rocky007 Posted May 27, 2013 Share Posted May 27, 2013 (edited) Here it is my first program using PS/2 mouse driver. That's a simple sprite editor, with very basic functions, but it shows the pleasure of mouse on TI99. ( @ sometimes99er : sorry if i copied your pattern editor, it was a good source of inspiration ) I also upgraded the mouse adapter to 1.1 now, fixing some issues. next project : a game using mouse .. it's a good way for me to improve the driver / adapter. Here it is the .dsk and source in MLC. http://youtu.be/_uwVflbHzP4 sprite.zip Edited May 27, 2013 by rocky007 2 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted May 27, 2013 Share Posted May 27, 2013 Looks great. Does it work with any emulator ? Quote Link to comment Share on other sites More sharing options...
rocky007 Posted May 27, 2013 Author Share Posted May 27, 2013 (edited) Yes and not... the program will work, but of course the mouse won't be emulated. But you can move the cursor for test using : left - right - fire : joystick # 1 : left / right mouse + left mouse button left - right - fire : joystick # 2 : up / down mouse + right mouse button i somebody interested, i can release a joystick / keyboard version. Edited May 27, 2013 by rocky007 Quote Link to comment Share on other sites More sharing options...
+retroclouds Posted May 28, 2013 Share Posted May 28, 2013 (edited) Rocky, that is nice. You sure are doing some nice stuff here! Did you use the MLC compiler? EDIT: ofcourse you did, should have better read the thread instead of just watching the video! Edited May 28, 2013 by retroclouds Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted May 29, 2013 Share Posted May 29, 2013 Great Rocky ! ... i love to see first windows for mouse on TI99 too ! Quote Link to comment Share on other sites More sharing options...
TheMole Posted May 29, 2013 Share Posted May 29, 2013 Cool stuff. How are you rendering the context menu? (Sorry, too lazy to look at the source ) Quote Link to comment Share on other sites More sharing options...
rocky007 Posted May 29, 2013 Author Share Posted May 29, 2013 thanks everybody menu is simply done by sprites. Quote Link to comment Share on other sites More sharing options...
TheMole Posted May 29, 2013 Share Posted May 29, 2013 menu is simply done by sprites. Clean and simple. I never thought of it like that, but 4 16x16 sprites can cover 1/4th of the screen in terms of width. Pretty clever. Quote Link to comment Share on other sites More sharing options...
+InsaneMultitasker Posted May 29, 2013 Share Posted May 29, 2013 thanks everybody menu is simply done by sprites. Using sprites for your menu... what a cool idea! Very slick! Quote Link to comment Share on other sites More sharing options...
Stuart Posted May 30, 2013 Share Posted May 30, 2013 thanks everybody menu is simply done by sprites. Good thinking! Could you put an all-white (or other colour) sprite under the menu sprite to make the menu text stand out more clearly? Quote Link to comment Share on other sites More sharing options...
rocky007 Posted May 30, 2013 Author Share Posted May 30, 2013 unfortunally not, menu is already 4 sprites / line, i can't add a background. Quote Link to comment Share on other sites More sharing options...
TheMole Posted May 30, 2013 Share Posted May 30, 2013 unfortunally not, menu is already 4 sprites / line, i can't add a background. If you'd use 16x16 sprites your menu would only be 2 sprites wide right now, leaving room for two background sprites... Quote Link to comment Share on other sites More sharing options...
rocky007 Posted May 30, 2013 Author Share Posted May 30, 2013 (edited) i already use 16x16 : 1 line use 2 sprites for the frame borders and 2 for text. to fit menu & borders in 2 sprites requires to reduce the text size... another way is to erase the background with char and restore it after closing the menu. Edited May 30, 2013 by rocky007 Quote Link to comment Share on other sites More sharing options...
