Gury Posted April 25, 2021 Author Share Posted April 25, 2021 Great! Additional 32-bit version is now available on GitHub. 2 Quote Link to comment Share on other sites More sharing options...
michomis Posted November 9, 2022 Share Posted November 9, 2022 Big thanks to author of Madstudio @Gury I have made whole graphics and sprites with this great tool in my latest game Moon Quest. Keep in mind I am no pixel artist, therefore I've used mode 5. I could also fit many (over 40) pictures with code for the game on one disk, without compression. 8 Quote Link to comment Share on other sites More sharing options...
Gury Posted November 10, 2022 Author Share Posted November 10, 2022 (edited) Thank you, Michomis. I am glad you make use of this tool. I will update it with new features when possible. Interesting text/illustrative game you made 👍 Congratulations to you and others in ABBUC competition. Edited November 10, 2022 by Gury 2 1 Quote Link to comment Share on other sites More sharing options...
Gury Posted February 18, 2023 Author Share Posted February 18, 2023 (edited) New version (1.2.5 - Windows 64-bit binary) I forgot to publish it some time ago, but I decided to do so now, including bug fix for an issue found by skr (inverse space characters did not display properly when loading a screen file in Text mode 0 editor). New version also brings support for new versions of Mad Pascal 1.6.6 and FastBasic 4.6 with new directory reorganization. The Viewer can now display multi-color players and missiles (Mad Studio format). This version will be put on GitHub later. madstudio-1_2_5_x64.zip Some highlights of this release update: The Viewer - Support for viewing multi-color players - Support for viewing missiles - Show main program menu by pressing F12 key Antic mode 4 tile editor - Resize all tiles - Proper horizontal flip operation (proper colors on both sides) - New operations: Copy selected tile character, Paste tile character - Proper message when clicking arrow toolbar button (Select tile region) - Show main program menu by pressing F12 key Player/missile graphics editor - Changed the look and layout of the button for player resolution (also in code generator) - Fixed drawing boundary checking - Code generator: - FastBasic: Clear P/M graphics after exiting an example - Atari BASIC: Faster clearing of P/M area before setting up data Antic mode 4 and 5 editor - Apply text on speedbutton - Proper dimension x value display after loading new screen - Clear character editor data after selecting default character set - Code generator: - [Fixed]Fixed line ending for example 4 Text mode 0 editor - Apply text on speedbutton - Automatically selected "!" character as the first character to draw on screen - Selected character information - [Fixed]Proper showing of inverse space character on load operation (error found by skr) - [Fixed]Screen cleared with space character (not inverse character) for options New screen and Clear screen - Code generator: - Changed and resorted names of listing examples Text mode 1 & 2 editor - Automatically selected "!" character as the first character to draw on screen - Selected character information panel is the same as in other modules - Code generator: - [Fixed]Atari BASIC - Fixed listing for displaying a screen with character codes Player Animator/editor - Loading/Saving animation dialog box: added material-design buttons like in other modules - Module minimize and system button enabled - Module not resizable anymore - Option button color changes - Code generator: - Atari BASIC: Faster clearing of P/M area before setting up animation frame data Antic mode 3 editor - Automatically selected "!" character as the first character to draw on screen - Selected character information panel is the same as in other modules - [Fixed]Proper showing of inverse space character on load operation (error found by skr in Text mode 0 editor) Code generators (general changes): - New list box (paper-looking) control for example list in all generators - Mad Studio label remark in runnable examples - Generic code for optional loading of character set file and displaying the screen - Automatic detection of supported/accessible languages for selected example - Atari BASIC examples: - generic code for very fast loading of screen - generic code for very fast loading of character set - Mad Pascal examples: - new way of loading data with the use of CIO unit - fixed setting of new character set pointer Source editor - Support for: - FastBasic 4.6 (several options for compiling to binary, including cartridge and Atari 5200 system version) - Mad Pascal 1.6.6 - Effectus 0.5.5 - Changed directory structure adjusting to new versions of these languages - Changed layout of on-screen objects for checking programming language options - Effectus/Action compile feature is currently unavailable Misc - Main menu window "wait" cursor indicator when selecting any module - Indicator for data changes in any module editor ('*' character at the end of specified file) - UpDown edit control replaced with standard one for better compatibility across different platforms and smaller code size - [Fixed]Configuration file: proper handling of options for Mad Pascal using Mads (new tag in configuration file - MadsMadPascal) - Program compiled with Lazarus 2.2.4 Edited February 18, 2023 by Gury 8 5 Quote Link to comment Share on other sites More sharing options...
