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Autor Tema: Polka II - suggestions/development/current status  (Leído 3615 veces)
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Wolf_
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« : 26 de Diciembre de 2005, 11:14:15 am »

Currently there's this:


- (MSX1) 3 TMS chips (all the same atm .. if someone has correct RGB values for the 9918, 9928 and 9929, shout it aloud Tongue )
- (MSX2) palette editor with various features, like color copy, swap, gradient, semi-hueshift, colorcomponent-inverse
- Zoom8, the same 8x8 editor as in P1

All independent objects, fully OO! The objects don't know the other objects, only the mother-object (the Polka2 object) handles the traffic between them..
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« Respuesta #1 : 26 de Diciembre de 2005, 11:51:34 am »

- A layer for overlapping sprites (similar to photoshop)
- Bitmap import (the bitmap must be well prepared, I mean 2 colors per byte ->no convertor needed)
- 1 bit Bitmap import (for the front layer of sprites - can be used as a guide too)
- Mapping support:
Don't just edit the patterns but the screen map too (you have the library of patterns, but another 32x24 matrix to place them and save the map)
- 3 different banks support (768 different tiles editable, when mapping the application must check the bank to show the correct tile for it)
- A Font system (a letter=a character). So in the mapping window, I could type a text, and the program place correctly the previously defined characters for each keystrike.
- Automatic color change tool: example, every black color (1) in document/selection must be dark blue (4).
- Automatic Pallete Rearrange tool: example, black color (1) always as bgcolor (when found as frontcolor, palette data for this byte should swap)

Regards,
« Última modificación: 26 de Diciembre de 2005, 01:33:46 pm por Viejo_archivero » En línea

Jon Cortázar Abraido (aka El Viejo Archivero)
RELEVO Videogames
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[pitpan: Me sigue pareciendo más productivo jugar al SNAIL MAZE que seguir esta discusión.]
Wolf_
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« Respuesta #2 : 26 de Diciembre de 2005, 09:10:02 pm »

- A layer for overlapping sprites (similar to photoshop)

sprites are no sprites, as in: nothing that special... basically the sprites-layer will be just like foreground-color layer, which work similar, so that's no problem.. I prolly add 8 layers.. as msx2 (screen4) can have 8 sprites on a row .. a tad over the top perhaps, but hey.. if only 1 person actually uses that, it was worth the 1 minute I'll spend on it.. Tongue

- Bitmap import (the bitmap must be well prepared, I mean 2 colors per byte ->no convertor needed)

How important is this? Is using a tool like bmp2msx to convert something to .sc2 not enough? (I'll have sc2-loading)

- 1 bit Bitmap import (for the front layer of sprites - can be used as a guide too)


hm..

- Mapping support:
Don't just edit the patterns but the screen map too (you have the library of patterns, but another 32x24 matrix to place them and save the map)

there'll be a built-in simple map-editor... so for the moment that'll do..


- 3 different banks support (768 different tiles editable, when mapping the application must check the bank to show the correct tile for it)


I'll have 2 modes for the map-editor then: 256-mode and 768-mode, 256-mode is for games that 'scroll' in every direction, and 768-mode for games that only scrols horizontally.

- A Font system (a letter=a character). So in the mapping window, I could type a text, and the program place correctly the previously defined characters for each keystrike.

you mean a map-editor especially for text .. don't you agree that's a bit lazy? Tongue

- Automatic color change tool: example, every black color (1) in document/selection must be dark blue (4).

simple, will be done..

- Automatic Pallete Rearrange tool: example, black color (1) always as bgcolor (when found as frontcolor, palette data for this byte should swap)

kinda like the [R] button in polka1 ?
« Última modificación: 27 de Diciembre de 2005, 03:55:30 pm por Wolf_ » En línea
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