EarlyMorning - Progress & Discussion
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- Calc King
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- kv83
- Maxcoderz Staff
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@tr1p1ea: Ok. that's possible
@Jim E: Yes, the mask data can be "accesed" seperatly from the sprite data. So instead of:
you would do this
The submaps will be done defintly. Not in the next release, but maybe in the release after that. It's quite a challenge and I have to investigate a little further
@3fg: I know. That's already possible (for 1bit)
@Jim E: Yes, the mask data can be "accesed" seperatly from the sprite data. So instead of:
Code: Select all
#:Kirby:
;[KirbySprites].[Title]
#For 0 to $[KirbySprites].[Amount]
[KirbySprites].*.[Data]
[KirbySprites].*.[MaskData]
#Next
Code: Select all
#:Kirby:
;[KirbySprites].[Title]
#For 0 to $[KirbySprites].[Amount]
[KirbySprites].*.[MaskData]
[KirbySprites].*.[Data]
#Next
@3fg: I know. That's already possible (for 1bit)
- kv83
- Maxcoderz Staff
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Ok, here's in an update: I just finished the Flag feature. Following things are done:
* FT: A "property"-tab, where you can change the properties of the different items. (At the moment only the title).
* FT: New external tool option: "build" .
* FT: Autosize window.
* FT: Masked sprite support for 1bit (two different dataformats) and 2bit.
* FT: 0, 1 or 3 flags for maps.
And this still needs to be done for the next beta release:
* PL: Buildscript Wizard.
* PL: Import a sprite from a bitmap.
So we're almost there!
* FT: A "property"-tab, where you can change the properties of the different items. (At the moment only the title).
* FT: New external tool option: "build" .
* FT: Autosize window.
* FT: Masked sprite support for 1bit (two different dataformats) and 2bit.
* FT: 0, 1 or 3 flags for maps.
And this still needs to be done for the next beta release:
* PL: Buildscript Wizard.
* PL: Import a sprite from a bitmap.
So we're almost there!
- kv83
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Bad news: Unfortunatly there are some strange things happening when I'm trying to import, and some nasty things coming with it. I have to push that feature to the next release :'( .
Good news: This leaves me with only one feature, which is almost finished: The Buildscript wizard. After that is done, i'll upload the version. Hooray!
Good news: This leaves me with only one feature, which is almost finished: The Buildscript wizard. After that is done, i'll upload the version. Hooray!
- kv83
- Maxcoderz Staff
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Map Compression will defently one of the feature's included. In fact, one is already supported (ByObject). I just need to figure out how to do a good RLE compression
The project is running fine at the moment. I'm finishing it up at the moment, doing some better error-handling and optimizing the Buildscript Wizard
The project is running fine at the moment. I'm finishing it up at the moment, doing some better error-handling and optimizing the Buildscript Wizard
- kv83
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I uploaded the new version. I hope some of you guys will check it out, since I want to get it stable as soon as possible. Bugs are only encountered if people are actually working with the tool So help making it better!
Oh yeah; old buildscripts are not longer supported. Please use the included buildscript wizard to make new ones.
I'll update the Buildscript documentation as soon as possible with new information.
Oh yeah, I included an updated version of MAU, so next time you can update EarlyMorning with a click of a button, instead of doing it manually.
Also, if you worked with earlier versions, I hope you like the slightly improved UI.
(Last note: Please use a new fresh directory for EM! (or delete all old files))
Oh yeah; old buildscripts are not longer supported. Please use the included buildscript wizard to make new ones.
I'll update the Buildscript documentation as soon as possible with new information.
Oh yeah, I included an updated version of MAU, so next time you can update EarlyMorning with a click of a button, instead of doing it manually.
Also, if you worked with earlier versions, I hope you like the slightly improved UI.
(Last note: Please use a new fresh directory for EM! (or delete all old files))
- kv83
- Maxcoderz Staff
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Ah, stupid me. I know what's wrong (without looking at the source). Go to the folder where your resource file is located. There should be two files; your .emr file and a buildscriptnew.txt ... create a new third (empty) file with the name "buildscript.txt". It should compile fine now.
