+Atarius Maximus Posted May 11, 2018 Author Share Posted May 11, 2018 Are you still having trouble displaying the blue portion of that 320B sprite above? You'll notice that the C1 color has conditions on being displayed in 320B, in that it must be paired with either a C2 or C3 pixel in the same pixel-pair, otherwise it doesn't get displayed. (ie: it'll take the background color for itself.) I ran into that issue early in Graze Suit Alpha. Note that prosystem will incorrectly show C1 all the time, but Mame and real hardware will display C1 pixels using the rule above. Also, 320B only uses palettes 0, and 4. Attempts to use palettes 1-3 will default to palette 0, and uses of palette 5-7 will use palette 4. ie: it only looks at the top palette bit in the display lists to determine palette. Mord - thanks for the excellent description of how 320B works. I didn't have a very firm grasp of how it worked when I was working on that demo. I haven't worked on it since sometime last summer so I can't say I'm still having trouble with it... I dug that up just as a sample for Dauber. Either way the info you shared will make it much easier next time, thank you. 1 Quote Link to comment Share on other sites More sharing options...
Inky Posted October 8, 2018 Share Posted October 8, 2018 (edited) I decided that I'm going to attempt to try learning 7800 Basic again. I'm having to force myself, due to my lack of attention span. I was hoping to use Paint Shop Pro Photo X8, but I cannot for the life of me figure out how to import the palette.(I've used the info previously posted. Methinks I may have to manually create it.) I really didn't want to load GIMP, but it seems to me that since the last time I used it, the interface got much better.EDIT: Duhh. I just saw a step that I missed on previous reading. I'll try it again tonight. Edited October 8, 2018 by Inky Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted September 27, 2020 Share Posted September 27, 2020 Hello, I'm trying to use tiled to make a plotmap, I first used the sprite editor in atari dev studio to make an 8x16 tile, then followed this tutorial, but I get these errors User-defined 7800.asm found in current directory --- Unresolved Symbol List TWOPADDLESUPPORT 0000 ???? (R ) TRAKTIME 0000 ???? (R ) MOUSEXONLY 0000 ???? (R ) MOUSE0SUPPORT 0000 ???? (R ) testsprite 0000 ???? (R ) MOUSE1SUPPORT 0000 ???? (R ) PADDLESUPPORT 0000 ???? (R ) PADDLERANGE 0000 ???? (R ) PADDLE0SUPPORT 0000 ???? (R ) PADDLE1SUPPORT 0000 ???? (R ) MOUSETIME 0000 ???? (R ) CANARYOFF 0000 ???? (R ) DRIVINGBOOST 0000 ???? (R ) TRAKBALL0SUPPORT 0000 ???? (R ) TRAKBALLSUPPORT 0000 ???? (R ) DEBUGWAITCOLOR 0000 ???? (R ) TRAKBALL1SUPPORT 0000 ???? (R ) CANARRYOFF 0000 ???? (R ) PADDLESCALEX2 0000 ???? (R ) TRAKXONLY 0000 ???? (R ) PADDLESMOOTHINGOFF 0000 ???? (R ) PRECISIONMOUSING 0000 ???? (R ) and Fatal assembly error: Source is not resolvable. Cartridge size not a multiple of 4K bytes! it has testsprite as unresolved symbol, thats the tile I made in the sprite editor, but it's also the name of the tileset in tiled, and that seems to be what it's refering to, what could be wrong? And what does the .spe file do? Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted September 27, 2020 Share Posted September 27, 2020 I had forgotten to incgraphic.. but now I get this error? ERROR, plotmapfile didn't find a palette for testsprite set tv ntsc set zoneheight 16 set tallsprite off set doublewide on set basepath graphics displaymode 160A incgraphic testsprite.png 160A 1 2 3 0 incmapfile testmapfile.tmx ; Set Palette 0 Colors – as I commented, it sets Palette 0. ;P0C1=$26 ; P0 is for Palette 0, C1 is for Color 1. ;P0C2=$24 ;P0C3=$04 P0C1 = testsprite_color1 P0C2 = testsprite_color2 P0C3 = testsprite_color3 rem ** setup Palette 1 P1C1=$12 P1C2=$F6 P1C3=$Fc clearscreen plotmapfile testmapfile.tmx testmapfile 0 0 20 12 savescreen drawscreen mainloop ;BACKGRND=$00 restorescreen drawscreen goto mainloop Quote Link to comment Share on other sites More sharing options...
