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Development - map editor screen 4

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Autor

map editor screen 4

norakomi
msx professional
Mensajes: 861
Publicado: Mayo 17 2007, 20:28   
Hi,

I know I've seen this question before, but......

I need a program which alowes me to put my screen4 characters in screen,
and then it outputs me the data of this map.
Maggoo
msx professional
Mensajes: 576
Publicado: Mayo 17 2007, 21:34   
Which format are your levels ? You can have a look at this editor, althought it may be a bit limited.

http://vscreen.hypercu.be/vscreen-editor.htm
norakomi
msx professional
Mensajes: 861
Publicado: Mayo 18 2007, 21:07   
Quote:

Which format are your levels ? You can have a look at this editor, althought it may be a bit limited.http://vscreen.hypercu.be/vscreen-editor.htm

cool this is exactly what Im looking for.
although it seems that I cannot create bigger levels than 59x37 blocks.....
Is there a possibility to create bigger levels ? I was thinking more like 100x100 blocks.
Also I would like to have a output file that has the level data only....
so, an output file that (in case my level size is 10x2) gives something like this:
01,04,01,05,07,01,04,01,05,07
32,11,33,07,55,04,01,05,05,09
I suppose thats what the .STG file outputs ???

A problem I have is that I get a purple screen when I insert my own tile grapx,
I use a file (.SC2/.SC4) that I made with BMP2MSX....
how to insert my own tile grapx ???
norakomi
msx professional
Mensajes: 861
Publicado: Mayo 20 2007, 10:09   
aha. yes it is possible to create bigger maps.
And indeed, the .STG file outputs what I need.
The only question that remains is:
How do I convert a .bmp file to a sc4 file ??
If I use bmp2msx then I get a bigger file (14,343 bytes) then
the file that you use in the example (3x1.sc4 = 4,128 bytes)
GhostwriterP
msx addict
Mensajes: 305
Publicado: Mayo 20 2007, 11:04   
Just use an assambler to strip the big file into the format used by vscreen. With commands like output and incbin.
Maggoo
msx professional
Mensajes: 576
Publicado: Mayo 20 2007, 12:22   
If you go on http://vscreen.hypercu.be/ in the Vscreen section, you will also find a converter program for GE5 format (AGE/DDGRAPH) to .sc4. Perhaps this can help.

About the .stg file, the maximum size supported by the editor is 256 blocks by 96 I beleive (Maximum currently supported by VSCREEN) but it could easily be modified to support more if you need it.


jltursan
msx professional
Mensajes: 847
Publicado: Mayo 20 2007, 12:43   
Btw, any news about your VScreen engine?
If there're no plans to update the code, I think that it could be a great idea to write some kind of simple step by step tutorial showing how a game could be created with the engine
norakomi
msx professional
Mensajes: 861
Publicado: Mayo 20 2007, 20:57   
Quote:

If you go on http://vscreen.hypercu.be/ in the Vscreen section, you will also find a converter program for GE5 format (AGE/DDGRAPH) to .sc4. Perhaps this can help.

About the .stg file, the maximum size supported by the editor is 256 blocks by 96 I beleive (Maximum currently supported by VSCREEN) but it could easily be modified to support more if you need it.

Thanx, I got it to work now.
Could you do me one last favor:
I would like the editor to support 256x256 block (instead of 256x96).

^__^ Thanks again !!!!!
Maggoo
msx professional
Mensajes: 576
Publicado: Mayo 20 2007, 21:17   
Quote:

easily be modified to support more if you need it.

Thanx, I got it to work now.
Could you do me one last favor:
I would like the editor to support 256x256 block (instead of 256x96).

^__^ Thanks again !!!!![/quote]

Should not be much of a problem, I will look into it next week.
Maggoo
msx professional
Mensajes: 576
Publicado: Mayo 20 2007, 21:20   
Quote:

Btw, any news about your VScreen engine?
If there're no plans to update the code, I think that it could be a great idea to write some kind of simple step by step tutorial showing how a game could be created with the engine



I'll probably update the code. I have added some new features already but haven't finalized the release. But I don't think I'll write a tutorial. This takes too much time and let's be honest, I hate writing that kind of stuffs
jltursan
msx professional
Mensajes: 847
Publicado: Mayo 21 2007, 13:33   
Quote:

I have added some new features already



I'm eager to see them; maybe some shooting ability?
Maggoo
msx professional
Mensajes: 576
Publicado: Mayo 21 2007, 16:40   
BTW, you do realize tha 256x256 blocks levels will have 64kb ? Might not be the easiest to use...
GhostwriterP
msx addict
Mensajes: 305
Publicado: Mayo 21 2007, 19:13   
Keyword meta-tiles, a level that size would easely fit in 8kb
norakomi
msx professional
Mensajes: 861
Publicado: Mayo 22 2007, 14:28   
Quote:

BTW, you do realize tha 256x256 blocks levels will have 64kb ? Might not be the easiest to use...

i realise. I have reserved 32kB on tiles per level.
so 256x128 or 128x256 is possible.
Quote:

Keyword meta-tiles, a level that size would easely fit in 8kb

I don't understand what you mean. Could you explain "meta-tiles" please ?
wolf_
online

msx legend
Mensajes: 4661
Publicado: Mayo 22 2007, 14:41   
I think he means something like 'stamp', 'macro' or 'brush'. E.g. if a door is made out of 4*8 8x8 tiles, then you don't put these 32 tiles in your mapdata, you only put a reference to that stamp into your map. Same with other objects. (Assuming these stamps occur at multiple places ofcoz, like in an RPG where you have various buildings made out of the same components, otherwise there's little point in all this)
 
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