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Door thegeps

Master (255)

afbeelding van thegeps

08-06-2019, 16:58

Hi all, wich tools do you use to develope your projects? I'm searching for hints (and help so I can develope easily). Mine are:
Editor: Notepad
Assembler: Glass
Tiles: a self coded basic tile editor
maps: a self coded basic tilebased map editor
sprites: ehm, actually I draw them in Excel just by filling cells with colours and then manually calculating values (then manually I paste values in my source)
sounds/music editor: still nothing, I have to study this part. I even don't know how implement music or sfx so feel free to suggest (and motivate) your best choice.
If there's something I'm missing you can add/suggest/complete the list Smile
Thank you all, I really need your help 'cause I'm very lazy and sometimes I simply do nothing 'cause things aren't "immediate"

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Van theNestruo

Expert (108)

afbeelding van theNestruo

08-06-2019, 17:45

My toolchain is fairly flexible: I have some command line tools to convert .PCX graphic files to chars and sprites and .TMX (Tiled Map Editor) files to binary, so I can put everything into a makefile (or a .bat or .sh script) and use any assembler, text and graphic editor I want.
Nowadays I'm using tniASM, Notepad++ or Visual Studio Code (depending on the computer), Paint.net (with a .PCX plug-in), the aforementioned Tiled Map Editor, Vortex Tracker Improved, and AYFX Editor Improved.

I prefer to use generic tools because they have usually more functionality out-of-the-box (copy+paste, undo, etc.), are constantly updated/improved, and I can spend my (poor) spare time in actually coding a game.
I try to avoid "visual" tools that require an "export" step because I prefer my scripts to work with the actual file I'm editing.

About "immediate", using a makefile (or a script) to build the game from these sources is pretty immediate. E.g.: If I'm editing a map, I click on "Save", switch to VSCode (ALT+TAB), run the build script (CTRL+SHIFT+B)... and I'm already testing the changes. Is this what you are looking for?

Van Manuel

Ascended (15695)

afbeelding van Manuel

08-06-2019, 18:27

I hope you're not actually using standard Windows Notepad for editing source code...

Van Meits

Scribe (5490)

afbeelding van Meits

08-06-2019, 18:34

As for sprites, excel here as well, just not as manually as you do.
I made this thing once for some project.
Change 0s into 1s in the left diagram and you'll see your sprite come to life in the right diagram. In the centre there'll be your required data.

Van thegeps

Master (255)

afbeelding van thegeps

08-06-2019, 18:38

I hope so Smile
Actually, using my selfcoded tile editor and tilemap editor in basic, it's a nuisance editing 'cause I have to start an emulator, load the programs, edit tiles and then save progress in a cas file or a dsk file. Then extract the bin files, open them with a hex editor, remove the loader and copy/past their contents in my source. And you read what pain is editing sprites using excel...

Van shram86

Expert (88)

afbeelding van shram86

08-06-2019, 23:44

I use vs code with the z80 extension for source (don't forget to enable CRLF line endings for .bas files).
For graphics I use a sprite/pattern/screen/bitmap toolset that I made myself, a homebrew sfx tool and moontracker for music. I've been using tniASM as my assembler but I have yet to find a disk manager that doesn't suck.

Van santiontanon

Paladin (824)

afbeelding van santiontanon

08-06-2019, 23:50

Woah, yes, that sounds like a very involved way to author sprites!

For editing assembler I just use Sublime Text Editor, which is pretty good (I used it for most of my coding in either assembler, Java, Python, JavaScript, C++, or whatever).

I use GIMP for graphics, and I have a Java codebase that keeps growing with every project with all the functionality to automatically convert PNGs or parts of them to whatever I need (sprites, tiles, etc.) automatically checking the color palette is correct, etc.

For map editing I also use Tiled, which is very good.

For compiling, I have the calls to all the steps I need (calling my Java programs to convert PNGs/TMX/etc. to binary data, compressing whatever with Pletter, and compiling/linking with Glass) in a shellscript. So, if I want to change a sprite/map/graphic, I just open it in GIMP/TILED, edit, save, and re-run the shellscript, and it takes care of everything automatically.

As for music, this part I do it very manually. I just figure out the notes on my piano with paper and pencil in hand, and then encode them by hand on a custom music binary format, for which I wrote a custom player.

For SFX, I also do it by hand, by just entering the bytes to be sent to the PSG registers, and using trial and error. After a while, you get pretty good at it Smile

Van Manuel

Ascended (15695)

afbeelding van Manuel

09-06-2019, 00:03

shram86 wrote:

I use vs code with the z80 extension for source (don't forget to enable CRLF line endings for .bas files).
For graphics I use a sprite/pattern/screen/bitmap toolset that I made myself, a homebrew sfx tool and moontracker for music. I've been using tniASM as my assembler but I have yet to find a disk manager that doesn't suck.

What's the problem with disk managing? What about using dir-as-disk? Would that help?

Van shram86

Expert (88)

afbeelding van shram86

09-06-2019, 00:12

Manuel wrote:
shram86 wrote:

I use vs code with the z80 extension for source (don't forget to enable CRLF line endings for .bas files).
For graphics I use a sprite/pattern/screen/bitmap toolset that I made myself, a homebrew sfx tool and moontracker for music. I've been using tniASM as my assembler but I have yet to find a disk manager that doesn't suck.

What's the problem with disk managing? What about using dir-as-disk? Would that help?

Dir as disk actually works great, but after wasting two weeks of my life trying to track down issues with MFR/moontracker that nobody seems to claim is bad code, it seems openMSX for linux generates bad disk images when using diskmanipulator (someone on discord confirmed the FAT isn't correct) and using Disk Manager for windows through wine doesn't work well, either. Right now I just copy my game files directly to my SD card when testing on hardware.

Van Manuel

Ascended (15695)

afbeelding van Manuel

09-06-2019, 00:44

I'm on the openMSX development team. Can you explain in detail what is going wrong? Can you give us the means to reproduce the issue so we can investigate and fix it? Or can you at least give details about what is wrong with the FAT?

Van saccopharynx

Master (135)

afbeelding van saccopharynx

09-06-2019, 04:11

I don't know about the "supposed" openMSX bug regarding the FAT, but there is something going on around Disk Manager and the FATs of some DSK images. It occurs so rarely that I have not been able to figure out how to reproduce it. The bug I am talking about has nothing to do with Wine as the FAT corruption happens using the software directly on Windows.

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