Albert Posted May 13, 2003 Share Posted May 13, 2003 For all you budding Lynx programmers out there, we've just put a large slew of Lynx Developer Docs online. This is the original documentation used by Lynx developers for creating Lynx games, and contains a wealth of information on the Lynx hardware and how to write software for it. Thanks to Ray Ryland and Carl Forhan for getting this documentation into our hands. You can view a list of the individual documents and download them all here. Link to comment Share on other sites More sharing options...
Heaven/TQA Posted May 13, 2003 Share Posted May 13, 2003 everyone who wants to join me regarding some lynx coding please send me email to my atariage account! want to have sum fun & mates doing some cool coding. hve/tqa Link to comment Share on other sites More sharing options...
sage Posted May 13, 2003 Share Posted May 13, 2003 Hi! Do you have any specific plans what to code? Tschau, Sage Link to comment Share on other sites More sharing options...
Clock Posted May 13, 2003 Share Posted May 13, 2003 Don't trouble yourself with thinking of what to code....just make a start on TEMPEST (you know it makes sense.) Link to comment Share on other sites More sharing options...
Heaven/TQA Posted May 13, 2003 Share Posted May 13, 2003 can somebody please describe how i can use sprpck???? unfortunatly the commands scroll too fast and i don't know how to read the important "-tx" commands in XP command window..... hve Link to comment Share on other sites More sharing options...
Shawn Jefferson Posted May 13, 2003 Share Posted May 13, 2003 sprpck | more sprpck > help.txt Surely one of those has got to work from an XP command line!? If not: Usage : sprpck [-c][-v][-s#][-t#][-u][-p#] [-axxxyyy][-Swwwhhh][-oxxxyyy][-iwwwhhh] [-rxxxyyy] [-z] [-Pfilename] in [out] or sprpck batchfile -c : compress color index -v : don't be quiet -s : sprite-depth 4,3,2,1 bit(s) per pixel (4 default) -t : type 0 = 4bit raw, 1 = 8bit raw, 2 = SPS, 3 = PCX (3 is default) type 4 = 1bit raw type 5 = PI1 (Atari ST), 6 = MS Windows BMP -u : unpacked (packed is default) -p : palette output-format : 0 - C, 1 - ASM, 2 - LYXASS(default) -Pfilename adjust the colour palettes of input picture and given PAL-file -axxxyyy : action point (e.g. -a200020) -Swwwhhh : sprite width and height (input-size is default) -oxxxyyy : offset in data (e.g. -o010200 ) -iwwwhhh : input size (not needed for PCX) -rxxxyyy : split picture into yyy * xxx tiles -z : (only possible with -c) auto-set sprite-depth in : input data out : output filename, optional, default is in.spr Note: With -p0 the sprite is saveed as cc65-Object file ! In batchmode, lines must have the same format as in command line-mode, only if a input-file is defined in one line it can be omitted in the following lines. 1bit raw = 8 pels per byte ( => -s1 is default ) 4bit raw => 2 pels per byte 8bit raw => 1 pel per byte SPS => ASCII-hex-number per pel (blank = 0) PCX => either 8 bits / 1 plane or 1 bit /4 planes PI1 => 1 bit / 4 planes , Atari ST Low Rez-format BMP => either 8 bits or 4 bits not RLE encoded Link to comment Share on other sites More sharing options...
Heaven/TQA Posted May 14, 2003 Share Posted May 14, 2003 Thanks! exactly what i needed! btw. the lynx is really easy to code... even easier than GB or GBA... really cool baby... hve Link to comment Share on other sites More sharing options...
Heaven/TQA Posted May 14, 2003 Share Posted May 14, 2003 now i am sticked with another problem... i have a tile map (e.g. a bitmap font) how the hell can i make tiles/sprites out of this one bitmap? sprpck has an option to do this automaticly... would much help as i dont had to cut every single char out of the bitmap... hve Link to comment Share on other sites More sharing options...
