Quote from: crabfists on Yesterday at 21:49Thanks for the honest feedback.Quote from: andycadley on Yesterday at 17:33First issue was it really doesn't seem to like high DPI displays (the text was absolutely tiny). I've fiddled with the compatibility settings to try and tweak it to at least be readable, although that's possibly what's then caused other issues.To use a bigger font, you can put a ttf font in the Fonts directory and specify it in the GlobalConfig.json file. See this note in the Wiki:
https://github.com/TheGoodDoktor/8BitAnalysers/wiki/Configuring#high-resolution-displays
I can recommend the cousine regular font from here https://fonts.google.com/specimen/Cousine. It could be worth bundling it in the download package.
Quote from: crabfists on Yesterday at 21:49Quote from: andycadley on Yesterday at 17:33I can't quite figure out how the graphics viewer is rendering the image when in "bitmap" mode (or what the other modes mean!). If I move the graphics view on by a single byte, for example, it doesn't seem to be doing what I'd expect - that is rendering byte directly in the selected Mode, based on the width of columns selected.It took me a while to get my head around how it worked at first. The thing to bear in mind is, it draws in vertical strips/columns. The width of the strips come from the XSize value. I know you're not keen on YT videos but this video shows how to find graphics using the Graphics view. It might be the same one you already watched though.
Quote from: crabfists on Yesterday at 21:49Quote from: andycadley on Yesterday at 17:33And there are a few oddities like displaying some numbers in decimal even though hex mode is selected, but nothing insurmountable.Could you give details on where this happens please?
Quote from: crabfists on Yesterday at 21:49If you want to ask any other questions feel free to send me a DM or to come and ask questions on the Discord.
Quote from: Prodatron on Yesterday at 22:45Anyway that's usual today:
People start new great impressive stuff. The scene freaks out, and so the developers want to release the coolest thing ever. Or let's say at least: The product should be as perfect as possible.
But as every developer knows, the first 90% of the development are hard but doable, while the last 10% require 10x more time than expected
I guess we already have countless of such projects, cwpab only mentioned the most famouse ones (e.g. you forgot Bombjack )
#!/bin/bash
# Los nombres de los archivos, son sensibles a Mayúsculas
# NOTA: los ficheros BAS hechos con editor no llevan cabecera AMSDOS. Crear el diskete normalmente,
# cargarlos en Winape y grabarlos con save "nombre.BAS", para convertirlos de ASCII a binario (BAS).
# Aparte ocupan la mitad. Y en ASCII tardaban mucho en cargarse, antes de convertirlos en BAS.
# Finalmente extraerlos del diskete con CPCDiskXP. Usar estos para empaquetarlos en la distribución
# final en disco y en cinta. Se distinguen porque van en letras mayúsculas.
# Para compilar Proyecto en Cinta: ./maketape.sh
ICDT=$CPCT_PATH/tools/2cdt/bin/2cdt
TARGET=memtrainer.cdt
# Crear un nuevo fichero CDT con el nombre de mi "target"
$ICDT -n . $TARGET > /dev/null
# Fuentes de ficheros a insertar en el CDT
#cargador
SOURCE1=MEMTRAIN.BAS
#pantalla
SOURCE2=MEMTRAIN.SCR
#basic ppal.
SOURCE3=SIMON.BAS
#fuentes
SOURCE4=SPACEAGE.FNT
#sprites y ASM
SOURCE5=SIMONBIN.BIN
#musica
SOURCE6=SIMBUFER.BIN
$ICDT -r Memtrainer $SOURCE1 $TARGET
$ICDT -r memtrain.scr -L 0xC000 $SOURCE2 $TARGET > /dev/null
$ICDT -r simon.bas $SOURCE3 $TARGET > /dev/null
$ICDT -r spaceage.fnt -L 0xA074 -X 0xA074 $SOURCE4 $TARGET > /dev/null
$ICDT -r simonbin.bin -L 0x6000 -X 0x9452 $SOURCE5 $TARGET > /dev/null
#$ICDT -r simbufer.bin -L 0x5000 -X 0x05786 $SOURCE6 $TARGET > /dev/null
$ICDT -r simbufer.bin -L 0xC000 $SOURCE6 $TARGET > /dev/null
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