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Heaven/TQA

Boinxx Test Level designer needed!

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Guys,

 

i am not good in level design at all... as the 1st level will be a kind of tutorial level without any special powerups and enemies some of you might help me in designing a nice level...

 

attachted the latest build of boinxx incl. charpad and my dummy level... at the moment the level is 100 tiles large (100x4 chars = 1000 bytes).

you can start charpad and load the testlv1.ctm file which you can post or send me back... the usage is very simple and intuitive.

 

 

please tell me if that's too small or too large... the game starts after pressing start... have a look on the demo level to see how far jumps are possible as i am not gonna change the ball feeling anymore. playing on real hardware is working good. i have played it with a competition pro joystick and imho "it feels right".

 

the flickering is gone due to rearranging the code. next will be switching off the OS to gain more CPU cycles and the RAM under OS.

 

further progress will be posted again in the boinxx forum. i'll gonna post this message in the homebrew forum as well...

boinxx5.zip

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ok...how to test your levels?

 

the level map is stored @ $9000 so you can press F8 in atari800win to enter the monitor...

 

now switch to the directory where you have stored the testlevel.map via the '!" command... f.e. enter

 

!cd p:dataprogrammingboinxx

 

now enter the command "READ filename 9000 0400"

to load your test level generated with charpad... restart boinxx by entering "CONT"... now the new level data should be in memory...

 

please have in mind that when booting new via ALT-B or F5 the old level is loaded which contains a bug at the beginning...there is a platform which you can not jump to as the distance is too high.

 

in charpad you can save your level via the "save as separates" command and where you enter a filename and then charpads asks you if you like to save the font (.chr), the tiles (.til) or the level map (.map). you have max. 10x100 tiles for the level... so 100 rows...

 

of course you could design new tiles, too. at the moment boinxx can handle 128 different tiles.

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directly from the source code for your information:

 

;* level data

org $9000 ;level data max. 1024 tiles =102 lines

leveldata ins 'level1.map'

levelend dta 0

org $9400 ;tileset max. 1024 bytes

tiledata ins 'level1.til'

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