+karri Posted May 14, 2003 Share Posted May 14, 2003 From my makefile... CRAFTFLAGS= -c -p0 -t6 -S032024 -a032024 -r005004 craft000000.obj: sprpck $(CRAFTFLAGS) craft.bmp My bitmap was 5 images/row in 4 rows. The command above produces: craft000000.obj craft001000.obj craft002000.obj craft003000.obj craft000001.obj craft001001.obj craft002001.obj craft003001.obj craft000002.obj craft001002.obj craft002002.obj craft003002.obj craft000003.obj craft001003.obj craft002003.obj craft003003.obj craft000004.obj craft001004.obj craft002004.obj craft003004.obj In C-code I use it as: extern char *crafttbl[]; #asm global _crafttbl xref _craft000000 xref _craft000001 xref _craft000002 xref _craft000003 xref _craft000004 xref _craft001000 xref _craft001001 xref _craft001002 xref _craft001003 xref _craft001004 xref _craft002000 xref _craft002001 xref _craft002002 xref _craft002003 xref _craft002004 xref _craft003000 xref _craft003001 xref _craft003002 xref _craft003003 xref _craft003004 _crafttbl dc.w _craft000000 dc.w _craft000001 dc.w _craft000002 dc.w _craft000003 dc.w _craft000004 dc.w _craft001000 dc.w _craft001001 dc.w _craft001002 dc.w _craft001003 dc.w _craft001004 dc.w _craft002000 dc.w _craft002001 dc.w _craft002002 dc.w _craft002003 dc.w _craft002004 dc.w _craft003000 dc.w _craft003001 dc.w _craft003002 dc.w _craft003003 dc.w _craft003004 #endasm Later in the code I can then choose my bitmap with: return crafttbl[roll + type * 5]; The options of sprpck are: Usage : sprpck [-c][-v][-s#][-t#][-u][-p#] [-axxxyyy][-Swwwhhh][-oxxxyyy][-iwwwhhh] [-rxxxyyy] [-z] in [out] or sprpck batchfile -c : compress color index -v : don't be quiet -s : sprite-depth 4,3,2,1 bit(s) per pixel (4 default) -t : type 0 = 4bit raw, 1 = 8bit raw, 2 = SPS, 3 = PCX (3 is default) type 4 = 1bit raw type 5 = PI1 (Atari ST), 6 = MS Windows BMP -u : unpacked (packed is default) -p : palette output-format : 0 - C, 1 - ASM, 2 - LYXASS(default) -axxxyyy : action point (e.g. -a200020) -Swwwhhh : sprite width and height (input-size is default) -oxxxyyy : offset in data (e.g. -o010200 ) -iwwwhhh : input size (not needed for PCX) -rxxxyyy : split picture into yyy * xxx tiles -z : (only possible with -c) auto-set sprite-depth in : input data out : output filename, optional, default is in.spr Note: With -p0 the sprite is saveed as cc65-Object file ! In batchmode, lines must have the same format as in command line-mode, only if a input-file is defined in one line it can be omitted in the following lines. 1bit raw = 8 pels per byte ( => -s1 is default ) 4bit raw => 2 pels per byte 8bit raw => 1 pel per byte SPS => ASCII-hex-number per pel (blank = 0) PCX => either 8 bits / 1 plane or 1 bit /4 planes PI1 => 1 bit / 4 planes , Atari ST Low Rez-format BMP => either 8 bits or 4 bits not RLE encoded Does this help? -- Karri Link to comment Share on other sites More sharing options...
Matthias Posted May 14, 2003 Share Posted May 14, 2003 Hello! On my Lynx-page are some C-examples showing the use of SPRPCK and it's output. Matthias Link to comment Share on other sites More sharing options...
Heaven/TQA Posted May 14, 2003 Share Posted May 14, 2003 and which is your lynx page... ? Link to comment Share on other sites More sharing options...
