|
Post by Jonathan Cauldwell on Apr 22, 2018 16:12:05 GMT
It's here, an all-in-one program with a full set of editors (minus a code editor, you'll have to edit the scripts separately) and some nice new features. - Editors for blocks, sprites, objects, screen layouts, map, object/enemy positions, font and palette - Import 48K snapshots of games written with Spectrum versions 4.0 to 4.7 - Import fonts from ANY 48K Spectrum snapshot, not just AGD games - Generate scripts automatically from built-in basic game templates to get started - Export your game as an assembly language listing - Now supports the old jump functionality (as TABLEJUMP) - Added optional speed parameters to ANIMATE and ANIMBACK: FAST, MEDIUM, SLOW and VERYSLOW - Supports Spectrum, Amstrad and Timex/Next with more formats planned x64 only, alas. It seems my 32-bit C compiler doesn't support Windows Have a play and don't forget to report any bugs, I'm sure there'll be plenty of those!
|
|
mulder
Wacky Amoebatron
Posts: 41
|
Post by mulder on Apr 22, 2018 17:13:26 GMT
Hi Jonathan, Still no luck getting projects to reload here. 1 - I started the editor and immediately created a few blocks (ie, I didn't select 'create new project'). I saved the project. 2 - I edited screen 0 and again saved the project. 3 - I added a new screen, tried to copy from screen 0 to screen 1 with M and K, but this failed (not yet implemented?). I edited the screen manually and saved the project again. 4 - I edited the map and saved again. 5 - I then tried loading the projects back in... The project with just one screen loads, but again no blocks on screen 0. The other projects crash the editor when re-loaded. I've only tried it on my Win 10 machine so far, I'll give the failing Win 7 machine a go when I have a bit more time. I've attached the project files. Cheers Attachments:MulderTestFor0.6.zip (23.3 KB)
|
|
mulder
Wacky Amoebatron
Posts: 41
|
Post by mulder on Apr 22, 2018 18:42:27 GMT
Just found out that I can convert from a snapshot, save the project and load it in again with no problems (that I can see so far, need to try a bigger game though). It doesn't put the event code into the correct files though. I get a lot of temp files in the same folder as the snapshot, and they contain the event code.
|
|
mulder
Wacky Amoebatron
Posts: 41
|
Post by mulder on Apr 22, 2018 19:07:15 GMT
I've managed to force it to save my screen data. 1 - Converted 'Tea Leaf Ted' and saved that project, reloaded to check it worked. 2 - 'Create new...' 3 - Some of the settings from TLT are still present, such as the screen size. 4 - Made a screen with the basic brick block 5 - Saved 6 - Shut down 7 - Reopened and reloaded - it works! Palette settings are not saved though. BTW, is it me or are the palette settings set up as ULA 64 settings by default? Attachments:AnotherMulderTest.zip (7.66 KB)
|
|
mulder
Wacky Amoebatron
Posts: 41
|
Post by mulder on Apr 22, 2018 19:50:58 GMT
I've also found that the program needs to be placed in a path which doesn't contain spaces. I had it in a folder called 'ZX Spectrum/v0.6' and the compiler couldn't find the .agd file. The compiler finds the file when I take the space out between ZX and Spectrum.
|
|
mulder
Wacky Amoebatron
Posts: 41
|
Post by mulder on Apr 23, 2018 20:30:00 GMT
Some more stuff I've found after playing about.
1 If you want to import a snapshot, copy the snapshot into the v0.6 folder. Do not create a separate folder. Import it, and it should create those temp files with the event code. You can then save the project also into the v0.6 folder. Even for me, this works, but only for projects created from imported games.
2 With all the files in the folder along with the compiler, you can then generate a good .asm file. I tested this with Diamond Geezer and it assembled in Spin and ran first time, once I'd worked out to have all the files in the v0.6 root.
3 If you have the files in a separate folder, something will generate, but the .agd file will be missing the event code and so none of the game mechanics will end up in the .asm. It will at least assemble and print the first screen, but it hangs there.
4 I managed to edit Diamond Geezer a bit, save and reload projects OK and compile and assemble the edited version. It wasn't 100% perfect though, the font was corrupted in the final assembled version.
