Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: DJ Omnimaga on June 09, 2006, 12:40:00 pm

Title: Map editor
Post by: DJ Omnimaga on June 09, 2006, 12:40:00 pm
I finally got enough motivation to update my old map editor which used Omnicalc. Now with xlib and not all those separate asm libs it runs much faster so map ediding on regular 83+ should be much easier.

user posted image

Basically at startup it loads the start area, then using arrows u can navigate all across the whole metroid map. Then you press clear to exit so it output the map ID. After that it ask you if you want to start a new map or edit one. Here you follow the instructions on screen then you start editing

As you can see in the screenshot it has some cool stuff. You can do the basics like replacing tiles on the screen with the chosen one or delete them.  MODE open the sprite sheet where you can choose which sprite to put on the map. However you can fill areas with sprites as well. With Y= it allow you to select a part of the map with a rectangle and it fill this entire area with the selected sprite. With GRAPH you just need to select a tile on the tilemap then a sprite on the sprite sheet and it will replace all the similar map tiles with the new one. Right now I dunno if it can be released as it is still buggy and need to be heavily modified to get it to work with other programs, but I might release it anyway as it could help you for making games with xlib :)smile.gif
Title: Map editor
Post by: Alex on June 09, 2006, 02:57:00 pm
I edited your post so that it displays the image :)smile.gif

- Alex
Title: Map editor
Post by: DJ Omnimaga on June 09, 2006, 02:58:00 pm
*ACK!* >.<
Title: Map editor
Post by: Spellshaper on June 09, 2006, 11:57:00 pm
QuoteBegin-xlibman+Jun 10 2006, 01:40 AM-->
QUOTE (xlibman @ Jun 10 2006, 01:40 AM)
user posted image

...but I might release it anyway as it could help you for making games with xlib :)smile.gif

 gruuuuulage! :ninja:ninja.gif
Tis pwnz! I was always too lazy to make my own editor ^^
Title: Map editor
Post by: Radical Pi on June 10, 2006, 03:16:00 am
Amazing sprites in there (even though its Metroid, not the editor).
@releasing it for games: YES!
Title: Map editor
Post by: DJ Omnimaga on June 10, 2006, 03:17:00 am
yeah i think it would speed up developpement a lot, of course you would need to modify it a bit to suit your need but still ;)wink.gif
Title: Map editor
Post by: Ranman on June 10, 2006, 04:05:00 am
Now that is a handy tool! :bow:

You never cease to amaze me. Keep up the good work Kevin!
Title: Map editor
Post by: tifreak on June 10, 2006, 04:56:00 am
I have given some thought to making a kit for AODR, for people who want to make games like it... I ought to put a poll up...

Anyways, lookin good Kevin! :D I can't wait to play the final product. :)smile.gif
Title: Map editor
Post by: crzyrbl on June 10, 2006, 07:02:00 am
Better than the one i am using.  the only interesting function fills the entire screen with a sprite of my choice.  do this map editor allow for sprites with decimal numbers?  i use quite a lot of X.1's with the zelda game.
Title: Map editor
Post by: Zeromus on June 10, 2006, 10:11:00 am
if it dosen't it could be easily modded
Title: Map editor
Post by: DJ Omnimaga on June 10, 2006, 10:46:00 am
nope it doesnt allow decimal numbers, as I'm not really using them in Metroid... I should tho.. oh well... anyway it could be easily modified indeed like CDI said
Title: Map editor
Post by: Dragon__lance on June 10, 2006, 12:27:00 pm
do u guys prefer usin decimels for hit detection? or just a limit of numers, like all tile under 20 are solid? If u use decimals, it increases file size...
Title: Map editor
Post by: DJ Omnimaga on June 10, 2006, 12:38:00 pm
I never used them, but in a game like metroid I could make every tiles I want walk onable or not  with decimals, I could even have destroyable fake doors. It would be a pain for hit detection tho and run much slower  
Title: Map editor
Post by: merthsoft on June 11, 2006, 05:32:00 am
QuoteBegin-crzyrbl+Jun 10 2006, 01:02 PM-->
QUOTE (crzyrbl @ Jun 10 2006, 01:02 PM)
Better than the one i am using.  the only interesting function fills the entire screen with a sprite of my choice.  do this map editor allow for sprites with decimal numbers?  i use quite a lot of X.1's with the zelda game.  