Matthias Posted May 14, 2003 Share Posted May 14, 2003 Hi! and which is your lynx page... ? Click on the little house below my message. Matthias Link to comment Share on other sites More sharing options...
lucienEn Posted May 14, 2003 Share Posted May 14, 2003 can somebody please describe how i can use sprpck???? unfortunatly the commands scroll too fast and i don't know how to read the important "-tx" commands in XP command window..... hve You can scroll up/down in XP command window (I use it for my project). If you're not seeing the scrollbar, right click title bar and select properties. Then go to layout and increase the screen buffer size height. Sprpck works for me fine with XP prof. Link to comment Share on other sites More sharing options...
Heaven/TQA Posted May 14, 2003 Share Posted May 14, 2003 ah... thanks! i have all sources 3 years on my harddisc but i never looked into the zip archives... sorry... i was blind not recognising the comments in the sprite demos... hve Link to comment Share on other sites More sharing options...
Heaven/TQA Posted May 14, 2003 Share Posted May 14, 2003 one last riddle to solve... after tiling is no prob anymore... how can i get the colors set correctly when converting 8 color fonts into sprites? the sprpck output .pal file contains just 01,23,45,67,... and an empty "blackend" pallette... any help? hve ps. sorry to discuss this here and not in the programming forums... pss. did i dreamt that the lynx can rotate sprites?` psss. the games are brilliant for lynx... i love the "afterburner" clone... Link to comment Share on other sites More sharing options...
sage Posted May 15, 2003 Share Posted May 15, 2003 one last riddle to solve... after tiling is no prob anymore... how can i get the colors set correctly when converting 8 color fonts into sprites? the sprpck output .pal file contains just 01,23,45,67,... and an empty "blackend" pallette... any help? sprpck has some problems with bmp palette. also pi1 and neo does not work correctly in the pc version. ps. sorry to discuss this here and not in the programming forums... This IS the right place. pss. did i dreamt that the lynx can rotate sprites?` no, it cant. no rotating, no tiling. only stretching and tilting. Tschau, Sage Link to comment Share on other sites More sharing options...
Matthias Posted May 15, 2003 Share Posted May 15, 2003 Hello! Send me the BMP and i'll investigate the problem. (And the DOS-command line you used for SPRCK) But you shouldn't forget that the Lynx has only 4bits per colour, so if you have used True colour pixels with very low colour values (only bits in the lower nybble set) these will all set to 0. Matthias Link to comment Share on other sites More sharing options...
Heaven/TQA Posted May 15, 2003 Share Posted May 15, 2003 Mattias, i thought i convert in photoshop just the bitmap into a 16 color pcx and that's it... i'll tried to tile & convert this one: http://www.algonet.se/~guld1/fonts/010.gif with sprpcx -v -u -S016016 -r020003 filename.pcx unpacked because i need that for my textroutine... so the offsets are the same for all chars... another difficulty i find is... after having nearly 30 different .spr files with the separate sprites... is there a possibility to export the sprites into 1 .obj file where i can adress them with font+char*length??? and write the desired adresses into the SPCBs? (btw...same "linked list" principle does have Playstation1 & 2) hve Link to comment Share on other sites More sharing options...
Matthias Posted May 15, 2003 Share Posted May 15, 2003 Hello! Mattias, i thought i convert in photoshop just the bitmap into a 16 color pcx and that's it... During the years we have noticed that there are PCX-files which can't be handled properly by SRPCK. I don't know why. So i suggest that you use the BMP-fileformat if you are working in a Windows-environment. i'll tried to tile & convert this one: http://www.algonet.se/~guld1/fonts/010.gif with sprpcx -v -u -S016016 -r020003 filename.pcx I have converted this GIF to a BMP-file called HE.BMP (two-letter name because the SPRPCK will add 6 digits to identifly the tiles). My command line looked like this: sprpck -v -u -t6 -S016016 -r020003 HE.BMP I got a lot of SPR-files and a palette file (in LYXASS-format) with this content: he_redir: dc.b $01,$23,$45,$67,$89,$AB,$CD,$EF he_pal: DP 000,DDD,9B6,204,206,429,BD9,694,64B,B9F,462,96D,000,000,000,000 It shows 12 colours (he_pal), the same as your GIF. So for me it worked as expected. Matthias Link to comment Share on other sites More sharing options...
