Autor
| I've just created a tool for MSX Basic developers: MSX Tile Designer
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cesco msx addict Mensajes: 301 | Publicado: Abril 20 2006, 11:39   |
I have written a small application that can help MSX developers to design graphic tiles for their games.
The graphic tiles are meant to be used under SCREEN 1 mode
Here are some features:
* Edit 8x8, 8x16, 16x8 and 16x16 tiles
* Add/Edit/Delete multiple tiles at once
* Available functions: Rotate left/right, Flip Horizontal/Vertical, Invert tile, Cut, Copy And Paste
* Load and save your tiles onto the hard disk
* Can export tiles to a MSX Basic program automatically. It handles your new tiles without having to write a single line of code. All you have to do is to put a GOSUB <LINE NUMBER> into your program to load them in memory.
Here's a screenshot of the Tile designer:
And here's a screenshot of what you can do with it:
You can download MSX Tile Editor here: www.cescoware.com/altro/msx/msxtile100.zip
I wrote the application with Visual Basic 6. I've not included any library in the compressed archive, so it may not work on some machines. |
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ARTRAG msx master Mensajes: 1747 | Publicado: Abril 20 2006, 11:48   |
extend it to edit screen 2 tiles and groups of tiles
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pitpan msx master Mensajes: 1390 | Publicado: Abril 20 2006, 11:56   |
And add also asm support! Very easy, just convert the DATA &hXX to DB XXh. Guess it will be very useful too for assembler developers!
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wolf_
 msx legend Mensajes: 4780 | Publicado: Abril 20 2006, 12:03   |
perhaps, but *please* use a real canvas, not those (I guess) on/off buttons for the drawing.. you can only draw by clicking all the way now and not even on the border of those 'buttons'..
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Konamito
 msx addict Mensajes: 439 | Publicado: Abril 20 2006, 12:06   |
It's a cool tool. I'll put a link to it in my Downloads Section
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pitpan msx master Mensajes: 1390 | Publicado: Abril 20 2006, 12:06   |
Ok. I've tried it and I like it, but there are some things that I should mention:
- No colours for a tile designer? A full tile requieres a pattern and palette data too.
- Cannot be used directly for 16x16 sprites, because the order is top left, top right, bottom left and bottom right. For sprites is should be top left, bottom left, top right and bottom right.
- Support for other numeric formats, not only decimal but also hexa at least.
A cool tool that I'm sure that will be even better on the next version!
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pitpan msx master Mensajes: 1390 | Publicado: Abril 20 2006, 12:11   |
And just another detail:
9004 FOR I = BASE(7)+512 TO BASE(7)+799
9005 READ A: VPOKE I,A: NEXT I
9006 DATA 253,2,2,239,16,16,16,191,255,0,0,239,16,16,16,255,64,64,255,1,247,8,8,8,0,255,0,0,255,0,0,0
...
9014 DATA 0,85,0,85,0,85,0,95,0,85,1,85,1,85,1,245,10,93,14,87,0,85,0,127,241,117,177,229,1,85,1,255
9015 RETURN
Would be even better if the return goes just before the DATAs. And you can speed it up by using:
- Integer variables (DEFINT)
- Using a constant for the BASE value instead of calling the function everytime
- Compute the value of the addition BASE+512
But I really like the look and feel of the program! That's why I'm posting all these suggestions  |
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cesco msx addict Mensajes: 301 | Publicado: Abril 20 2006, 13:49   |
Quote:
| - No colours for a tile designer? A full tile requieres a pattern and palette data too.
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Because it was originally meant to be a Tile editor for old (B&W) palmpilot games that I've written almost 5 years ago; I've just fixed some stuff in order to have it working with MSX standards. And because until yesterday night I didn't know where to VPOKE to change tile colors
I'll add a basic color support in the very next release
Quote:
| - Cannot be used directly for 16x16 sprites, because the order is top left, top right, bottom left and bottom right. For sprites is should be top left, bottom left, top right and bottom right.
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I'll fix this bug in the next release
Quote:
| - Support for other numeric formats, not only decimal but also hexa at least.
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Ok, I'll try to implement it |
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cesco msx addict Mensajes: 301 | Publicado: Abril 20 2006, 13:50   |
Quote:
| And just another detail: ...
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Thank you very much for these suggestions |
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ARTRAG msx master Mensajes: 1747 | Publicado: Abril 20 2006, 14:05   |
you can speed it up also by putting the for loop in one line and removing the "I" following the next
try something like this:
DEFINT a-z
...
FORI=XTOY:READ A:VPOKE I,A:NEXT
RETURN
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cesco msx addict Mensajes: 301 | Publicado: Abril 20 2006, 14:36   |
Quote:
| perhaps, but *please* use a real canvas, not those (I guess) on/off buttons for the drawing.. you can only draw by clicking all the way now and not even on the border of those 'buttons'..
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They are already PictureBoxes, in the next release I'll deactivate their border |
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wolf_
 msx legend Mensajes: 4780 | Publicado: Abril 20 2006, 15:45   |
picture 'boxes' .. that's the problem then.. it should be one big picturebox, not 256 individual ones..
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cesco msx addict Mensajes: 301 | Publicado: Abril 20 2006, 16:53   |
I've just updated MSX Tile Designer to version 1.11
What's new:
- Colour support (Foreground & Background, remember that you can only change the colour of 8 characters at once, so if you have four 16x16 tiles to colorize you can only put two different colors, as a 16x16 tile requires four characters to be displayed so 4 * 4 = 16 ---> 16 / 8 = 2 Colors).
- The generated code should be a little faster, thanks to your suggestions
- As requested, now 16x16 tiles are generated in this order: top left, bottom left, top right, bottom right. So they can be also used as sprites.
- Now you can show / hide the grid
You can download it from here: www.cescoware.com/altro/msx/msxtile111.zip |
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cesco msx addict Mensajes: 301 | Publicado: Abril 20 2006, 17:39   |
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cesco msx addict Mensajes: 301 | Publicado: Abril 20 2006, 20:31   |
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