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Post by oss003 on Nov 25, 2020 7:46:27 GMT
Question or Mr Jonathan Cauldwell or any more experienced fellows around: I've redraw all the graphics for a COCO Colour version, but have not figured out how to compile it. What am I missing? Thanks Nice game .... Can you upload a screendump of the CMD window after compiling it for the Coco? I think the background will be a problem because the sprites are placed on the screen with an XOR command and that inverts the background .... Green is the standard backcolour (colour 0), if you are using another background colour then you have to take a spritepixel, do a XOR with the background and use that colour in your sprite definition. BTW, the Dragon and Atom use the same graphics chip ..... Greetings Kees
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Post by amaweks on Nov 25, 2020 12:19:25 GMT
Question or Mr Jonathan Cauldwell or any more experienced fellows around: I've redraw all the graphics for a COCO Colour version, but have not figured out how to compile it. What am I missing? Thanks Nice game .... Can you upload a screendump of the CMD window after compiling it for the Coco? I think the background will be a problem because the sprites are placed on the screen with an XOR command and that inverts the background .... Green is the standard backcolour (colour 0), if you are using another background colour then you have to take a spritepixel, do a XOR with the background and use that colour in your sprite definition. BTW, the Dragon and Atom use the same graphics chip ..... Greetings Kees Thanks for the answer. Something seams wrong, my CMD windows stay empty, even if I press F5 to try build and compile. About the sprites it seems I'll have to work them a bit to solve this inconvenience. For now I'm abit lost, and need to get a way to compile the game first and see how it will run on a emulator. Does it have a manual way to compile? (I can see there is the "suite" folders with some compiling programs, but did not manage do discovered how to work with them)
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Post by oss003 on Nov 25, 2020 12:37:56 GMT
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Post by jltursan on Nov 25, 2020 13:51:02 GMT
Question or Mr Jonathan Cauldwell or any more experienced fellows around: I've redraw all the graphics for a COCO Colour version, but have not figured out how to compile it. What am I missing? Thanks The graphics are wonderful!, even with the limited palette they look great!, congrats!
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Post by amaweks on Nov 25, 2020 14:41:50 GMT
Ok, acess to the file requested. I'm using MPAGD 0.7.9, but I1ll try the 0.7.10 and your file as you told me.
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Post by amaweks on Nov 25, 2020 14:44:46 GMT
The graphics are wonderful!, even with the limited palette they look great!, congrats! Thanks, the stages was the easy part, sprites are harder to adapt to the rectangular pixels, but I think they can look nice too.
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Post by oss003 on Nov 25, 2020 15:19:05 GMT
It should also work in MPAGD v0.7.9 Just tested it in v0.7.9 but I'm getting an error ........ have to check the DRAGON/Coco build ....
You can always test the Acorn Atom Colour because that's working
Greetings Kees
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Post by oss003 on Nov 29, 2020 19:32:59 GMT
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Post by amaweks on Dec 17, 2020 22:48:08 GMT
Hi, thanks for helping me out. Sorry for the lacks of response, I' was very busy with comissioned pixel art. It worked, it just build and compiled the disk file and oppened the emulator, thanks. Still not loading the game, but that could be something from my code, now I must take a look at it. There is a "gamepm2.bin" not found there, do not know if it it is preventing it to load.
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Post by oss003 on Dec 18, 2020 7:14:30 GMT
If you send me the DELETEME.AGD file in the project directory, I can have a look .... oss003@zonnet.nl
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Post by oss003 on Dec 31, 2020 14:08:54 GMT
Hi, thanks for helping me out. Sorry for the lacks of response, I' was very busy with comissioned pixel art. It worked, it just build and compiled the disk file and oppened the emulator, thanks. Still not loading the game, but that could be something from my code, now I must take a look at it. There is a "gamepm2.bin" not found there, do not know if it it is preventing it to load. If no error is generated, it should be ok ...... If you send me your DELETEME.AGD file, I can have a look what's happening. Greetings Kees
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Post by amaweks on May 25, 2021 2:43:48 GMT
After some spare days of work I'm making a almost full conversion of Devwill Too ZX for MSX1. I Was able to make a MSX version with the same number of rooms from the ZX version, with some enhancements on graphics. PSG sound and Music are implemented, but it only fit 2 songs (The ZX version has 4) on a 48kb disk version. I was not able to compile using the new 64kb disk compiler... so for now it will be like this. I hould love to know how to animate the waterfalls, bur for now it's graphics are static. This MSX version is on test and small adjustments stage now. Pictures speek for themselves : 27/05/2021 Edit: I was able to compile the 48k .rom version with the new compiler and the game now demands less ram... awesome. So now that I have room for enhancements I'm trying some experimental graphic effects (the 30 fps gif do not make justice to the flickering waterfall sprite. i'm not decided yet about these waterfalls, i like the detailed pixel art, but I do not know how to proper animate it ):
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Post by jltursan on May 27, 2021 10:05:19 GMT
Wonderful!, very nice scenarios! When using the raw power of a MSX1 machine you can get easy background animations playing directly with the tiles; but as AGD is heavily based on bitmap graphics and not MSX tiles, this can't be achieved so easily. Right now I can't only think of these tricks to create background animations: - Manually PUTBLOCKs where needed and keep changing them. Pretty CPU consuming if you try to animate a big surface like a waterfall. - Use sprites, wisely located and coloured they can cheaply create some movement illusion. Like your little clouds... - Use TICKER, also CPU intensive; but if there's not a lot of event processing is fine enough. Are you also using this to animate the water? - Use PLOT. Limited but it can create some animation effects. Probably cheaper than creating particles. ...and maybe OBJECTS, never thought too much about them; but I'm sure something can be faked with them. They're faster than BLOCKS and they autorestore the background
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Post by amaweks on May 28, 2021 14:20:06 GMT
Wonderful!, very nice scenarios! When using the raw power of a MSX1 machine you can get easy background animations playing directly with the tiles; but as AGD is heavily based on bitmap graphics and not MSX tiles, this can't be achieved so easily. Right now I can't only think of these tricks to create background animations: - Manually PUTBLOCKs where needed and keep changing them. Pretty CPU consuming if you try to animate a big surface like a waterfall. - Use sprites, wisely located and coloured they can cheaply create some movement illusion. Like your little clouds... - Use TICKER, also CPU intensive; but if there's not a lot of event processing is fine enough. Are you also using this to animate the water? - Use PLOT. Limited but it can create some animation effects. Probably cheaper than creating particles. ...and maybe OBJECTS, never thought too much about them; but I'm sure something can be faked with them. They're faster than BLOCKS and they autorestore the background Hi, First of all thanks for your excelent new compiler. - I've made some trys on the waterfalls with put bock, but it was like you've sayd. In the end I decided to use sprites, I've put them strategically placed to avoid flicker, and i think the result is good. Since I was left with almost 10k of free space on the rom I decided to make some extras to the game, like a proper Title Screen, a intro screen (adapted from the loading screen i was using for the disk version) more songs, and a jukebox for the songs. Still 5kb left on the rom, but I think I'll do a end credits screen and I'm done. By the way, all 254 blocks used (about 150 for the game and 100 for title, intro screen and jukebox)
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Post by jltursan on May 28, 2021 17:47:35 GMT
Glad to see you're making a good use of it!
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