ti99iuc Posted September 22, 2015 Share Posted September 22, 2015 Very nice SomeTimes !! i really glad if it could be possible to add an "UNDO" option, it is ? 1 Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted September 22, 2015 Share Posted September 22, 2015 This is Patterns32 (Patterns forked) version 0.2. No hexadecimal input, output or clipboard - yet. Colors on startup are only for quick testing purposes. Use Clear button to get rid of the colors. Reload page if you want some random colors again. I've added 3 differently sized smaller previews. http://sometimes.planet-99.net/patterns/patterns32.v0.2.html This is wonderful! I still think it's easier to use than Magellan Thank you for taking the time to do this. 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted September 23, 2015 Author Share Posted September 23, 2015 Very nice SomeTimes !! i really glad if it could be possible to add an "UNDO" option, it is ? You got it. Patterns32 V0.3 http://sometimes.planet-99.net/patterns/patterns32.v0.3.html Still thinking about how to input and output (hexadecimals) ... 3 Quote Link to comment Share on other sites More sharing options...
ti99iuc Posted September 23, 2015 Share Posted September 23, 2015 wow ! very nice ! ... thank you 1 Quote Link to comment Share on other sites More sharing options...
Willsy Posted September 23, 2015 Share Posted September 23, 2015 Still thinking about how to input and output (hexadecimals) ... How about this. Hopefully this is clear... 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted September 23, 2015 Author Share Posted September 23, 2015 How about this. Hopefully this is clear... patterns.png I like the way the colors attach. I'm not quite seeing how the paste, copy, paste fits in. But certainly nice to see things turned upside down and viewed from another perspective. A breath of fresh air. Thanks for the input. Putting on my thinking cap ... Quote Link to comment Share on other sites More sharing options...
Willsy Posted September 23, 2015 Share Posted September 23, 2015 I like the way the colors attach. I'm not quite seeing how the paste, copy, paste fits in. But certainly nice to see things turned upside down and viewed from another perspective. A breath of fresh air. Thanks for the input. Putting on my thinking cap ... Changing the squares on the grid with the mouse will change the hex definitions in the coloured text boxes. Similarly, typing hex digits in the coloured text boxes will change the pattern in the appropriate 8x8 square. Since they are text boxes, standard Windows/Linux Copy&Paste should work just fine with need for special coding. 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted September 23, 2015 Author Share Posted September 23, 2015 (edited) Changing the squares on the grid with the mouse will change the hex definitions in the coloured text boxes. Similarly, typing hex digits in the coloured text boxes will change the pattern in the appropriate 8x8 square. Since they are text boxes, standard Windows/Linux Copy&Paste should work just fine with need for special coding. Yea, well, - we can't expect anyone to like copy and paste again and again and again with 16 input fields ... Maybe one giant input field with a bit of formatting ... Edited September 24, 2015 by sometimes99er Quote Link to comment Share on other sites More sharing options...
Albert Posted September 25, 2015 Share Posted September 25, 2015 I have increased the default size of Flash objects, so they are now 640x480, so the editor is much easier to use now. I still haven't figured out how to set a specific width and height (something that used to work until Invision kindly changed it some versions ago), but I will keep looking. ..Al 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted September 25, 2015 Author Share Posted September 25, 2015 (edited) Albert, on 25 Sept 2015 - 07:58 AM, said: I have increased the default size of Flash objects, so they are now 640x480, so the editor is much easier to use now. I still haven't figured out how to set a specific width and height (something that used to work until Invision kindly changed it some versions ago), but I will keep looking. ..Al Excellent. Thanks. Fixed 640x480 should do the trick. I'll have to do a resize at my end to get the razor-sharp 1:1 pixel-perfection, but not to worry. Edited September 25, 2015 by sometimes99er Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted October 10, 2015 Share Posted October 10, 2015 Just wondering if this is still alive 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted October 10, 2015 Author Share Posted October 10, 2015 Just wondering if this is still alive Yes it is. It did slip a bit, due to both lack of time and a few other TI priorities. Also right now I'm out of town for a week. As said, not forgotten. Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted October 18, 2015 Author Share Posted October 18, 2015 (edited) Just wondering if this is still alive The combined in- and output text field added, to hold the 256 character long hexadecimal value. The code is relatively simple and effective, so I'll keep the output updating in real-time for now. No clipboard or input logic yet. http://sometimes.planet-99.net/patterns/patterns32.v0.4.html Will add a fill button too. And a splash of Mr. Game & Watch. Edited October 18, 2015 by sometimes99er Quote Link to comment Share on other sites More sharing options...
Tursi Posted October 18, 2015 Share Posted October 18, 2015 I really could have used this for SSA. One request though... the way that the pattern data is output doesn't really map to any mode on the TI, neither sprites nor characters. It would be helpful (at least to me) if each row of the hex output represented one "sprite" worth of data, and then the four sprites in some logical order, it matters a little less. So each group of 8 bytes is a single character, and then the characters ordered like so: (drawing area): AC EG BD FH IK MO JL NP (hex output rows): ABCD EFGH IJKL MNOP That way it's easy to use it for a single 8x8 character, single 16x16 sprite, or full 32x32 set of sprites, just copy the hex bytes desired. 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted October 18, 2015 Author Share Posted October 18, 2015 (edited) One request though... the way that the pattern data is output doesn't really map to any mode on the TI, neither sprites nor characters. It would be helpful (at least to me) if ... Ha. Thanks. Now, this quick release was just trying to get some reactions on the look and feel, since it's not yet useful. I must however confess that the output format slipped my mind while being so happy about my compact and yet completely readable code implementation. So indeed, thanks for bringing it up. And of course the long string / hexadecimal value should represent the data-flow of sprites (double sized), as do the original "Patterns" (see post #1). Right now its just foolishly following the bitmap data flow. There will be some features for both input and output, much along the way of the original (16x16 mentioned just above). That way it's easy to use it for a single 8x8 character, single 16x16 sprite, or full 32x32 set of sprites, just copy the hex bytes desired. Yes, you could do that. For 8x8 I had my Grapefruit which is superseded by Magellan. Then the original Patterns for quick 16x16, and this one, upon request, for 32x32 pixels. Keyword for the last ones is ease of use. Edited October 18, 2015 by sometimes99er 1 Quote Link to comment Share on other sites More sharing options...
