AcornPad
AcornPad
Not had a lot of time for 6502 programming but the other day I came across some screenshots of a Windows programming tool for the C64 called CharPad and thought something like this could be usefull.
So I've made a start, only had time to code for a couple of hours over a few nights but have managed to get this far.
At the moment there is a palette, charset with up to 64 slots and a char editor with the usual grid, zoom, pen, brush and flood fill tools.
I'll keep plodding on with it and hopefully get it in a state to release it at some point.
So I've made a start, only had time to code for a couple of hours over a few nights but have managed to get this far.
At the moment there is a palette, charset with up to 64 slots and a char editor with the usual grid, zoom, pen, brush and flood fill tools.
I'll keep plodding on with it and hopefully get it in a state to release it at some point.
Last edited by fizgog on Mon Oct 03, 2022 10:58 pm, edited 1 time in total.
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
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- Posts: 215
- Joined: Tue Jul 03, 2007 10:40 am
- Location: italy
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Re: CharPad
Nice. If you do not mind, could tell us the developing environment used?
Just to know how hard would it be to make it multi-platform.
Just to know how hard would it be to make it multi-platform.
Re: CharPad
As my day job is Windows C# I tend to stick to what I know so I’m using Visual Studio 2019 C#
It’s also a Winforms MDI if that helps
Again when it’s finished I’ll release the code on GitHub
It’s also a Winforms MDI if that helps
Again when it’s finished I’ll release the code on GitHub
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
A bit more work done.
Combined custom controls into one new control.
Added map editor.
Still to do
Tile set and tile editor
Ability to load and save project (needs tiles doing first)
Add export option
Combined custom controls into one new control.
Added map editor.
Still to do
Tile set and tile editor
Ability to load and save project (needs tiles doing first)
Add export option
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
I've been thinking about exports, this is an quick example I've done with 1 character and a map with the ability of tweaking the results in a view.
Not sure how the character comment section will work on a multi coloured one.
For the map I was thinking we could use run length encoding for one type of compression.
Is there anything else anybody wants or can think of for an export output?
Maybe something like this for multi coloured character comments - but it won't translate to the beeb side though
Not sure how the character comment section will work on a multi coloured one.
For the map I was thinking we could use run length encoding for one type of compression.
Is there anything else anybody wants or can think of for an export output?
Maybe something like this for multi coloured character comments - but it won't translate to the beeb side though
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
Yep, source code will be released on GitHub eventually like I did with the Acorn Viewer, once I've added the other features.
At the moment it's not worth a public release as you cannot load and save anything as I've not coded that bit yet
PS I'm taking feature requests if anyone can think of anything to add whilst I work on it.
At the moment it's not worth a public release as you cannot load and save anything as I've not coded that bit yet
PS I'm taking feature requests if anyone can think of anything to add whilst I work on it.
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
Managed to do some coding on tile set and tile edit forms
Following still needs doing in no particular order.
Connect tiles to map
Added loading and saving project
Remove hard coded features such as qty, tile size, map size
Add export to asm
Finish off export to screen
Add undo / redo features
Add cut, copy and past features
More graphics utilities such as move image up, down, left and right, along with mirror
Move graphic mode selection into new project selection?
Save form window positions
Anything else.
Following still needs doing in no particular order.
Connect tiles to map
Added loading and saving project
Remove hard coded features such as qty, tile size, map size
Add export to asm
Finish off export to screen
Add undo / redo features
Add cut, copy and past features
More graphics utilities such as move image up, down, left and right, along with mirror
Move graphic mode selection into new project selection?
Save form window positions
Anything else.
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
Loading and saving of project - done
Saving form window position for palette, char set, char editor, tile set, char editor and map - done
Started adding an image converter to the tool menu which can convert an image into either 2, 4 or 8 colour BBC image
Saving form window position for palette, char set, char editor, tile set, char editor and map - done
Started adding an image converter to the tool menu which can convert an image into either 2, 4 or 8 colour BBC image
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
Wow, looks great ... nice job.
Does you converter als convert the pixels to MODE 2 and 5 as fat pixels (2x1)?
Greetings
Kees
Does you converter als convert the pixels to MODE 2 and 5 as fat pixels (2x1)?
Greetings
Kees
Re: CharPad
Thanks,
At the moment no it doesn't but I plan on adding fat pixels for Mode 2 and 5 at some point along the way.
No image candy this time as most of the code I've been working on is behind the scenes.
Added Cut, Copy and Paste to the CharSet form.
