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SprEd - New Atari Sprite Editor


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The first reasonably stable and functional version of a new editor for Atari hardware sprites called SprEd has just been released.

 

The editor runs in a web browser. Tested on Chrome, Firefox and Edge.

Its interface is inspired by "Atari Player Editor" by playsoft, which was written in flash and today it's troublesome to run it.

I also added some new features to my editor and added the ability to edit in "square pixel" mode, which I missed in APL.

 

spred1.thumb.png.cdde36ce68970fb5aead4d5479c95db4.png

 

List of Current Features:
- editing and animating tri-colour sprites (overlaped)
- maximum sprite height 128
- maximum number of animation frames 256
- basic editing functions: move, H/V flip, vertical scaling, copy, paste
- PAL/NTSC palettes
- pixel aspect ratio selectable
- keyboard shortcuts
- loading *.apl, *.spr files
- data export

 

spred2.thumb.png.ade4c80879c43e9e1581fd025f542146.png

 

SprEd is able to export data for many popular programming languages and is able to save in native .spr format.

It also reads playsoft editor files in *.apl format. I'm attaching some example graphics files in spr format.

You can easily load them by dragging the *.spr file to the editor window.

 

phone.sprbigslime.sprflob.sprbigwheel.sprbat.sprdropsplash.sprfire.sprmouse.sprportal.sprvalve.sprvial.spr

 

List of keyboard shortcuts is located under the Help button - it's worth to have a look.

 

spred3.thumb.png.5fb5e447347c6ffa9a4211e1e6031e35.png

 

Editor is located here: https://bocianu.gitlab.io/spred/

 

Feel free to try it out. 
If you have an idea for exporting to some more useful format - let me know, I will be happy to add the necessary template.

 

 

 

 

Edited by bocianu
screenshots updated to newer versions
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Very useful, thank you very much!

 

I tested some .apl and it loads them, apart one 52 pixel high.

In fact, Playsoft made a special version of Atari Player Editor because for my The Lady game I used very tall sprites.

 

It would be useful if you could export in FastBasic format:

data Player0() byte = 20,28,127,127,62,127,127,127,
data           byte = 127,62,104,252,254,254,126,126,
......
data           byte = 126,90,153,153,129,129,195,195

Perhaps BASIC data would be useful too:

10100 DATA 0,48,48,44,60,60,0,189

 

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I coded some of your ideas and there is version 0.79.

 

https://bocianu.gitlab.io/spred/


What's new:

- load function filters spr and apl extensions by default (Tebe)
- option to enable common palette for all frames (Vidol)
- 3 new export formats : BASIC, fastBasic, MAC/65 (TGB1718, Philsan)
- 2 new options for export : start line and numbering step

 

 

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1 hour ago, bocianu said:

I coded some of your ideas and there is version 0.79.

 

https://bocianu.gitlab.io/spred/


What's new:

- load function filters spr and apl extensions by default (Tebe)
- option to enable common palette for all frames (Vidol)
- 3 new export formats : BASIC, fastBasic, MAC/65 (TGB1718, Philsan)
- 2 new options for export : start line and numbering step

That was fast, thanks very much 

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It's lovely. I would welcome option to switch to char mode/bitmap mode with width as multiplies of 4 and additional selectable color instead of OR color.

It would also need 2 new export options...by byte columns and by byte rows.

I know it is quite a request, but this would bring it to higher level as hw/sw sprite editor.

 

An absolute awesomeness would be ability to combine sw sprite with pm overlay.

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12 minutes ago, Philsan said:

I noticed that in fact not only I have one .apl 50 pixels high incompatible sprite but some 51 pixels high sprites too.

Can I send them to you for conversion to SprEd format? Or is it possible to add compatibility?

Sure, send me those bigger sprites, I will check how to parse them.

 

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Exactly, playsoft made a special version only for me.

Therefore, my sprites are the only ones off standard. Perhaps it would be better not to add a non standard format to SprEd.

They are not read by Recoil too.

BTW, we should ask Piotr to add SprEd sprites compatibility to Recoil.

 

I am sending you my sprites, thanks!

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2 minutes ago, Philsan said:

BTW, we should ask Piotr to add SprEd sprites compatibility to Recoil.

Thanks, good idea!

But before I will fully specify the output format I think I will wait for couple of weeks. 

I started writing this tool a week ago, and it's not fully mature yet.

Some features may appear in upcoming days, and output format may change a little bit.

I also have some feature requests from atari.area forum.

And some of them are quite interesting and possible to implement.

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Fajne @bocianu, takie narzędzie na pewno się przyda. Mi tu jak i w pierwowzorze brakuje obsługi dwóch pozostałych duszków i pocisków. Np. Gack'a rysowałem z 2 duszków + pociski (kolor czarny) i wtedy osobno musiałem rysować postać i osobno czapkę i nogi. W TLS bossów trzeba było rysować najpierw jedną połówkę, a później drugą. 

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@bocianu I just noticed on the Export menu, you have to copy/paste the export into your application, not a

problem if your using Altirra as it allows that, but other emulators don't, could you add a File/Save option

in the Export function, save as text will allow merging the file into a program such as BASIC and MAC/65.

 

btw, just been playing and this is probably the easiest sprite editor I've ever used, love it ?

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Can you make this show color-clock size pixels, with the correct 4:3 aspect ratio?  PMG pixels are not really square, so this utility seems to make everything look horizontally squashed, e.g., not quite as wide as it should be.

 

Even if it's just as an option, the slightly wider rectangular pixels would be a huge improvement, IMO.

 

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Great tool! Thank you.

 

Could please add an option to use binary output for cc65 and "other assemblers"?

This way shapes are identifiable and allow small tweaks.

 

Example:

 

ca65:

	.BYTE %00111001
	.BYTE %00111000
	.BYTE %00110000
	.BYTE %00111000
	.BYTE %00011100
	.BYTE %00011110
	.BYTE %00001111
	.BYTE %00000111

cc65:

BYTE TurretGraphics[] =
{
	0b00011000, 
	0b01111110, 
	0b01111110, 
	0b01111110, 
	0b11111111, 
	0b11111111,
	0b11111111,
	0b11111111, 
	0b11111111, 
	0b11111111, 
	0b11111111 				 	 			
};

 

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