Author Topic: JavaCPC Desktop available as BETA!  (Read 82050 times)

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Offline Devilmarkus

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Re: JavaCPC Desktop available as BETA!
« Reply #400 on: 20:08, 22 August 13 »
It's quite simple:

That is, what my tool actually does:

First you find the tiles, and mark them. (Important: First tile needs to be in the upper left corner of the GFXViewer)

If you don't mark them, 256 tiles are used.

Then, when you start the "Map Generation", the tool copies all tiles as single bitmaps into an array.

tile[0], tile[1],.....tile[255]

256 tiles are max. possible. (8bit)

Now the GameMap Ripper opens and you can play around with the start address, width and height of the map you search.

It then simply does a for-next loop through X and Y and draws the tiles to a large bitmap.
Pseudo-Code:
address=&4600
maxtile=256
width=128
height=60
offset=0
for x=0 to width:for y=0 to height
drawTile(x,y,tile[PEEK(address+offset) % maxtile])
offset=offset+1
next y: next x
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Offline McKlain

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Re: JavaCPC Desktop available as BETA!
« Reply #401 on: 20:28, 22 August 13 »
This is fucking magic  ;D

Offline TFM

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Re: JavaCPC Desktop available as BETA!
« Reply #402 on: 20:51, 22 August 13 »
Now: To make things round like a circle (don't expect me to tell you some sense here), like a dog that bites his tail - only one thing is left.... An export function for for Tiles and Maps to the CPC format (ManageDSK can put them to a DSK then, or maybe JavaCPC can do it already :-))




BTW: For developing Maps on the CPC you can use this one (German only):
[/color]http://futureos.cpc-live.com/files/GSEd_German_Release.zip
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Offline Devilmarkus

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Re: JavaCPC Desktop available as BETA!
« Reply #403 on: 20:58, 22 August 13 »
You can export the selected tile range in GFXViewer as raw binary.

It's stored then in JavaCPC's folder with startaddress and length in filename.
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Offline Devilmarkus

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Re: JavaCPC Desktop available as BETA!
« Reply #404 on: 21:08, 22 August 13 »
I took a short video of how I ripped the map for "Into the eagles nest"

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(I already searched the tiles in the GFXViewer, they are easy to find)
« Last Edit: 21:10, 22 August 13 by Devilmarkus »
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Offline TFM

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Re: JavaCPC Desktop available as BETA!
« Reply #405 on: 21:10, 22 August 13 »
He found the MATRIX!
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Offline Devilmarkus

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Re: JavaCPC Desktop available as BETA!
« Reply #406 on: 23:44, 22 August 13 »
Little contest:
Who will be the first posting a ripped game map here?

Tip: Rip the game "Street Machine"...

Info:
TileAddress= &7D40
TilesNumber= 148
TilesWidth = 4
TilesHeight= 16
MapAddress = &3880
MapWidth   = 160
MapHeight  = 110
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Offline Devilmarkus

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Re: JavaCPC Desktop available as BETA!
« Reply #407 on: 16:52, 23 August 13 »
Working on new features:
- 16bit encoded maps
- Skippable lines for games like Cybernoid (Cybernoid has collision data between the lines)
- Mapper (To create gamemaps for games like Cybernoid)

Screenshot and video:

 [ Invalid Attachment ]

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« Last Edit: 17:00, 23 August 13 by Devilmarkus »
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Offline arnoldemu

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Re: JavaCPC Desktop available as BETA!
« Reply #408 on: 17:06, 23 August 13 »
I'll be copying this map export feature in the future ;)
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Offline TFM

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Re: JavaCPC Desktop available as BETA!
« Reply #409 on: 17:21, 23 August 13 »
I'll be copying this map export feature in the future ;)

In future? Wait ... these are my words! ;-) :-D
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Offline Devilmarkus

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Re: JavaCPC Desktop available as BETA!
« Reply #410 on: 18:21, 23 August 13 »
Good idea to copy it ;)

Here a few more maps:

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Offline Devilmarkus

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Re: JavaCPC Desktop available as BETA!
« Reply #411 on: 18:39, 23 August 13 »
@arnoldemu: Your first step should be an import function for such textfiles:

Example for Cybernoid 1:
Code: [Select]
TileAddress= &8323
TilesNumber= 170
TilesWidth = 4
TilesHeight= 16
MapAddress = &BA80
MapWidth   = 16
MapHeight  = 10
ScreenMode = 0
ModeLinear = 0
16BitMap   = 1
SkipLines  = 1

It feeds my GFXViewer and GameMap Ripper with required informations.

Of course the infos for the GFXViewer are compatible to WinApe's GFXViewer: (TileAddress, TileWidth and TileHeight)
« Last Edit: 18:44, 23 August 13 by Devilmarkus »
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Offline redbox

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Re: JavaCPC Desktop available as BETA!
« Reply #412 on: 19:50, 23 August 13 »
Of course the infos for the GFXViewer are compatible to WinApe's GFXViewer: (TileAddress, TileWidth and TileHeight)

This also tells me that a lot of good programmers didn't use exactly fast tile printing routines (back in the day).