Added Rotate 180, Clockwise and Counter Clockwise to the CharEdit form.
Added Flip Horizontal and Vertical to the CharEdit form
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
No longer using hardcoded qty, width and height on CharSet Form and MapEdit Form
Added Shift Left, Right, Top and Bottom to CharEdit Form
Also added Colour Negative to CharEdit Form
Still to complete: -
Undo / Redo
Save to ASM
Export to Screen
Tile to Map
Import Image to Map
Fat pixels
Added Shift Left, Right, Top and Bottom to CharEdit Form
Also added Colour Negative to CharEdit Form
Still to complete: -
Undo / Redo
Save to ASM
Export to Screen
Tile to Map
Import Image to Map
Fat pixels
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
Thanks, finding the time to work on it is one of the hardest parts of the project.
I've finally gotten around to the undo / redo features to create a historical snapshot of the changes the user does
This took a lot of alterations to the existing code.
Added flip horizontal and vertical to the MapEdit.
Added shift left, right, up and down to the MapEdit
Added a compress function to the CharSet in preparation for the import image, this will remove any duplicate characters from the set.
Latest screenshot of the project with the new compression icon in the main menu and CharEdit form
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
Great news! Thank you for your work!
Will Acorn Editor go fullscreen? It would be good to see everything at once, like those two Donkey Kong screenshots in conversion screen. By clicking Acorn Editor to fullscreen, both Donkey Kong screens would be fully visible, no need to move both screens up/down and left/right to see everything. Small windows would then automatically move to locations near each other such a way that they won´t mask each other.
Ability to use flashing colours just as they were used on BBC and Electron. Fine tuning for flashing rate for both colours, just like on BBC and Electron.
SAVE option to use pictures with the real BBC and Electron.
Will Acorn Editor go fullscreen? It would be good to see everything at once, like those two Donkey Kong screenshots in conversion screen. By clicking Acorn Editor to fullscreen, both Donkey Kong screens would be fully visible, no need to move both screens up/down and left/right to see everything. Small windows would then automatically move to locations near each other such a way that they won´t mask each other.
Ability to use flashing colours just as they were used on BBC and Electron. Fine tuning for flashing rate for both colours, just like on BBC and Electron.
SAVE option to use pictures with the real BBC and Electron.
Re: CharPad
Thanks, a few things for me to think about
Importer finally loads into the system, but the compression routine is corrupting some of the elements of the map
With compression
Importer finally loads into the system, but the compression routine is corrupting some of the elements of the map
With compression
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
Thanks,
Just a quick update, I've added 2:1 pixels for mode 2 and 5
Fixed compression but it's slow on large images so I need to revisit it and optimise it at some point.
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
This is looking fantastic! Thank you for all your work
Re: CharPad
Thanks
Update: -
Char edit brush and flood fill now handle correctly in wide pixel modes (2 and 5)
Disabled rotate 90 clockwise and counter clockwise for wide pixel modes (cannot rotate a 4x8 without destroying the colour data)
Finished export to screen for character and map
Question for export in row layout should we rotate the comments (;....##..) as well as the data or leave the the correct way?
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
Fixed CharEdit and Export to Screen forms for Mode 2 & 5 wide pixels
Added rotate 90 clockwise and counter clockwise back into the system, not sure why I thought Mode 2 was 4x8
Fixed Shift transformations for mode 2 and 5 wide pixels
Using Kevin Edwards - Micro User article for testing image data
Added rotate 90 clockwise and counter clockwise back into the system, not sure why I thought Mode 2 was 4x8
Fixed Shift transformations for mode 2 and 5 wide pixels
Using Kevin Edwards - Micro User article for testing image data
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
Added resize option to image import to resize the imported image to the BBC Mode selected.
Added 2:1 pixel ratio to MapEdit for modes 2 and 5
Additional
Added 2:1 pixel ratio to CharSet for mode 2 and 5
Import image now always create a blank character as the first item.
Added 2:1 pixel ratio to MapEdit for modes 2 and 5
Additional
Added 2:1 pixel ratio to CharSet for mode 2 and 5
Import image now always create a blank character as the first item.
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
the 2:1 ratio is a very useful addition
well done
btw seeing your donkey kong in the editor has made me very very tempted to program a version for the beeb
well done
btw seeing your donkey kong in the editor has made me very very tempted to program a version for the beeb
Re: CharPad
I did make a technical demo dkong (was experimenting with sprites) in this thread, there is also a ssd were you can run left and right but not climb.
