jbs30000 #1 Posted October 18, 2019 (edited) Edit, finally have an update. See post 6. So I've created a playfield editor based on common image editors. There's some unfinished features and I regret how I implemented the text tool. I will complete and improve the program, but I need to re-code a bunch of it first, because what started out as neat and orderly coding got sloppy pretty quick. Anyway, you can draw pixels on it, draw shapes, type text, import an image, flip or rotate, etc... It saves the playfield the same way that the FSB tool in the Andrew Davie tutorial does, but before each strip it ads a SEG and then an ORG <segment>. You can also load a saved playfield back into an image and edit it some more if you want. I'll call this my beta version; What the heck. So if you're interested, give it a try. Feedback is always appreciated. I hope you like it. 2600_Playfield_Editor.exe Quick manual.pdf Edited December 8, 2020 by jbs30000 2 Quote Share this post Link to post Share on other sites
TXmarsh #2 Posted October 23, 2019 This has a lot of potential. Very cool work. Quote Share this post Link to post Share on other sites
jbs30000 #3 Posted October 23, 2019 Thank you. Quote Share this post Link to post Share on other sites
KevKelley #4 Posted October 30, 2019 Sounds really neat. I am looking forward to playing around with iy for various ideas, including for things like Titlescreens. I am always looking for utility programs that can aid in my learning and programming. Quote Share this post Link to post Share on other sites
jbs30000 #5 Posted October 31, 2019 Glad to hear it. 👍 Quote Share this post Link to post Share on other sites
jbs30000 #6 Posted December 8, 2020 (edited) So long story short, I stepped away from this for a while, and when I came back, I saw how messy everything was, from the form itself to the coding. So I've started over and have a much better editor. It's not complete, but very close. It can't open or save files yet, and the sprite editors don't do anything. Enabling the sprite editors will be easy. For the loading and saving, I'll probably have to code from scratch because when I look at the code from the old program I can hardly make heads or tails of it. Also, I have a button that I don't know what function to assign it, if any. Suggestions would be appreciated, thank you. Edit: I'm also going to try and improve the rotate function. Edit 2: Sorry, the text also doesn't work on this demo. Edit 3: Boy do I feel stupid. Select, select all, cut, copy, and paste also don't work 😪. But that's all, I swear. 🤞 Edit: Post 14 has the newest version. Simplified_Editor.exe Edited December 22, 2020 by jbs30000 1 Quote Share this post Link to post Share on other sites
jbs30000 #7 Posted December 14, 2020 (edited) Well, I have the sprite editors complete, except for problems with undo and redo, which I don't have for the undo and redo for the playfield editor. Edit: Turns out there's a problem with undo and redo regardless of which editor, so I'm re-writing that before moving on to load and save functions. Edited December 14, 2020 by jbs30000 Quote Share this post Link to post Share on other sites
BladeJunker #8 Posted December 15, 2020 I tried it out and thought the stuff that worked was pretty good. Me I've been looking for tools lately and haven't found a PF editor that lets me work on the Background layer in conjunction for compositions. Also haven't found many with an easy way to add raster interrupts, like between banks or maybe at 4 bit wide intervals. Quote Share this post Link to post Share on other sites
jbs30000 #9 Posted December 16, 2020 22 hours ago, BladeJunker said: haven't found a PF editor that lets me work on the Background layer in conjunction for compositions. I'm not sure what that means. Also haven't found many with an easy way to add raster interrupts, like between banks or maybe at 4 bit wide intervals. Sounds like you're looking for a programming IDE and image editor combo. Quote Share this post Link to post Share on other sites
BladeJunker #10 Posted December 16, 2020 20 minutes ago, jbs30000 said: I'm not sure what that means. Sounds like you're looking for a programming IDE and image editor combo. I tried looking at the manual PDF but I can't figure out how to input or paint the vertical gradient of the Background layer. On the other matter, so that function can't be incorporated into a PF editor? Quote Share this post Link to post Share on other sites
jbs30000 #11 Posted December 19, 2020 BladJunker. First, the left mouse button is for drawing the foreground, and the right button for the background. Second, please explain in more detail what you are looking for. Everybody else. I fixed two problems that I only just noticed. First, When you pick a new foreground color the playfield should refresh but it didn't. Also, a tiny spelling error kept the background color from being able to be changed. I completed the sprite editors and I'm almost done with load functions. After testing them out I'll post the updated sample program. 1 Quote Share this post Link to post Share on other sites