 Hmm, sounds like the one I made for you a while back, yeah, Kevin's sounds much better...
I never use decimals for hit detection, just for special events, so I wouldn't really do it for hit detection, because it is slow, and I tried it once, not good... Though a using them on say, a wall that could be broken, that may work, though I'd just use a different tile that looks the same...
Title: Map editor
Post by: DJ Omnimaga on June 11, 2006, 07:55:00 am
Hey merthsoft nice to see you here again, btw I still have your map editor on my PC but it doesn't work with xLIB 0.601b :(sad.gif
Title: Map editor
Post by: Zeromus on June 11, 2006, 08:13:00 am
hmm, for the Metroid I did, I used a certan number to define solid, from ball only, from non-solid tiles... (that's why my spritesheet is the way it is)
Title: Map editor
Post by: Spellshaper on June 11, 2006, 09:16:00 am
Btw: Is there a link to the editor? Somewhere? XDsmiley.gif

Hm, I should make one for BM, would make map editing sooo much easier... Until now I directly edited the matrices :ninja:ninja.gif
Title: Map editor
Post by: DJ Omnimaga on June 11, 2006, 09:47:00 am
dont worry I think I'll release it soon ;)wink.gif

Title: Map editor
Post by: Spellshaper on June 11, 2006, 09:58:00 am
QuoteBegin-xlibman+Jun 11 2006, 10:47 PM-->
QUOTE (xlibman @ Jun 11 2006, 10:47 PM)
dont worry I think I'll release it soon ;)wink.gif

 *drool*

I'm working on my personal version of it now ^^
And I'll enhance it so everyone can use it for map editing :)smile.gif  (decimals, for instance)
Title: Map editor
Post by: DJ Omnimaga on June 11, 2006, 10:07:00 am
sound cool ^^

*xlibman
Title: Map editor
Post by: DJ Omnimaga on September 28, 2007, 10:51:00 am
s*** I lost this o.oblink.gif

oh well I guess I'll use Spelli/lolje editor for now but for some reasons I liked not having to select tile everytime I use the fill tools
Title: Map editor
Post by: nitacku on September 28, 2007, 11:37:00 am
Don't worry, I've got one on the way  ;)wink.gif

It covers everything from maps/sprites/pics and supports both 8x8 and 16x16 in b/w and grayscale. Right now it's at about 8000 bytes :/confused.gif

I'm going to see if I can come up with a way to let the individual parts be kept in the archive.
Title: Map editor
Post by: DJ Omnimaga on September 28, 2007, 11:49:00 am
I cant wait to try it! will you have features to fill an entire rectangular sprite area? Also will it make you select the sprite you want to paste everytime you use a feature? Because it is the thing that irks me about Draw'N'Map :(sad.gif
Title: Map editor
Post by: nitacku on September 28, 2007, 12:30:00 pm
I will include a bunch of helpful features, including filling the map.
You will only have to select a sprite once, it will use that sprite until you select another.
Title: Map editor
Post by: DJ Omnimaga on September 28, 2007, 01:28:00 pm
cool! like my map editor then :)smile.gif, suggestions:

- Have some kind of HUD to the right of the screen (or left) displaying which sprite is displayed, cursor X and Y location, the pictures the tileset starts at (please dont forget xLIB overlaps on next pics if you choose a number higher than 96, as long as it is below 256). this way it should be easier to work ^^. I dont think people will mind if the map isn't full screen in the editor.

-Also allow to select two sprites. One with alpha and one with 2nd. Like in drawing softwares where you can select two colors with both mouse buttons. THat would be much easier if you want to use an erase tile other than a blank tile or a black one :)smile.gif
Title: Map editor
Post by: nitacku on September 29, 2007, 02:07:00 am
I'll make it so that you can select 5 sprites. Just press F1-F4 to assign a new sprite to 2nd. I think I might use Alpha to access the sprites. There's going to be grayscale capability built in, so all you would have to do is create the first layer and the program will automatically create the second layer based on which pics you choose to use as the sprite pics.
Title: Map editor
Post by: Insanity on September 29, 2007, 02:47:00 am
If you need a Map Editor, there's PyroEdit - http://www.ticalc.org/archives/files/fileinfo/394/39472.html - it does both maps and sprites.  It's probably the most comprehensive on-calc editor to date.  
Title: Map editor
Post by: Liazon on September 29, 2007, 08:51:00 am
QuoteBegin-DJ Omnimaga+28 Sep, 2007, 16:51-->
QUOTE (DJ Omnimaga @ 28 Sep, 2007, 16:51)
s*** I lost this o.oblink.gif

oh well I guess I'll use Spelli/lolje editor for now but for some reasons I liked not having to select tile everytime I use the fill tools  

 i know you didn't put a link here, but did you ever release it to someone else?
Title: Map editor
Post by: DJ Omnimaga on September 29, 2007, 01:46:00 pm
i still need to try Pyro edit 4, I only have the 1st one so far
Title: Map editor
Post by: nitacku on September 29, 2007, 03:12:00 pm
I've got my editor almost finished.
The only part I have left to finish up is the Map editor. The picture and sprite editors are already finished. I'm trying to program it in such a way that the user can create custom filter programs and run them through the pic editor. Once I finalize the variables using XtraVar, I'll upload what I've got so far.