-> viewtopic.php?f=54&t=23032
AcornPad
Started working on the export to file functions, below is an example character set to asm file
Code: Select all
; Acorn Charset Data...
; 28 images, 32 bytes per image, total size is 896 bytes.
.char_sprite_0
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
.char_sprite_1
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 63, 63, 63, 63 ; ########
EQUB 63, 63, 63, 63 ; ########
EQUB 0, 0, 0, 0 ; ........
.char_sprite_2
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 51, 51, 51, 0 ; ######..
EQUB 51, 51, 51, 0 ; ######..
EQUB 0, 0, 0, 0 ; ........
EQUB 63, 63, 63, 63 ; ########
EQUB 63, 63, 63, 63 ; ########
EQUB 0, 0, 0, 0 ; ........
.char_sprite_3
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 15, 15, 15 ; ########
EQUB 7, 3, 3, 3 ; ########
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
.char_sprite_4
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 15, 15, 15, 15 ; ########
EQUB 3, 3, 3, 3 ; ########
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
.char_sprite_5
EQUB 0, 0, 0, 7 ; ......##
EQUB 0, 0, 0, 7 ; ......##
EQUB 15, 15, 15, 7 ; ########
EQUB 3, 3, 3, 7 ; ########
EQUB 0, 0, 0, 7 ; ......##
EQUB 0, 0, 0, 7 ; ......##
EQUB 0, 0, 0, 7 ; ......##
EQUB 0, 0, 0, 7 ; ......##
.char_sprite_6
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
.char_sprite_7
EQUB 0, 0, 0, 7 ; ......##
EQUB 0, 0, 0, 7 ; ......##
EQUB 0, 0, 0, 7 ; ......##
EQUB 0, 0, 0, 7 ; ......##
EQUB 0, 0, 0, 7 ; ......##
EQUB 0, 0, 0, 7 ; ......##
EQUB 0, 0, 0, 7 ; ......##
EQUB 0, 0, 0, 7 ; ......##
.char_sprite_8
EQUB 7, 15, 15, 15 ; ########
EQUB 7, 15, 15, 15 ; ########
EQUB 7, 15, 15, 15 ; ########
EQUB 7, 3, 3, 3 ; ########
EQUB 7, 61, 0, 0 ; ####....
EQUB 7, 61, 0, 0 ; ####....
EQUB 7, 61, 0, 0 ; ####....
EQUB 7, 61, 0, 0 ; ####....
.char_sprite_9
EQUB 15, 15, 15, 15 ; ########
EQUB 15, 15, 15, 15 ; ########
EQUB 15, 15, 15, 15 ; ########
EQUB 3, 3, 3, 3 ; ########
EQUB 0, 0, 61, 0 ; ....##..
EQUB 0, 0, 61, 0 ; ....##..
EQUB 0, 0, 61, 0 ; ....##..
EQUB 0, 0, 61, 0 ; ....##..
.char_sprite_10
EQUB 7, 15, 15, 15 ; ########
EQUB 7, 15, 15, 15 ; ########
EQUB 7, 15, 15, 15 ; ########
EQUB 7, 3, 3, 3 ; ########
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
EQUB 7, 0, 0, 0 ; ##......
.char_sprite_11
EQUB 15, 15, 15, 15 ; ########
EQUB 15, 15, 15, 15 ; ########
EQUB 15, 15, 15, 15 ; ########
EQUB 3, 3, 3, 3 ; ########
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
EQUB 0, 0, 0, 0 ; ........
.char_sprite_12
EQUB 0, 61, 63, 63 ; ..######
EQUB 0, 61, 60, 60 ; ..######
EQUB 0, 61, 0, 0 ; ..##....
EQUB 0, 61, 0, 0 ; ..##....
EQUB 0, 61, 0, 0 ; ..##....
EQUB 0, 61, 0, 0 ; ..##....
EQUB 0, 61, 0, 0 ; ..##....
EQUB 0, 61, 0, 0 ; ..##....
.char_sprite_13
EQUB 63, 63, 61, 0 ; ######..
EQUB 60, 60, 61, 0 ; ######..
EQUB 0, 0, 61, 0 ; ....##..
EQUB 0, 0, 61, 0 ; ....##..
EQUB 0, 0, 61, 0 ; ....##..
EQUB 0, 0, 61, 0 ; ....##..
EQUB 0, 0, 61, 0 ; ....##..
EQUB 0, 0, 61, 0 ; ....##..