RevEng Posted September 27, 2020 Share Posted September 27, 2020 For any tiles that are used in a mapfile, the incgraphic statement for those tiles needs a palette parameter. Otherwise 7800basic doesn't know which tiles in that map should, for example, use the palette set aside for water colors, and which should use the palette set aside for ground colors. See the incgraphic docs for more info. 1 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted September 27, 2020 Share Posted September 27, 2020 3 hours ago, RevEng said: For any tiles that are used in a mapfile, the incgraphic statement for those tiles needs a palette parameter. Otherwise 7800basic doesn't know which tiles in that map should, for example, use the palette set aside for water colors, and which should use the palette set aside for ground colors. See the incgraphic docs for more info. I have read that many times and other threads about the same error, but I'm obviously missing something incgraphic testsprite.png 160A 1 2 3 0 123 being the different colors and 0 the "palette parameter"? but rt seems to use 0-2 for colors instead of 1-3? and in other examples it seems like the first number is the palette followed by the colors? I'm confused. Quote Link to comment Share on other sites More sharing options...
+Karl G Posted September 27, 2020 Share Posted September 27, 2020 4 minutes ago, Lillapojkenpåön said: I have read that many times and other threads about the same error, but I'm obviously missing something incgraphic testsprite.png 160A 1 2 3 0 123 being the different colors and 0 the "palette parameter"? but rt seems to use 0-2 for colors instead of 1-3? and in other examples it seems like the first number is the palette followed by the colors? I'm confused. Those 4 numbers are all palette entry numbers, specifying what color in the image corresponds to what color entry in the palette. Following those 4 numbers you would add one more number to specify which palette you are using. It looks like you have palettes 0 and 1 defined in your code, so presumably you would put 0 or 1 for that, e.g.: incgraphic testsprite.png 160A 1 2 3 0 0 1 1 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted September 27, 2020 Share Posted September 27, 2020 Ok thanks! It compiles now but still just a black screen do you see anything else wrong? Spoiler set tv ntsc set zoneheight 16 set tallsprite off set doublewide on set basepath graphics displaymode 160A incgraphic testsprite.png 160A 0 1 2 3 0 incmapfile testmapfile.tmx P0C1=$26 ; P0 is for Palette 0, C1 is for Color 1. P0C2=$24 P0C3=$04 clearscreen plotmapfile testmapfile.tmx testmapfile 0 0 20 12 savescreen drawscreen mainloop BACKGRND=$0E restorescreen drawscreen goto mainloop Quote Link to comment Share on other sites More sharing options...
+SmittyB Posted September 27, 2020 Share Posted September 27, 2020 Unless testsprite.png contains your tileset you'll need to import that as well and use the characterset command to make your tile maps use it. 1 1 Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted September 27, 2020 Share Posted September 27, 2020 Awesome!! Thanks! Quote Link to comment Share on other sites More sharing options...
Lillapojkenpåön Posted October 3, 2020 Share Posted October 3, 2020 Is there some benefit to using doublewide on? Quote Link to comment Share on other sites More sharing options...
+SmittyB Posted October 3, 2020 Share Posted October 3, 2020 There is a subtle advantage if you're using a lot of tiles, otherwise not so much. The main benefit is that you can cover twice as much of the screen without doubling the width of your tilemap which in turn reduces the number of objects being drawn to fill the screen, and reduces the amount of time MARIA has to take looking up which tiles to draw. A side effect is that a single unit of 160A graphics is 4 pixels wide, but with doublewide that becomes 8 so taking into account the wider ratio of the pixels that makes it equivalent to a typical 16 pixel tile that's become pretty much standard in games. 1 Quote Link to comment Share on other sites More sharing options...
+frankodragon Posted October 21, 2020 Share Posted October 21, 2020 Just a quick tip: Use your built-in calculator to make a note which line of text you may need to come back to when using text editors like Notepad++ with number lines. It can save you time instead of searching and scrolling through a long list of text. Quote Link to comment Share on other sites More sharing options...
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