+InsaneMultitasker Posted May 30, 2013 Share Posted May 30, 2013 unfortunally not, menu is already 4 sprites / line, i can't add a background. Rotating sprite priorities has been brought up a few times as a way to "display" more than 4 sprites on a line, if you wanted to experiment. Quote Link to comment Share on other sites More sharing options...
rocky007 Posted May 30, 2013 Author Share Posted May 30, 2013 not sure flickering sprites with background will be more readable than static sprite without background Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted May 30, 2013 Share Posted May 30, 2013 I guess the 4 sprite limit is the crosshair, the popup menu, looks like its only 2 sprites wide (32 pixels), and perhaps the pattern in the upper right corner. Obviously the pattern in the corner could be ordinary characters instead of a sprite. That saves you one. When the menu pops, and while it lasts, you could disable/remove the crosshair. That saves you another one. That should obviously be good/enough for the suggested popup menu background sprites. Instead the popup menu could use characters, just place it (the menu) somewhere near the crosshair. Obviously you have to save and/or later redraw the editing area. The popup will be 2 colors (of your choice) and could be any size (within reason). 1 Quote Link to comment Share on other sites More sharing options...
Willsy Posted May 31, 2013 Share Posted May 31, 2013 Instead the popup menu could use characters, just place it (the menu) somewhere near the crosshair. Obviously you have to save and/or later redraw the editing area. The popup will be 2 colors (of your choice) and could be any size (within reason). That's how I'd do it. I think that way is actually simpler than continual sprite re-definition. Quote Link to comment Share on other sites More sharing options...
rocky007 Posted May 31, 2013 Author Share Posted May 31, 2013 i wanted for the mouse demonstration a menu popping instantly exactly below the mouse cursor and not ( in the worst case ) 7 pixels further. I wanted also keep the backgroung as visible possible to see the transformation on the grid without closing the menu. but i agree, char offer also advantages : no size restriction, background. Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted June 1, 2013 Share Posted June 1, 2013 i wanted for the mouse demonstration a menu popping instantly exactly below the mouse cursor and not ( in the worst case ) 7 pixels further. You should be able to place the upper left corner of the popup below the center of the crosshair. Depending on how you look at it, that’ll give an “offset” of up to 7 pixels. But still you have the crosshair center on the first menu-item. I’d say that’s more than acceptable. I wanted also keep the backgroung as visible possible to see the transformation on the grid without closing the menu. I see. And both a nice feature (looking through) and effect. With the character solution, you could automatically leave/quit the menu when an action was selected. As is, you have to click to leave the menu (when all done). Again it’s all a matter of taste. Persoanlly I think I’d prefer the menu to be more “readable”. Quote Link to comment Share on other sites More sharing options...
+InsaneMultitasker Posted June 1, 2013 Share Posted June 1, 2013 not sure flickering sprites with background will be more readable than static sprite without background Agreed, just thought I'd mention it. I really like your sprite menu Quote Link to comment Share on other sites More sharing options...
rocky007 Posted June 1, 2013 Author Share Posted June 1, 2013 ok, i'll try the char menu solution, i'm curious now Quote Link to comment Share on other sites More sharing options...
moulinaie Posted June 1, 2013 Share Posted June 1, 2013 (edited) Here it is my first program using PS/2 mouse driver. That's a simple sprite editor, with very basic functions, but it shows the pleasure of mouse on TI99. Nice to see that you're still on MLC !! Sorry not to help you more. I read the source, the sequence: ; test border limit COMPARE A 192 IF> LET A 192 ENDIF COMPARE A 1 IF< LET A 1 ENDIF COMPARE B 256 IF> LET B 256 ENDIF COMPARE B 1 IF< LET B 1 ENDIF Can be shortened to: LIMIT 1 192 A LIMIT 1 256 B I saw the video, great work! Fast program. Guillaume. Edited June 1, 2013 by moulinaie Quote Link to comment Share on other sites More sharing options...
rocky007 Posted June 1, 2013 Author Share Posted June 1, 2013 thanks guillaume I totally forgot about LIMIT function. Quote Link to comment Share on other sites More sharing options...
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