TGB1718 Posted April 25, 2023 Share Posted April 25, 2023 @Gury I've just come across this fine utility, it certainly has some nice tools 👍🏾 thanks for your hard work, One thing, could I ask for more support for MADS, It's in the compiler options, but not in the export tools for the other utilities, closest I could see was export TBXL and then modify. Is there a way to change the compiled object file extension, had a look, but couldn't find anything. Thanks Quote Link to comment Share on other sites More sharing options...
Gury Posted April 25, 2023 Author Share Posted April 25, 2023 Hi, TGB1718! I am aware currently there is little support for MADS. My plan is to add MADS listings when I get more time. Everybody is welcome to help with this, so in time example listings and exports will be more complete. Just post working MADS example listings here, I will integrate them in appropriate module. Quote Link to comment Share on other sites More sharing options...
TGB1718 Posted April 25, 2023 Share Posted April 25, 2023 thanks @Gury I'll have a look at all of the output listings and format them for MADS, will get back to you here when done Quote Link to comment Share on other sites More sharing options...
Gury Posted April 25, 2023 Author Share Posted April 25, 2023 Excellent! No hurry, thou! Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted April 21 Share Posted April 21 (edited) @Gury Can you add Effectus compiling and running to mad studio ? I did test the effectus compiling it does compile good to pascal but I need to compile the .pas file a second time, could you edit it so it will do it directly and launch the binary in emulator like mad pascal build+run does. Edited April 21 by TXG/MNX Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted April 21 Share Posted April 21 (edited) I added kickc to mad studio and did install java but I cannot get it to work. Is there example code that I can use to test it? Anyone got it working with KickC ? I found this example from kickc Quote #include <stdio.h> void main(){ printf(“hello world!”); } I get error: Quote line 4:9 token recognition error at: '?' C:\DEV\madstudio\projects\test\code1.c:4:10: error: Error parsing file: token recognition error at: '?' Are there users that have setup CC65 with mad studio ? Also I like the mac/65 option in the editor only there is no program that compiles the output. Output saved as .asm can this be changed to .m65 ? The code could be assembled with ATASM a mac/65 compatible cross compiler. The mad studio is great and I do want to setup the assemblers and compilers that are possible to use. Combined with Altira its great or is there an other emulator recommended? Edited April 21 by TXG/MNX Quote Link to comment Share on other sites More sharing options...
Gury Posted April 21 Author Share Posted April 21 1 hour ago, TXG/MNX said: @Gury Can you add Effectus compiling and running to mad studio ? I did test the effectus compiling it does compile good to pascal but I need to compile the .pas file a second time, could you edit it so it will do it directly and launch the binary in emulator like mad pascal build+run does. Hi TXG, Sure, I will add the compile phase in future release. Also, some additions to Effectus have to be done for better and proper compilation. Quote Link to comment Share on other sites More sharing options...
Gury Posted April 21 Author Share Posted April 21 Regarding KickC and CC65... In some previous version I tested both and I think KickC code worked ok. Changes in new Mad Studio release probably broke some functionality, so I will have to test these compilers for proper working. I will come back to it soon with new version, but first I will have to compile it with new release of Lazarus. I will consider your proposed changes. Best regards Quote Link to comment Share on other sites More sharing options...
TXG/MNX Posted April 23 Share Posted April 23 On 4/21/2024 at 10:13 PM, Gury said: Regarding KickC and CC65... In some previous version I tested both and I think KickC code worked ok. Changes in new Mad Studio release probably broke some functionality, so I will have to test these compilers for proper working. I will come back to it soon with new version, but first I will have to compile it with new release of Lazarus. I will consider your proposed changes. Best regards Thanx so far very happy with Mad studio, MAC/65 is my favority assembler I started with that decades ago being able to code that in mad studio would be awesome. Quote Link to comment Share on other sites More sharing options...
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