5 I'm still getting problems saving and loading my own projects without starting from a working project, either on my Win 7 or Win 10 laptops. Putting all the files in the v0.6 folder has no effect on this.
|
|
|
Post by Jonathan Cauldwell on Apr 25, 2018 15:34:07 GMT
Thanks Mulder. After a bit of experimentation I'm also getting problems loading and saving a project now so will try to figure out what's going on.
|
|
|
Post by Jonathan Cauldwell on Apr 25, 2018 20:41:29 GMT
Okay Mulder, try the attached version. Hopefully it should fix any loading and saving issues. WinAGD.exe (170.79 KB)
|
|
|
Post by Aleisha Beesher on Apr 26, 2018 11:32:17 GMT
I've managed to force it to save my screen data. 1 - Converted 'Tea Leaf Ted' and saved that project, reloaded to check it worked. 2 - 'Create new...' 3 - Some of the settings from TLT are still present, such as the screen size. 4 - Made a screen with the basic brick block 5 - Saved 6 - Shut down 7 - Reopened and reloaded - it works! Palette settings are not saved though. BTW, is it me or are the palette settings set up as ULA 64 settings by default? I've found if I make palette changes and close and reopen the project, the palette won't appear to have changed. But if I make any changes to a colour, the saved palette reappears.
|
|
mulder
Wacky Amoebatron
Posts: 41
|
Post by mulder on Apr 27, 2018 5:30:37 GMT
I haven't done much of a test yet, but so far this new exe is loading/saving screens and palettes just fine Thanks Jonathan.
|
|
mulder
Wacky Amoebatron
Posts: 41
|
Post by mulder on Apr 27, 2018 12:18:59 GMT
I'm not hugely familiar with the intricacies of Win 10 yet, so I'm not sure why this happens when I start the new .exe. It's fine if I just click 'no' though...
|
|
|
Post by ultranarwhal on Apr 28, 2018 14:26:38 GMT
Thanks for making this, will hopefully speed up my game development time. Few questions. How can I tell the amount of memory roughly a project will use? Can you add a fast draw mode toggle for tiling screens?
|
|
|
Post by Jonathan Cauldwell on Apr 28, 2018 16:17:12 GMT
I'm not hugely familiar with the intricacies of Win 10 yet, so I'm not sure why this happens when I start the new .exe. It's fine if I just click 'no' though... View AttachmentThat's a strange one, never seen that before! Thanks for making this, will hopefully speed up my game development time. Few questions. How can I tell the amount of memory roughly a project will use? Can you add a fast draw mode toggle for tiling screens? There's no way of knowing how much memory is used. Best I could do might be to show the RAM usage of blocks, sprites, objects etc. I'll have a think about speeding up the screen editor. Been busy today, have changed the way the compiler is called so hopefully that will sort a few issues. INV and MENU are working properly with games converted from 4.6 and 4.7 (with one minor glitch) although this has highlighted an issue that needs addressing for the Timex/Next. I've also sorted out the Amstrad joystick and keyboard controls which were all over the place previously. As a result I've now been able to play Apulija-13 version 2.0 on the Amstrad CPC...
|
|
mulder
Wacky Amoebatron
Posts: 41
|
Post by mulder on Apr 29, 2018 6:13:33 GMT
Today I noticed that imported games automatically creates holding graphics for other platforms, but games you've made from scratch do not. I guess that's normal, as you couldn't really do it automatically with a game where the graphics are still being designed, but could we have a menu option to do the creation for us once we are happy with the graphics? Perhaps give the option to convert Spectrum to Timex or Timex to Amstrad etc.
|
|
mulder
Wacky Amoebatron
Posts: 41
|
Post by mulder on Apr 29, 2018 8:36:14 GMT
New bug:
Go into the sprite editor Add a new sprite Go back to the first sprite and try to insert a new frame - the editor hangs.
In some cases (I've yet to find out how to reproduce this from scratch, it happens in a project I'm working on though), you cannot fix this by deleting the second sprite. Adding a frame to the first sprite still hangs the editor.
|
|