Opry99er Posted October 18, 2015 Share Posted October 18, 2015 Awesome... Even more reason to use this app. Truly great work. 1 Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted October 18, 2015 Share Posted October 18, 2015 Looking great! I would echo Tursi's request as well 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted October 19, 2015 Author Share Posted October 19, 2015 I really could have used this for SSA. One request though... the way that the pattern data is output doesn't really map to any mode on the TI, neither sprites nor characters. It would be helpful (at least to me) if each row of the hex output represented one "sprite" worth of data, and then the four sprites in some logical order, it matters a little less. So each group of 8 bytes is a single character, and then the characters ordered like so: (drawing area): AC EG BD FH IK MO JL NP (hex output rows): ABCD EFGH IJKL MNOP That way it's easy to use it for a single 8x8 character, single 16x16 sprite, or full 32x32 set of sprites, just copy the hex bytes desired. Thanks for testing, and cutting it out like that. Made sense once I sat down and started coding (working from the inside and out). The sprite layout itself could have suggested that I'd move down from sprite #1 instead of across, but I did as you suggested (and I actually think it made for a shorter implementation). http://sometimes.planet-99.net/patterns/patterns32.v0.5.html Quote Link to comment Share on other sites More sharing options...
Tursi Posted October 19, 2015 Share Posted October 19, 2015 Thanks! And this time I see Mr Game and Watch!! Yeah, the actual sprite order I wasn't too worried about -- in SSA I go down then across too, but I've seen across first about as many times. It looks good here so far! Data looks good and seems to be in the right place! I'm not sure if you are planning multiple output formats, but when pasting it all runs together. That's not the end of the world, but a carriage return after each line (like it appears on screen) would help sort the data after pasting. 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted October 19, 2015 Author Share Posted October 19, 2015 (edited) Thanks! And this time I see Mr Game and Watch!! Sorry for throwing ideas around like that. First version with cute guy. I think we'll keep him. Yeah, the actual sprite order I wasn't too worried about -- in SSA I go down then across too, but I've seen across first about as many times. It looks good here so far! Data looks good and seems to be in the right place! Thanks. I'm not sure if you are planning multiple output formats, but when pasting it all runs together. That's not the end of the world, but a carriage return after each line (like it appears on screen) would help sort the data after pasting. Output I can format and put to the clipboard continuously, and/or have buttons (or something) for choosing a specific format. Suggestions are more than welcome ! Input The hexadecimal input field (output when you draw) stays as is. You will be able to type, edit and paste there. Anything but hexadecimals will be stripped automatically when pasting. Not yet implemented. The automatic strip will enable you to store your sprite patterns in your program source. Copy from source and paste in editor if you want to change any pixels. Choose output format *) and it will be in your clipboard. *) Will stay as selected for the session. All data are local and nothing is stored when terminating or refreshing web-page. Apart from maybe what's been put in your clipboard, I think (will test). Edited October 19, 2015 by sometimes99er Quote Link to comment Share on other sites More sharing options...
Tursi Posted October 19, 2015 Share Posted October 19, 2015 That sounds perfect to me. The most useful output formats to me would be: -raw hex strings as displayed -assembly style strings as bytes (>00,>00,>00... etc. For compatibility with E/A (line length), maybe only 16 bytes per line, but a blank line between "sprites" would again be nice), and NO comma at the end of a line. -C-style data instead of assembly (just using "0x" instead of ">"), and DOES have the comma at the end of a line. Those three would cover all cases I personally use. You can definitely go overboard... other options might include: -CALL CHAR statements for XB (full sprite per line) -CALL CHAR statements for BASIC (one character per line) - both of these you'd need to put something for the character though, either dummy or input -16-bit words instead of bytes Mmm... that's all I've got offhand. 1 Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted October 19, 2015 Share Posted October 19, 2015 While were're throwing in format requests, the output could also be formatted in groups of 4 bytes for use with Turbo Forth That said, I am perfectly happy with the current version. Thank you for taking the time to enhance this super useful tool. 2 Quote Link to comment Share on other sites More sharing options...
Willsy Posted October 20, 2015 Share Posted October 20, 2015 If you feel like implementing it, TF uses 16-bit (i.e. 4-digit) hex numbers seperated by a space. 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted October 20, 2015 Author Share Posted October 20, 2015 (edited) The hexadecimal field has user input disabled for now. Simply to avoid any confusion when the controlling code is not yet in place for just that - user input of hexadecimals. This version is for testing the different output formats. When you press any of the 5 formats, Assembly, C, Forth, Raw and XB, - only then is your clipboard updated. You may try pasting to different editors etc. from different platforms and browsers. http://sometimes.planet-99.net/patterns/patterns32.v0.6.html Edit: Oh, also added a rotate button. Edited October 20, 2015 by sometimes99er Quote Link to comment Share on other sites More sharing options...
+Vorticon Posted October 20, 2015 Share Posted October 20, 2015 I tried the TF format and it is a godsend. This will make the graphics manipulation in Jetpac so much easier. 2 Quote Link to comment Share on other sites More sharing options...
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