Otherwise the tiles would have their lines in a different order...

Offline TFM

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Re: JavaCPC Desktop available as BETA!
« Reply #413 on: 20:18, 23 August 13 »
That would work for certain screen ( x * y ) modes only anyway.


The most time consuming part is always to move sprites and not that much shifting tiles in from the side.


Further if a game has no scrolling, the difference remains in the ms region, so the user wouldn't mind.

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Offline TFM

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Re: JavaCPC Desktop available as BETA!
« Reply #414 on: 20:19, 23 August 13 »
OK, who is the first to patch a level in such a game?
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Offline Devilmarkus

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Re: JavaCPC Desktop available as BETA!
« Reply #415 on: 21:50, 23 August 13 »
You can't edit such a map (yet)
I did not implement writing tile indexes into ram.
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Re: JavaCPC Desktop available as BETA!
« Reply #416 on: 22:07, 23 August 13 »
Where are the R-Type (128K) maps!!!  ;D
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Offline Devilmarkus

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Re: JavaCPC Desktop available as BETA!
« Reply #417 on: 23:28, 23 August 13 »
Where are the R-Type (128K) maps!!!  ;D

Inside R-Type? :P
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Offline Devilmarkus

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Re: JavaCPC Desktop available as BETA!
« Reply #418 on: 23:37, 23 August 13 »
Added keyboard relocation from CPC window to GameMapper window.
So now you can create gamemaps on the fly, while playing:
CTRL + Arrow keys: Append new map screen to game map (at choosen direction)
Just arrow keys: move position marker around in game map
Space: Put actual screen to choosen position in game map
Delete: Erase actual choosen position in game map

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Offline TFM

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Re: JavaCPC Desktop available as BETA!
« Reply #419 on: 23:58, 23 August 13 »
You can't edit such a map (yet)
I did not implement writing tile indexes into ram.


That all can be done by hand. JavaCPC shows all needed addresses.

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Offline Devilmarkus

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Re: JavaCPC Desktop available as BETA!
« Reply #420 on: 00:51, 24 August 13 »

That all can be done by hand. JavaCPC shows all needed addresses.

Thats true...

Well at least when you get the maps directly from ram.

Actually working on off-screen mapping...
(Capture gamemaps from CPC screen)

You can select an area on the CPC screen which will be the "Capture Area".

Then you can create a gamemap directly from screen in the same way, as the regular ram mapper already works.

Example: (No, I did not play the whole game! Just a quick & dirty test)
« Last Edit: 01:04, 24 August 13 by Devilmarkus »
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Offline Kukulcan

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Re: JavaCPC Desktop available as BETA!
« Reply #421 on: 12:53, 24 August 13 »
Hi Markus,


Very impressive  :D .


Now no excuse from user to sending map from game to cpc-power  ;D


But if you work on game not mapped by me it's more interesting LOL


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Offline Devilmarkus

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Re: JavaCPC Desktop available as BETA!
« Reply #422 on: 16:06, 24 August 13 »
It's simple to find maps in ram...

I just finished coding the ScreenMapper (Capture game maps directly from CPC screen)

With this feature even every noob can create game maps.

Video:
JavaCPC GameMapper (Screen capturing)

The ScreenMapper is directly accessible from JavaCPC menu and does not need the GFXViewer or the RAM-mapper active.

Just start it, define a rectangle on CPC screen, and start mapping.

Define screen area is key controlled in CPC display:
- Arrow up -> move rectangle up about 1 pixel
- Arrow down -> move rect. down about 1 pixel
- Arrow left/right -> move rect. left/right about 1 pixel
+ SHIFT:
move rectangle about 8 pixels
- CTRL + Arrows: change rectangle width/height about 1 pixel
+ SHIFT:
change rectangle width/height about 8 pixels

Mapping is key controlled in CPC display:
- CTRL + arrow keys: Append actual screen at choosen direction
- SPACE: Put actual screen to actual position
- DELETE: Remove screen from actual position
- Just arrow keys: Change position
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Offline Axelay

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Re: JavaCPC Desktop available as BETA!
« Reply #423 on: 16:38, 24 August 13 »
This also tells me that a lot of good programmers didn't use exactly fast tile printing routines (back in the day).

Otherwise the tiles would have their lines in a different order...


Well I tend to think a lot of good programmers back in the day were good spectrum programmers, first and foremost.  ;)


But in this case, I can see that a number of the tiles (loot drops, missiles & the green guardians between pillars) all need to move vertically in pixel steps, so optimising tile line order to the screen characters perhaps wouldnt be practical without having an even greater number of printing routines than it already does.


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Re: JavaCPC Desktop available as BETA!
« Reply #424 on: 22:31, 08 September 13 »
Can't help thinking these would make awesome posters!