MarcoJ #12 Posted December 19, 2020 wow awesome jbs30000. This will be very useful for a game I'm working which uses full screen asymmetric playfields. Have been scratching around with playerpal with limited efficiency, it's really meant for sprites. Keep up the good work. Quote Share this post Link to post Share on other sites
BladeJunker #13 Posted December 20, 2020 23 hours ago, jbs30000 said: BladJunker. First, the left mouse button is for drawing the foreground, and the right button for the background. Second, please explain in more detail what you are looking for. Oh, thank you that helps a lot. Ah the color selection process confused me, the whole Ro/BG/FG. I can't seem to change the Playfield color away from black no matter what I select but I did color two Background lines differently. Getting closer heh. Was thinking a good Background tool would be a gradient fill, like a purely vertical plotter where you adjust height and position of a box and fill with a gradient of selected colors Ie. # of colors divided by # of scanlines. Well I have been looking for something that can plot interrupts in scanline rendering of the Playfield. Iirc BMX Airmaster, Robot Tank, and Strat-O-Gems have examples of three color wide Playfields. https://atariage.com/store/index.php?l=product_detail&p=337 https://www.atariage.com/screenshot_page.php?SoftwareLabelID=415 https://www.atariage.com/screenshot_page.php?SoftwareLabelID=37 As it was explained to me it can occur at 3 color clock increments. It's costly to performance but I think one or two interrupts plus the center SCORE bit used wouldn't be unreasonable(Application wise but perhaps not platform performance wise.) for an editor environment. Yeah I know it's not very "standard" 2600 graphical behavior. Is there anyway to flicker a couple Playfield layers, again not great 2600 performance but good for an editor to try different things? I know there's kind of gap between editing and having a 2600 software engine that actually does that, guess anything works in an editor though. Just spit-balling tools to application ideas. Great tool so far, the closer the PF gets to something like a paint program the more user friendly it gets and the more people can learn to craft Playfield graphics. Circle tool is sweet. Quote Share this post Link to post Share on other sites
jbs30000 #14 Posted December 21, 2020 (edited) OK, here's an update. The changes are as follows. 1. You can now change the background colors. 2. You can draw and color sprites. 3. You can load playfields, foreground, and background colors. You cannot save them yet. Turns out the color grids I have should be tall instead of wide. When loading colors I have to swap the bytes around (I.E. $A4 is read as $4A). The program is made to ignore most errors regarding numbers. For example, invalid numbers (l0 instead of 10) and missing numbers will be replaced with zeros. The program will tell you this, although it won't tell you where the errors are. Included is a sample project file, playfield file, and foreground and background colors files. Place everything in the same directory. In case you can't tell, the playfield is a sun, tree, and some grass (I just did a quick, basic image. Screw quality 😝.) Edit: I haven't tested loading symmetrical playfields yet. If you want to load one it will load it as a repeat, unless, on the very first line you include the word reflect. Simplified_Editor.exe Test.prj Scenic.asm BGColors.asm PFColors.asm Edited December 21, 2020 by jbs30000 Quote Share this post Link to post Share on other sites
BladeJunker #15 Posted December 22, 2020 Looking good, appreciate the sample, helps me understand the UI better. Quote Share this post Link to post Share on other sites
MarcoJ #16 Posted January 2 Hi jbs30000, Really nifty little program. Was able to export from the software in the assymetric non-mirrored format in DASM .byte format and successfully display the output on a test kernel. Have included pictures below. Thanks again. Cheers Marco J Quote Share this post Link to post Share on other sites
jbs30000 #17 Posted January 3 Thanks, but that's the old program. Have you tried the new one from post #14? Quote Share this post Link to post Share on other sites
MarcoJ #18 Posted January 5 On 1/3/2021 at 11:39 PM, jbs30000 said: Thanks, but that's the old program. Have you tried the new one from post #14? Hi Jbs, I have tried the new program too. It looks slicker, and simplified. When it's able to save to ASM, i'll jump ship. I have a few ideas at this point. 1. For saving. If it could save in binary .byte #%0010010 format instead of decimal .byte 224, it would be easier to touch up, or analyse by hand in the code. 2. For editing. For screen heights of non-192, (eg 40 like me) it would be cool if the editing area could scale to fill the whole canvas. At the moment I need to scale in my mind for the pattern that would stretch over 160 lines with 4 scanlines per playfield gap. Cheers Mark Quote Share this post Link to post Share on other sites
jbs30000 #19 Posted January 12 The option to save in binary, hex, or dec is no problem. I'll add that right away. Vertically scaled "pixels" is a great idea. I'll probably have to implement them a little bit later, but I will do that. 1 Quote Share this post Link to post Share on other sites