.char_sprite_14
EQUB 63, 63, 63, 63 ; ########
EQUB 59, 51, 51, 51 ; ########
EQUB 42, 51, 51, 51 ; #.######
EQUB 42, 51, 51, 51 ; #.######
EQUB 42, 51, 51, 51 ; #.######
EQUB 42, 51, 51, 51 ; #.######
EQUB 42, 0, 0, 0 ; #.......
EQUB 59, 51, 51, 51 ; ########
.char_sprite_15
EQUB 0, 0, 0, 63 ; ......##
EQUB 0, 0, 0, 51 ; ......##
EQUB 0, 0, 0, 51 ; ......##
EQUB 0, 0, 0, 51 ; ......##
EQUB 0, 0, 63, 51 ; ....####
EQUB 0, 0, 51, 51 ; ....####
EQUB 0, 0, 51, 0 ; ....##..
EQUB 0, 0, 51, 51 ; ....####
.char_sprite_16
EQUB 63, 63, 63, 63 ; ########
EQUB 51, 51, 59, 51 ; ########
EQUB 51, 51, 42, 51 ; #####.##
EQUB 51, 51, 42, 51 ; #####.##
EQUB 51, 51, 42, 51 ; #####.##
EQUB 51, 51, 42, 51 ; #####.##
EQUB 0, 0, 42, 0 ; ....#...
EQUB 51, 51, 59, 51 ; ########
.char_sprite_17
EQUB 0, 63, 63, 63 ; ..######
EQUB 0, 51, 59, 51 ; ..######
EQUB 0, 51, 42, 51 ; ..###.##
EQUB 0, 51, 42, 51 ; ..###.##
EQUB 63, 51, 42, 51 ; #####.##
EQUB 51, 51, 42, 51 ; #####.##
EQUB 51, 0, 42, 0 ; ##..#...
EQUB 51, 51, 59, 51 ; ########
.char_sprite_18
EQUB 15, 7, 63, 63 ; ########
EQUB 15, 7, 51, 51 ; ########
EQUB 15, 7, 51, 51 ; ########
EQUB 3, 7, 51, 51 ; ########
EQUB 0, 7, 51, 51 ; ..######
EQUB 0, 7, 51, 51 ; ..######
EQUB 0, 7, 0, 0 ; ..##....
EQUB 0, 7, 51, 51 ; ..######
.char_sprite_19
EQUB 63, 63, 7, 15 ; ########
EQUB 59, 51, 7, 15 ; ########
EQUB 42, 51, 7, 15 ; #.######
EQUB 42, 51, 7, 3 ; #.######
EQUB 42, 51, 7, 0 ; #.####..
EQUB 42, 51, 7, 0 ; #.####..
EQUB 42, 0, 7, 0 ; #...##..
EQUB 59, 51, 7, 0 ; ######..
.char_sprite_20
EQUB 0, 7, 63, 63 ; ..######
EQUB 0, 7, 59, 51 ; ..######
EQUB 0, 7, 42, 51 ; ..###.##
EQUB 0, 7, 42, 51 ; ..###.##
EQUB 0, 7, 42, 51 ; ..###.##
EQUB 0, 7, 42, 51 ; ..###.##
EQUB 0, 7, 42, 0 ; ..###...
EQUB 0, 7, 59, 51 ; ..######
.char_sprite_21
EQUB 63, 63, 7, 0 ; ######..
EQUB 51, 51, 7, 0 ; ######..
EQUB 51, 51, 7, 0 ; ######..
EQUB 51, 51, 7, 0 ; ######..
EQUB 51, 51, 7, 0 ; ######..
EQUB 51, 51, 7, 0 ; ######..
EQUB 0, 0, 7, 0 ; ....##..
EQUB 51, 51, 7, 0 ; ######..
.char_sprite_22
EQUB 0, 12, 12, 0 ; ..####..
EQUB 0, 12, 12, 0 ; ..####..
EQUB 12, 12, 12, 12 ; ########
EQUB 0, 59, 15, 0 ; ..####..
EQUB 17, 51, 15, 0 ; .#####..
EQUB 0, 51, 39, 0 ; ..####..
EQUB 0, 51, 51, 0 ; ..####..
EQUB 0, 21, 63, 0 ; ...###..
.char_sprite_23
EQUB 0, 7, 63, 63 ; ..######
EQUB 0, 7, 51, 51 ; ..######
EQUB 15, 7, 51, 51 ; ########
EQUB 3, 7, 51, 51 ; ########
EQUB 0, 7, 51, 51 ; ..######
EQUB 0, 7, 51, 51 ; ..######
EQUB 0, 7, 0, 0 ; ..##....