The program searches for the buildscript.txt before compiling, however, for testing purposes, i changed the buildscript.txt to buildscriptnew.txt. All routines in the program uses this, except the check if a buildscript.txt is available
I'll put up a new version asap! Thanks for reporting!
The program searches for the buildscript.txt before compiling, however, for testing purposes, i changed the buildscript.txt to buildscriptnew.txt. All routines in the program uses this, except the check if a buildscript.txt is available
I'll put up a new version asap! Thanks for reporting!
- kv83
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Ok, I uploaded a new version (0.3.0.1) which fixes the bug reported by Jim. It's available through AutoUpdate. Just start MAU, check for updated and click "update"
Alternativly, you can download the file here and copy it over your existing .exe ...
Please note that you should rename your buidscript from buildscript_new.txt to buildscript.txt
Alternativly, you can download the file here and copy it over your existing .exe ...
Please note that you should rename your buidscript from buildscript_new.txt to buildscript.txt
- Jim e
- Calc King
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I like the build script, I see a lot of potential there. Tile data and mask output are fine, but map data doesn't output. Height, width, & length all do but not the data.
Feature request:
In contrast to how points on a map can be marked walkable with flag, I'd like each tile to have a value that I can use to either sort the tiles or at least being able to output that value to a table.
The reason I want to sort the tiles is that its faster and saves mem if certain tile types are in a range, Say 0-7 are all walkable, 8-15 are movable blocks, 16-23 are traps. But sometimes I need a new tiles and it would just be easier to sort a bunch and have them reflect the maps then to manual moveup slowly.
Feature request:
In contrast to how points on a map can be marked walkable with flag, I'd like each tile to have a value that I can use to either sort the tiles or at least being able to output that value to a table.
The reason I want to sort the tiles is that its faster and saves mem if certain tile types are in a range, Say 0-7 are all walkable, 8-15 are movable blocks, 16-23 are traps. But sometimes I need a new tiles and it would just be easier to sort a bunch and have them reflect the maps then to manual moveup slowly.
- kv83
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If I understand you correct (which I propably don't), do you want to have an (unique) ID in front of the data?
You could sort the tiles in EM, and I could make it so you can include it in the buildscript. That way data would look like this:
You could sort the tiles in EM, and I could make it so you can include it in the buildscript. That way data would look like this:
Code: Select all
.db 0 ;ID of sprite
.db 1010101 ;spritedata
...
.db 1011111
.db 1 ;ID of sprite
.db 1010101 ;spritedata
...
...
...
- kv83
- Maxcoderz Staff
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Ok. Speedupdate
The bug reported by Jim is fixed in 0.3.0.2 aswell as the 'bug' that the Wizard isn't closing after the buildscript is made.
Use the updater to get 0.3.0.2 (or do a manual update with this file)
Thanks, Jim!
The bug reported by Jim is fixed in 0.3.0.2 aswell as the 'bug' that the Wizard isn't closing after the buildscript is made.
Use the updater to get 0.3.0.2 (or do a manual update with this file)
Thanks, Jim!
- Jim e
- Calc King
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I went and got it manual since something is up the the autoupdater. I built and it worked. Except one thing to nitpick about, I don't think it will compile in tasm. Brass and spasm can probably handle it, but tasm doesn't like DB to have more than 16 bytes.
I put enters in there so not to break formating on the site.(surprisingly I guessed the width of the map. )
Code: Select all
;MapCollection - maps
maps:
;1. testmap
.db
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,0,0,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,3,3,3,0,0,0,0,0,0,0,
0,0,0,0,0,4,4,4,4,4,4,0,0,0,0,0,0,0,0,0,0,0,3,3,3,3,0,0,0,0,0,0,
0,0,0,0,0,0,4,4,4,4,0,0,0,0,0,0,0,2,2,0,0,0,3,3,3,3,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,0,0,3,3,3,3,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,0,0,3,3,3,3,0,0,0,0,0,0,
0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,2,2,2,2,0,0,3,3,3,3,0,0,0,0,0,0,
1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1