Btw, had to change the batteries again! :Ptongue.gif ^_^
Title: Map editor
Post by: DJ Omnimaga on September 29, 2007, 03:15:00 pm
are you the kind of person who have to change his batteries every months like I used to do in 2002-2003? o.oblink.gif
Title: Map editor
Post by: nitacku on September 29, 2007, 03:42:00 pm
More like every 2-3 weeks if I'm operating in programming mode. :Ptongue.gif

I left my calc on my bed and while I was typing this, my cat decided to sit on my calc :Ptongue.gif. I knew what had happened when I heard the buttons crunch. Luckily nothing was messed up, just a stray "-" in the program.
Title: Map editor
Post by: DJ Omnimaga on September 29, 2007, 03:58:00 pm
x.x good thing he didnt hit CLEAR o.oblink.gif
Title: Map editor
Post by: tama on September 30, 2007, 07:50:00 am
lol one day my cat erased 80% of my text while I was away ^^
Hopefully, I've saved my work just before :)smile.gif
Title: Map editor
Post by: DJ Omnimaga on September 30, 2007, 09:28:00 am
ouch good thing you did, you should never leave your calc at the reach of your cat :Ptongue.gif
Title: Map editor
Post by: nitacku on September 30, 2007, 03:40:00 pm
Alright, here is: Implicit - Graphic Engineer.

This is the editor I've been talking about. Right now everything is finished except the Map Engineer. You can do grayscale editing and 16x16 editing. You can create your own modules to perform custom operations when editing a picture (I've included 3 default ones). Everything is graphical and optimized for speed (not necessarily size :Ptongue.gif)

For the most part, everything should be self explanatory, however, if you do have a question, please let me know.

For those of you wondering which program to run, it is MENU. :)smile.gif
Title: Map editor
Post by: DJ Omnimaga on September 30, 2007, 03:56:00 pm
wow grayscale editing?? o.oblink.gif I will check this asap when I have more space on my calc! Unless you decide to make it a BASIC Builder flash app. I'll add it to both archives asap :)smile.gif

I may try it now in emulator though I am curious how it turned out ^^

EDIT: THis is nice so far, but I got a few trouble, even with nothing on calc, all sprites commands using F1-F5 keys gave ERR:MEMORY, also when quitting the sprite editor the ram was much lower than when i started running the program, so when i wanted to use something else i couldn't becuase I didn't had enough RAM :(sad.gif
Title: Map editor
Post by: nitacku on September 30, 2007, 04:09:00 pm
I forgot to mention how to run the program.

To start Implicit, run program MENU. ;)wink.gif

QUOTE
EDIT: THis is nice so far, but I got a few trouble, even with nothing on calc, all sprites commands using F1-F5 keys gave ERR:MEMORY, also when quitting the sprite editor the ram was much lower than when i started running the program, so when i wanted to use something else i couldn't becuase I didn't had enough RAM :(sad.gif


Hmm, maybe it's the emulator. It uses hacked system variables.
Did you start by running MENU?
Title: Map editor
Post by: DJ Omnimaga on September 30, 2007, 04:32:00 pm
yeah i used menu. Does it require all ram to run (24389 bytes?) I had a few archived programs on the emu so I had 24000 bytes approximately instead of the full 24389
Title: Map editor
Post by: nitacku on September 30, 2007, 04:43:00 pm
No, it should run fine with as little as 9000.

This is where the ram is going:
three 16x16 matrices @ 2315 bytes apiece! :gah:fou.gif
three pics @ 767 bytes apiece

The total is 9246, however, that much ram isn't needed since Implicit never uses all of the pics and matrices at the same time.
Title: Map editor
Post by: DJ Omnimaga on September 30, 2007, 04:50:00 pm
well I had around 6-7 KB free according to what the program told me at bottom right. I archived all files in the module folder as you told in the readme  
Title: Map editor
Post by: nitacku on September 30, 2007, 04:53:00 pm
That definitely enough ram to run.
You only need 9000 before Implicit is executed. Once it's running, as long as the Ram indicator stays above 3000, you should be ok.
Title: Map editor
Post by: DJ Omnimaga on September 30, 2007, 04:55:00 pm
ok, Idk why i got full of ERR:Memory then x.x
Title: Map editor
Post by: nitacku on September 30, 2007, 05:24:00 pm
user posted image

Here is an animated screenshot of Implicit so far.
There's still a few bugs to work out ^_^
Title: Map editor
Post by: DJ Omnimaga on September 30, 2007, 05:27:00 pm
yeah basically only Invert worked for me, all others gave me memory errors :(sad.gif

nice tho :)smile.gif
Title: Map editor
Post by: Liazon on October 01, 2007, 10:25:00 am
impressive that you've got 3 lvl gs so far :)smile.gif