Título: Polka II - suggestions/development/current status Publicado por: Wolf_ en 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 :P ) - (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.. Título: Re: Polka II - suggestions/development/current status Publicado por: Jon_Cortazar en 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, Título: Re: Polka II - suggestions/development/current status Publicado por: Wolf_ en 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.. :P - 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? :P - 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 ? |