Development IDE - TommyGun

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Por enribar

Paragon (1206)

imagem de enribar

24-10-2009, 12:47

Interested! Running Naked in a Field of Flowers

Por jltursan

Prophet (2619)

imagem de jltursan

24-10-2009, 21:49

Yep, I'm interested too!....and don't forget the Colecovision community!

Por tcruise

Master (133)

imagem de tcruise

06-11-2009, 13:07

Yep keep the good work going. I've got four of the little ones aged from 3yrs to 14yrs. Lots of coffee and focus Smile

Por muffie

Paladin (933)

imagem de muffie

06-11-2009, 13:58

The MSX1 support maybe coming back if there is enough interest.

Register your interest either here or email tommygun.ide at gmail dot com

I have to rebuild my development PC as it died recently and that should be finished next week sometime.
If in the meantime I get enough interest in these additions to TommyGun I will restart work on the plugins for MSX1.

There are TI99 programmers also wanting these additions so you guys aren't alone on this.
Sorry for the delay but writing TommyGun is quite intensive work and I only have so much free time with a 4yo son and wife to keep happy.

Cheers

I'm very interested.
BTW, what a great computer collection you have. Why don't you include some pictures of them too?
Not to mention the bikes, but plz, drive safety before finishing the MSX1 support! Big smile Bikes are dangerous...

Por enribar

Paragon (1206)

imagem de enribar

06-11-2009, 19:59

@tcruise: thankyou for you precious work on tommy!
I think a simple MSX support could be quickly available, in fact I'd need only a set of graphic tools to design sprites, tiles, music, sounds, etc. that perfectly integrates with a high level language as C or Pascal.
Seeing the last version of Tommy, I think it's possible in 1 week of effort Smile

Por jltursan

Prophet (2619)

imagem de jltursan

06-11-2009, 21:16

Yep, at least some basic tile editing and the ability to inject the gfx data into the code Smile

Por kiwi73

Rookie (30)

imagem de kiwi73

09-11-2009, 02:33

Hi All,

I should be starting the dev work next week.
I lost my last dev machine a couple of weeks ago and have had to build another.
As a result I lost some work and also my old compiler.
I use to use Borland Builder C++ 6.0 to make TommyGun and unfortunately my install disks are corrupt.
So I have had to move the entire project over to CodeGear Builder 2007.
I have 50+ projects (45+ plugins) to convert and it takes time to do this and I'm about 1/3 of the way through them.
Once all this recovery work is done I will be able to restart work on my TI99/MSX1 plugins.

Thanks for being patient.

Cheers,
Tony

Por kiwi73

Rookie (30)

imagem de kiwi73

16-11-2009, 11:07

Quick question:
Do you mix sprite sizes (8x8 and 16x16) in a sprite table?
I am assuming not as it would be wasteful and sprites modes must be set from hardware so you can't mix 8x8 and 16x16 sprites on the screen.

Por jltursan

Prophet (2619)

imagem de jltursan

16-11-2009, 21:46

Right, hardware sprites are 16x16 or 8x8; but you can't mix both sizes.

The only special and indeed very usual case is when you design a sprite pattern as being part of a multi-layered sprite, each shape containing all the pixels with a given color. Usually this overlayed sprites feature is the trickiest part when designing an sprite editor (if it's going to support it, of course).

Por kiwi73

Rookie (30)

imagem de kiwi73

17-11-2009, 04:05

Cool - I didn't think you could mix them.
From what I think I have learned so far multilayered sprites are an MSX+/2 thing and aren't supported on MSX1
I'm only doing MSX1 for now no plans for MSX2, will gauge MSX1 response first.

So far I have had to change over my entire project to a new compiler.
Fix a few of my VCL components.
Replace the dated looking Win2000 FlatStyle VCL controls for standard Windows controls so that Windows Themes work, which looks nice under Windows 7.

I am in the middle of making a new editor plugin to allow you to create 256 character pages of Pattern, Color and Name table entries.
You will be able to create any number of pages you like and is intentionally not limited to 3 x 256 screen pages.
This way you get to manage any number of pages and use them as you see fit.
No restriction from TommyGun I hope people can see the benefit in doing this and aren't too short sighted on the standard 3 x 256 character pages for Pattern, Color and Name tables.
It will be your responsibility as the programmer to load each page into VRAM as your app/game requires.
I may add a group feature so you can collect 2 or 3 pages as a group for combined editing.

There will be a special map exporter to generate map screens for loading into VRAM and this code editor plugin will handle all Pattern, Color and Name table generation for each map screen.
I may also add a new plugin(or toolbar button feature) to the map editor that will show you the number of free characters in each of the 3 256 character pages of the screen you are editing so you get a feel for how full the screen is getting as you edit it.
I'm also going to add palette plugin filters to the image editor so that for the different image types (sprite, tile, font, etc) a machine can specify which palettes are allowed to be shown.
So for MSX and the sprite tab it will only show the MSX sprite palette and not the other unrelated palettes. This will make it more obvious to the user which palettes to use to create each image.
Cos you can't use the multicolor mode or 16 color mode palettes to create a sprite ;-)

Also the Pattern Table editor (new major editor plugin) that allows you to create Pattern, Color, Name table pairs will allow you to edit multiple pages at once.
And if you choose to do so (toolbar toggle button) will allow you move objects around the Pattern/Color table from other pages.
So say you have a tile in page 0, 1 & 2 called 'brick' and if you move the location of brick to a new position in page 0 the editor will also move it in pages 1 & 2 so that the Name table entries are all the same.
This is optional and you may also manage the name tables for each individual page as you see fit.
Another quick operation toolbar button will be to sort all common objects in the pages to the start of each page. ie. images that are used in all screen pages go to the start of the Pattern,Color, Name tables.

I hope this make sense and before I make a demo version of the application (still a couple of weeks off) I will do a help document on this editor and maybe get a few of you guys to test it first.

PLEASE PLEASE REMEMBER TommyGun is a resource management tool and this means its only concern is to allow you to create game assets and then it will help you convert those assets to code and from there it can update those asset automagically every time you change those assets and rebuild your project.
What you do with the code version of that asset is entirely up to you and your game.
TommyGun IS NOT specific to any one machine type and thus is really just a unification of common development processes and thus makes some assumptions for all platforms to obey.
Please don't make MSX specific comments about the way the editors work (with the exception of the Tables editor which is entirely MSX1/Ti99/4a specific).
You need to be able to see the big picture that TommyGun supports more than 1 machine - I know its obvious (well it is too me ;-) ) but so many people still don't get IT! Sad

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