Heaven/TQA Posted May 15, 2003 Share Posted May 15, 2003 scheisse.... i'll have to double check it tonight... can you send me the bmp? is it a 16,256 or 24 bit BMP? thanks, anyway hve Link to comment Share on other sites More sharing options...
lucienEn Posted May 15, 2003 Share Posted May 15, 2003 another difficulty i find is... after having nearly 30 different .spr files with the separate sprites... is there a possibility to export the sprites into 1 .obj file where i can adress them with font+char*length??? and write the desired adresses into the SPCBs? (btw...same "linked list" principle does have Playstation1 & 2) hve You can create a library file. This is from the 3d makefile: sprpck -t6 -u -s4 -a000016 -S001032 -p0 -r032001 v.bmp del wall.olb libr65 a wall.olb w000000.obj libr65 a wall.olb w000001.obj ... libr65 a wall.olb w000031.obj You can reference by object name (w00000) in your cc65 based C file. However I just changed this by having a PC editor creating one big binary file with a mapping in the beginning. Link to comment Share on other sites More sharing options...
lucienEn Posted May 15, 2003 Share Posted May 15, 2003 is there a possibility to export the sprites into 1 .obj file where i can adress them with font+char*length??? and write the desired adresses into the SPCBs? (btw...same "linked list" principle does have Playstation1 & 2) hve Forgot the 2nd part. You could do this in your code (cc65): extern char w000000[]; // or use an indexer containing addresses lo/hi #asm _sprObject1: dc.b BITS4|TYPE_NORMAL,RELOAD_HV|REUSEPAL,NO_COLLIDE dc.w _w000000, _sprObject2 dc.w 0,50 dc.w $0100,$0100 _sprObject2: dc.b BITS4|TYPE_NORMAL,RELOAD_HV|REUSEPAL,NO_COLLIDE dc.w _w000002,_sprObject3 dc.w 0,50 dc.w $0100,$0100 ... _sprObject30: dc.b BITS4|TYPE_NORMAL,RELOAD_HV|REUSEPAL,NO_COLLIDE dc.w _w000030, 0 dc.w 0,50 dc.w $0100,$0100 #endasm Link to comment Share on other sites More sharing options...
shep Posted May 16, 2003 Share Posted May 16, 2003 I know some C, found this to be somewhat interesing, just out of curiousity, not really looking at any source, is any asm required if you use the C-compiler? Link to comment Share on other sites More sharing options...
Heaven/TQA Posted May 16, 2003 Share Posted May 16, 2003 ok next stone on my way to lynx heaven appeared... with the BLL macros, how do i implement a VBL???? as my 1st lynx attempt will be a scroller... (suprise...) now i have the font converted into sprites and now i need the VBL for drawing/scrolling/moving the sprites to get a scroller... any help of the masters much appreiated. hve Link to comment Share on other sites More sharing options...
Matthias Posted May 16, 2003 Share Posted May 16, 2003 Hello! I know some C, found this to be somewhat interesing, just out of curiousity, not really looking at any source, is any asm required if you use the C-compiler? Look into the C-demos (either those which come with CC65 or those on my Lynx-page, and those on Sage's page) and you'll see that you can do some C-only programming but for efficiency reasons you should be able to do some things in 6502-asm. At least you should be able to understand structures laid out in asm-code (sprite control blocks). Regards Matthias Link to comment Share on other sites More sharing options...
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