EQUB 0, 7, 51, 51 ; ..######
.char_sprite_24
EQUB 63, 63, 7, 0 ; ######..
EQUB 59, 51, 7, 0 ; ######..
EQUB 42, 51, 7, 15 ; #.######
EQUB 42, 51, 7, 3 ; #.######
EQUB 42, 51, 7, 0 ; #.####..
EQUB 42, 51, 7, 0 ; #.####..
EQUB 42, 0, 7, 0 ; #...##..
EQUB 59, 51, 7, 0 ; ######..
.char_sprite_25
EQUB 0, 3, 3, 12 ; ..######
EQUB 0, 3, 3, 12 ; ..######
EQUB 0, 0, 3, 63 ; ....####
EQUB 35, 3, 3, 12 ; ########
EQUB 35, 3, 3, 12 ; ########
EQUB 35, 3, 1, 12 ; ####.###
EQUB 0, 0, 3, 12 ; ....####
EQUB 0, 3, 3, 0 ; ..####..
.char_sprite_26
EQUB 63, 63, 63, 0 ; ######..
EQUB 51, 51, 59, 0 ; ######..
EQUB 51, 51, 42, 0 ; #####...
EQUB 51, 51, 42, 0 ; #####...
EQUB 51, 51, 42, 63 ; #####.##
EQUB 51, 51, 42, 51 ; #####.##
EQUB 0, 0, 42, 51 ; ....#.##
EQUB 51, 51, 59, 51 ; ########
.char_sprite_27
EQUB 0, 12, 12, 0 ; ..####..
EQUB 0, 12, 12, 0 ; ..####..
EQUB 0, 4, 8, 0 ; ...##...
EQUB 0, 4, 8, 0 ; ...##...
EQUB 0, 1, 2, 0 ; ...##...
EQUB 0, 3, 2, 0 ; ..###...
EQUB 0, 3, 2, 0 ; ..###...
EQUB 0, 3, 2, 0 ; ..###...
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
Finally finished the export to file and added a recent file list to show the last 10 projects used in the current session.
Currently starting to go through the code and fix any bugs that I come across before I release an alpha version.
I had a problem with the undo / redo, so I've written a clipboard history that is accessed via the tools menu
(currently using flip icons for undo / redo until I import some better ones)
Tiles are currently broken when I implemented 2:1 pixels so at the moment they are offline.
Currently starting to go through the code and fix any bugs that I come across before I release an alpha version.
I had a problem with the undo / redo, so I've written a clipboard history that is accessed via the tools menu
(currently using flip icons for undo / redo until I import some better ones)
Tiles are currently broken when I implemented 2:1 pixels so at the moment they are offline.
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
Quick update.
Cleaned up the Clipboard history display
Cleaned up the Clipboard history display
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
Considering I am new to Elk development and am still learning, I cannot wait for this to make my gfx easier to create. Other apps are good (kinda), but having all this in one app is great !
Re: CharPad
Disable export to screen until project is available
Disable save, save as, export until project is available
Disable cut, copy paste until project is available
New undo / redo icons
New Acorn icon
Fix mapedit cell size in statusbar as it always said 1 cells
Fix map width resize failing on 2:1 modes
Fix palette double click not updating forms
Fix existing project now closes when a new or open project is chosen
Complete rewrite of the compression routing, importing image now auto compresses the character set.
Example of the new compression (image taken from the bbcmicro.co.uk)
I'm currently enjoying this game in between fixes
Still more testing and fixing ongoing.
Disable save, save as, export until project is available
Disable cut, copy paste until project is available
New undo / redo icons
New Acorn icon
Fix mapedit cell size in statusbar as it always said 1 cells
Fix map width resize failing on 2:1 modes
Fix palette double click not updating forms
Fix existing project now closes when a new or open project is chosen
Complete rewrite of the compression routing, importing image now auto compresses the character set.
Example of the new compression (image taken from the bbcmicro.co.uk)
I'm currently enjoying this game in between fixes
Still more testing and fixing ongoing.
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad
Re: CharPad
Is there an ETA for Alpha? Yes, I know, I'm impatient hahah
Re: CharPad
Still testing and bug fixing I'm afraid, shouldn't be too long though.
Fixed export when selecting row
Fixed import into mode 0 - palette was still showing 16 colours
Fixed cutting and copying from map and trying to paste into character and visa verse
Added a picker to the map editor to make it easier to find the character.
Time for bed
Pitfall, Gridrunner, Matrix: Gridrunner 2, LaserZone, AcornViewer, AcornPad