AcornPad

handy tools that can assist in the development of new software
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fizgog
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AcornPad

Post by fizgog »

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.

Screenshot 2021-12-23 at 21.55.31.png

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.
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Re: CharPad

Post by nicolagiacobbe »

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.
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Re: CharPad

Post by fizgog »

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
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Re: CharPad

Post by fizgog »

A bit more work done.

Combined custom controls into one new control.
Added map editor.

Screenshot 2022-01-03 at 23.04.48.png

Still to do

Tile set and tile editor
Ability to load and save project (needs tiles doing first)
Add export option
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Re: CharPad

Post by fizgog »

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?

image001.png

Maybe something like this for multi coloured character comments - but it won't translate to the beeb side though

image002.png
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Re: CharPad

Post by lovebug »

very nice so far

would you consider releasing the source code ?
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Re: CharPad

Post by fizgog »

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.
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Re: CharPad

Post by fizgog »

Managed to do some coding on tile set and tile edit forms

Screenshot 2022-01-09 at 21.41.06.png

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.
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Re: CharPad

Post by fizgog »

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

Screenshot 2022-01-11 at 23.18.25.png
Screenshot 2022-01-11 at 23.19.51.png
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Re: CharPad

Post by oss003 »

Wow, looks great ... nice job.
Does you converter als convert the pixels to MODE 2 and 5 as fat pixels (2x1)?

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fizgog
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Re: CharPad

Post by fizgog »

oss003 wrote: Wed Jan 12, 2022 8:17 am Wow, looks great ... nice job.
Does you converter also convert the pixels to MODE 2 and 5 as fat pixels (2x1)?
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
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Re: CharPad

Post by fizgog »

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

Screenshot 2022-01-15 at 14.30.21.png

Still to complete: -
Undo / Redo
Save to ASM
Export to Screen
Tile to Map
Import Image to Map
Fat pixels
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Re: CharPad

Post by lovebug »

looking amazing, well done
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Re: CharPad

Post by fizgog »

lovebug wrote: Sun Jan 16, 2022 2:35 am looking amazing, well done
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

Screenshot 2022-01-19 at 10.50.16.png
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Re: CharPad

Post by Beebson »

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.
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fizgog
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Re: CharPad

Post by fizgog »

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

Screenshot 2022-01-20 at 23.52.14.png

With compression

Screenshot 2022-01-21 at 00.00.17.png
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Re: CharPad

Post by lovebug »

it just gets better and better

well done
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Re: CharPad

Post by fizgog »

lovebug wrote: Fri Jan 21, 2022 1:13 am it just gets better and better

well done
Thanks,

Just a quick update, I've added 2:1 pixels for mode 2 and 5

Screenshot 2022-01-22 at 09.58.32.png

Fixed compression but it's slow on large images so I need to revisit it and optimise it at some point.
Screenshot 2022-01-22 at 10.14.35.png
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Re: CharPad

Post by polomint »

This is looking fantastic! Thank you for all your work :)
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Re: CharPad

Post by fizgog »

polomint wrote: Sat Jan 22, 2022 1:58 pm This is looking fantastic! Thank you for all your work :)
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

Screenshot 2022-01-23 at 14.13.11.png

Question for export in row layout should we rotate the comments (;....##..) as well as the data or leave the the correct way?
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Re: CharPad

Post by fizgog »

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 #-o
Fixed Shift transformations for mode 2 and 5 wide pixels

Using Kevin Edwards - Micro User article for testing image data
Screenshot 2022-01-24 at 22.15.56.png
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Re: CharPad

Post by fizgog »

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

Screenshot 2022-01-25 at 10.11.22.png
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.
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Re: CharPad

Post by lovebug »

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 :D
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Re: CharPad

Post by fizgog »

lovebug wrote: Tue Jan 25, 2022 5:20 pm 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 :D
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
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fizgog
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Re: CharPad

Post by fizgog »

Finally finished the export to file and added a recent file list to show the last 10 projects used in the current session.

Screenshot 2022-01-26 at 22.21.37.png

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)

Screenshot 2022-01-26 at 22.25.14.png

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
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fizgog
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Re: CharPad

Post by fizgog »

Quick update.

Cleaned up the Clipboard history display

Screenshot 2022-01-26 at 23.05.31.png
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polomint
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Re: CharPad

Post by polomint »

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 !
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fizgog
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Re: CharPad

Post by fizgog »

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)

Screenshot 2022-01-28 at 17.30.00.png
I'm currently enjoying this game in between fixes :D

Still more testing and fixing ongoing.
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polomint
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Re: CharPad

Post by polomint »

Is there an ETA for Alpha? Yes, I know, I'm impatient hahah :D :D :D
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fizgog
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Re: CharPad

Post by fizgog »

polomint wrote: Fri Jan 28, 2022 6:47 pm Is there an ETA for Alpha? Yes, I know, I'm impatient hahah :D :D :D
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
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