918F40A090DC72C488404041434327A4A") 130 CALL CHAR(100,"00081737270E05060F0F0F0B091910160008F4F6F238D0B078F8F8E8C8CC84B4") 140 CALL CHAR(104,"00000000000001000000000000000000000000000000C0800000000000000000") 150 CALL CHAR(108,"0000000202000000000000000000000000000020200000000000000000000000") 160 CALL SPRITE(#15,96,11,96,110,#10,100,12,96,110) 170 CALL SPRITE(#5,104,10,96,110,#1,108,2,96,110) 180 GOTO 180 2 Quote Link to comment Share on other sites More sharing options...
Opry99er Posted June 28, 2015 Share Posted June 28, 2015 Looks good, man!!! Nice work. Quote Link to comment Share on other sites More sharing options...
Plastik Posted June 28, 2015 Share Posted June 28, 2015 Looks good, man!!! Nice work. I'm slowly getting the hang of it, thanks for the help. Quote Link to comment Share on other sites More sharing options...
Plastik Posted June 28, 2015 Share Posted June 28, 2015 What Subprogram can I use to repeat a sprite on horizontally the screen? I tried "HCHAR" but if gave me very distorted sprites. Maybe I'm not implementing it right. Quote Link to comment Share on other sites More sharing options...
Opry99er Posted June 28, 2015 Share Posted June 28, 2015 If you are wanting to repeat SPRITEs, that is different from repeating the graphic tiles. We should discuss this further in a new thread. Quote Link to comment Share on other sites More sharing options...
Plastik Posted June 28, 2015 Share Posted June 28, 2015 If you are wanting to repeat SPRITEs, that is different from repeating the graphic tiles. We should discuss this further in a new thread. Good point I don't want to hi-jack the thread. I'll start a new one talking about sprites. Quote Link to comment Share on other sites More sharing options...
Asmusr Posted December 25, 2015 Share Posted December 25, 2015 It's been a while since I posted a new version of Magellan. As far as I remember I have mainly made some bug fixes, but there are two new features worth mentioning: * Swap two characters (both the patterns and on the map) by holding down shift and clicking another character. This is *very* useful for reordering you character set. * Ability to toggle character/sprite layers on/off. As always there are 3 versions: 2 for Windows (x86 and x64) that have to be unzipped and then installed, and one cross platform version that just has to be unzipped. In any case you need Java runtime (>= 6) installed. Magellan_windows_3_0_2.zip Magellan_windows-x64_3_0_2.zip Magellan-3.0.2.zip 3 Quote Link to comment Share on other sites More sharing options...
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