8-bit ASCII retro game tool

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Bill
Posts: 57
Joined: Sat Apr 08, 2006 8:22 pm

8-bit ASCII retro game tool

Post by Bill » Sat Dec 14, 2013 7:11 am

I'm making a little drawing and layout tool for an old 8-bit computer system.
It's coming along pretty good in pieces, but I feel like I'm bungling about a bit, so I thought I'd
post around and see if some suggestions come my way on how to make things better before I get too deep.

Ok a quick explanation of the project.
The goals
  • Edit a custom 256 character 8-bit ascii font
    Paint and design layouts with it on a 40x25 character canvas,
    Translate the font to the 80x72 'hi res' canvas
    Enable painting and layout at the 80x72 mode
    Convert the 80x72 mode back to the 40x25 mode
    Export the graphics data to 1983 Microsoft basic
    Create sprite/clipart/brushes type reusable artwork in a visual library
    Customizable library of characters with logical associations, ie, find a complete rectangle in 4 squares instead of eyeballing 256.
    Export image data to png with transparency for use in Unity3D
    Support font data I/O from bitfontmaker2.*
    Support, image processes, like copy/paste, flip, invert, select connected, select color.
    Multiple, logical undos
    Support Layers and object tags.
When the product is working as it should the user should be able to:
  • Easily draw a level, of pacman for instance.
    They may or may not edit the custom character set to better handle their design idea.
    Select one or more characters of the font at a time to edit simultaneously into a sprite, add animation frames for that sprite
    Test the sprite on the map.
    Export the basic code to text files
    Export the ascii character to a binary rom file
    Export the image/sprite data to individual images and/or sprite sheets.
    Export the font data to the format supported by bitfontmaker2.**
I will get right back to this thread soon.

**see the icon on the far right of bitfontmaker2's drawing window for more of their data format
A crusty letter A looks like this

Code: Select all

{"65":[0,0,64,96,160,160,160,304,496,792,520,516,1536,0,0,0],"name":"","copy":"","letterspace":"64
Meanwhile in my code a 80s style letter A looks like this
0011100001000100010101000101110001011000010000000011100000000000

Bill
Posts: 57
Joined: Sat Apr 08, 2006 8:22 pm

Re: 8-bit ASCII retro game tool

Post by Bill » Sat Dec 14, 2013 9:40 am

Ouch 20 views, and I don't even have screenshots up yet.
Well here's screenshots plus the 3 alpha level stacks attached.

Currently I'm using a grid of Graphics controls in the character editor and that works ok in an 8x8 grid.
Then I experimented with the drawing program which selects actual text in a text field and changes the character image source.
That works pretty good at 40x25 characters, but isn't really practical.

On the 80x72 stack I again went with graphics controls, but the drawing/paint mode just died.
I cant' get data back from the mouseControl consistently enough the way I've been going at it.

I'm wondering if I should use imageData.

Here's the Character Editor
Image

The Drawing Program
Image

and the 80x72 map editor
Image
Attachments
AquariusStudio_alpha12132013.zip
3 Stacks of the Ascii 8 bit editing project
(164.02 KiB) Downloaded 464 times

Bill
Posts: 57
Joined: Sat Apr 08, 2006 8:22 pm

Re: 8-bit ASCII retro game tool

Post by Bill » Sat Dec 14, 2013 10:01 am

I want to get this tool up as an example of game making tools on LiveCodeGameDev but
in short efficient posts of working stacks and code, and of course it should be useful
to more people than the handful that know what an Aquarius computer is.

Oh you want to try the Aquarius computer for yourself without fighting the holiday mobs on your local eBay?
Play it online in the Javascript MESS
or download the VirtualAquarius by James the Animal Tamer From this AtariAge thread

It's like Christmas 1983 all over again, for you guys. Now I'm my parents.

"You better read the manual!"
.
That's what my dad said.

Bill
Posts: 57
Joined: Sat Apr 08, 2006 8:22 pm

Re: 8-bit ASCII retro game tool

Post by Bill » Mon Dec 16, 2013 7:59 am

Trying to figure out Z-80 machine code was no go but Oshonsoft's z80 simulator was an hour and a half of tutorial fun. Weird fun, like finding a rotary telephone a calling the printer port. ha.
It's got a BASIC compiler, an Assembler, It even wrote a file the Aquarius loaded and went into ?SN Error Panic attacks over.

Just like old times. Probably find that under the Xmas tree icon on my desktop soon.

But, that's not the relevant news of the day at all.
Alpha version one of
REXReader the Aquarius Screen Detective
RexreaderStack.v0001.zip
Read 320x200or640x400 REXPaint exported pngs with Aquarius font graphics
(22.36 KiB) Downloaded 360 times
For Mac, Windows, and Linux and includes the Livecode stack and scripts
Oh since the forum limits the download to under 5 megabytes, its just the stack, the font graphics, and the readme.

Read 640x400 or 320x200 Aquarius font paint pngs
Point REXReader at the file, Wait a long time (its really slow doing character recognition).
BEEP, there's your BASIC file ready to paste into your emulator after about 2 minutes.
Image

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