Development IDE - TommyGun

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By kiwi73

Rookie (30)

kiwi73의 아바타

21-02-2007, 10:45

Hi all,

I'm new here - hello! Smile

I'm also the author of a development environment called TommyGun.
http://www.users.on.net/~tonyt73/TommyGun/
Some people have emailed me and suggested I add MSX1/MSX2 support to it.

Would many people here be interested using it to develop with?
It currently supports many computers such as:
* ZX Spectrum
* Sam Coupe
* C64
* Jupiter ACE/4000
* Amstrad CPC
* Enterprise 64/128

I think the MSX computers use the same VDP as the Enterprise does a TI-9929.
So it would be easy to add MSX support for this VDP.
Are there other VDPs used on other MSX machines?

It only works on Windows for the moment - but will enough interest I plan to change to wxWidgets and support Mac/Linux/Windows in the future.

Anyway if your interested in MSX support being added please post here.

Cheers,
Tony

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By Abi

Hero (601)

Abi의 아바타

21-02-2007, 12:30

welcome!
TommyGun looks great i realy like to see a version with MSX support!

By Xan0ri

Master (177)

Xan0ri의 아바타

21-02-2007, 12:57

I've been waiting a project like that on MSX systems! Hopefully we'll see this project supporting MSX soon.
And Wellcome kiwi73 Big smile

By multi

Expert (74)

multi의 아바타

21-02-2007, 13:06

the msx2 uses the yamaha v9938 vdp.

imo the 2 most needed features from that chip in a game development environment are the ability to put 2 sprites over eachother where a 3rd color (= color 1 | color 2 ) is shown for the pixel that was set on both sprites. this means a sprite editor where you can edit 3 colors on a sprite. see http://www.konamiman.com/msx/th-4a.txt near the end for the full story.

the 2nd of the most used features would be screen 5 tiles (graphic 4), this screen mode allows for 256x212 pixels on screen with a choice of 16 colors per pixel (from a rgb palette that has 3 bits per red, green and blue value, so 512 colors total). the tiles are usually copied with hardware accelerated bitmap copy functions, color 0 can be set to not copy and this would optionally make that color transperant. the amount of tiles is not defined nor is the size of them, although the whole game must run in 4 pages (256x256 pixels) max normally. that includes the current on screen page and other things like sprites (and depending on the design choice even the tile maps themselves). see http://www.konamiman.com/msx/th-4b.txt for more on hardware accelerated bitmap copy functions.

there are of course a lot more features on the v9938 vdp, but other features would be less pressing to implement msx2 game development support (i would think).

i'm going to check out your DE soon, since i always thought that a good tile editor for the msx screen 2 mode was lacking on the PC. i hope writing assembler on your DE is as much fun as it was using the wbass2 assembler on the msx itself.

By jltursan

Prophet (2619)

jltursan의 아바타

21-02-2007, 13:28

Hi Kiwi73 and welcome!

I'm glad that you finally considered the MSX version. Here you'll find a lot of people interested in your project Smile
As a suggestion, if you implement the MSX plugins, stay with the MSX1 graphics specs, VDP TMS9918 (it's not the same on the Enterprise!!). It'll be a lot easier for you as a start. The closest plugins will be the Spectrum ones (tiles & sprites) as basically there're only some differences on color resolution.

Of course, you can ask for anything you need to know...

By doraemonppc

Master (245)

doraemonppc의 아바타

21-02-2007, 13:57

Wow, seems a great piece of software!
Please implement msx support!!!
LOL!

By kiwi73

Rookie (30)

kiwi73의 아바타

21-02-2007, 14:07

Thanks guys I will get on to it after I complete the Enterprise support.
Which should be the end of this week.
So I should be able to add MSX1 support (like jltursan suggests) and then I try the MSX2 stuff which seems a little more difficult.
Rest assured I will be back to ask more questions.
Thanks again.

By jltursan

Prophet (2619)

jltursan의 아바타

21-02-2007, 15:06

The MSX2 VDP has some modes very close to the ones you can get programming "Nick" on the Enterprise. You'll get 16 color modes (with color palette) with 2 pixels per byte (every nibble contains a color) and 256 color modes with one pixel per byte. As you can see you'll find most of the hard work done! Wink

By Manuel

Ascended (19273)

Manuel의 아바타

21-02-2007, 23:20

Great thing! But please consider using Qt instead of WxWidgets. We've (the openMSX Team) had some very nasty problems with Wx when making crossplatform applications.

By kiwi73

Rookie (30)

kiwi73의 아바타

22-02-2007, 01:37

Qt is a commercial product and my software is completely freeware.
I know Wx has its issues, but its free!

By kiwi73

Rookie (30)

kiwi73의 아바타

22-02-2007, 02:00

You may also say that Qt has the open source version which is free.
True - but the license says your software must also be open source of which mine is not at the moment.
I may release it eventually as open source but at the moment it isn't.
No real reason not to release it as open source other than I don't have time and the code needs a little tidy up - plus I would have to document the design which would take a long time as well.
Need the time to add more features! Smile

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