Search found 46 matches

by amateus
Mon Oct 16, 2023 3:17 pm
Forum: Sinclair ZX
Topic: Sprite Editor
Replies: 2
Views: 1683

Re: Sprite Editor

Hi All. New update on the Sprite Editor. More refactoring and code cleaning and 2 very useful features added. Read bellow (and see the images). - Preview window for sprite and mask. You can now see the sprite in a very small window. This will help you to have a better perspective of how the real spr...
by amateus
Thu Oct 12, 2023 4:38 pm
Forum: Sinclair ZX
Topic: Sprite Editor
Replies: 2
Views: 1683

Re: Sprite Editor

https://img.itch.zone/aW1nLzEzNjkwMzcyLnBuZw==/original/n0h42A.png I have released a new version of the Sprite Editor. This version features a lot of improvements and some important features. Thank you all for you feedback. Change Log Application start - Sprite Editor now starts with a default 8x8 ...
by amateus
Mon Oct 09, 2023 12:45 pm
Forum: Sinclair ZX
Topic: Sprite Editor
Replies: 2
Views: 1683

Sprite Editor

Hi guys, As some of you might remember (most likely not), I did a couple of posts about a scene editor (https://z88dk.org/forum/viewtopic.php?p=19189#p19189) couple of years ago. Real life caught me and I basically had all my hobbies on stand by for quite some time. Any way fast forward to a couple ...
by amateus
Wed Feb 10, 2021 10:16 pm
Forum: Sinclair ZX
Topic: How to plan a game?
Replies: 11
Views: 5631

Re: How to plan a game?

Hi, Very interesting Timmy thank you. So basically for 128k we have to have variables or a buffer of assets for level 1, then on level 2, switch to the bank we want, copy the assets from 49152-65535 to that buffer and restore basic memory and then you'll have the new assets. When you say copy, is th...
by amateus
Sun Feb 07, 2021 4:57 pm
Forum: Sinclair ZX
Topic: Scene Editor
Replies: 10
Views: 5833

Re: Scene Editor

Hi, Thank you for the feedback @stefano and derekfountain. @derekfountain to tell you the truth I really don't know. My problem is not making it available, my problem is that this was developed for my personal use and not for releasing it: it's not user friendly, almost no error handling and virtual...
by amateus
Sat Feb 06, 2021 10:04 pm
Forum: Sinclair ZX
Topic: Scene Editor
Replies: 10
Views: 5833

Re: Scene Editor

Hi all, Bit busy with the Scene editor developing the sprite editor. Took much more time that I was expecting, especially the automatic mask creation, but I finally did it. The sprite editor can now create, for now, 16x16 and 16x24 sprites, but does not add it to the scene, as I don't thin it's need...
by amateus
Sun Jan 31, 2021 5:27 pm
Forum: Sinclair ZX
Topic: Sprite animation (state)
Replies: 8
Views: 4347

Re: Sprite animation (state)

ah didn't saw that. nice, will check, thanks
by amateus
Sun Jan 31, 2021 4:57 pm
Forum: Sinclair ZX
Topic: Sprite animation (state)
Replies: 8
Views: 4347

Re: Sprite animation (state)

And I think I found out. On adding the second columns I need to add the frame offset from the first column.

In my case it has to be:

sp1_AddColSpr(hero.s, SP1_DRAW_MASK2, SP1_TYPE_2BYTE, 48, 10);
by amateus
Sun Jan 31, 2021 4:35 pm
Forum: Sinclair ZX
Topic: Scene Editor
Replies: 10
Views: 5833

Re: Scene Editor

Hi, Thank you both. @stefano As sp1 is not particularly good for scrolling, that is something i consider out of scope, as this is mainly an editor for one screen. Nevertheless, the ability to add layers is interesting. I'll have a think about it @Timmy yeah, my point precisely, I just wanted a tool ...
by amateus
Sun Jan 31, 2021 4:26 pm
Forum: Sinclair ZX
Topic: Sprite animation (state)
Replies: 8
Views: 4347

Sprite animation (state)

Hi, I've been messing around with sprite animations and I've tried both usual ways: updating the sp1_ss frame with the next frame using a memory offset initializing the sprite with a 0 value and specifying the memory pointer in MoveSprPix Both are ok for 8x8 sprite, but when it comes to bigger sprit...
by amateus
Sat Jan 30, 2021 5:00 pm
Forum: Other targets
Topic: (classic) New target: Krokha/ Кроха
Replies: 11
Views: 5205

Re: (classic) New target: Krokha/ Кроха

Obscure is the right word, never heard of it :)

Will try to dig more info on this one.
by amateus
Sat Jan 30, 2021 3:33 pm
Forum: Sinclair ZX
Topic: Scene Editor
Replies: 10
Views: 5833

Scene Editor

Hi, Not sure if this is the correct place to post it, but because I develop exclusively to zx spectrum, I might as well post it here. I've been developing for the last couple of weeks a scene editor (tile editor + scene tile placement+ export to c sp1 compatible) to aid me in my projects. Reason for...
by amateus
Sat Jan 23, 2021 10:09 am
Forum: Sinclair ZX
Topic: How to plan a game?
Replies: 11
Views: 5631

Re: How to plan a game?

Thank for the insight Timmy. I wonder how do you position sprites in a specific memory address? Until now, sprites, level data, code etc were all in a big chunk and z88dk will take care of were will it put them. How do you force specific code, being asm sprites file or a specific array with level da...
by amateus
Wed Jan 20, 2021 5:53 pm
Forum: Sinclair ZX
Topic: How to plan a game?
Replies: 11
Views: 5631

Re: How to plan a game?

Hi Timmy, Thank you for your input. Let me try to clarify it: I know the spectrum memory layout, my difficulty is to understand how to plan a game from scratch, saying, game cycle takes this space, sprites takes this space, etc - level loading: in a 48k, many games load each level from tape. My ques...
by amateus
Wed Jan 20, 2021 10:24 am
Forum: Sinclair ZX
Topic: How to plan a game?
Replies: 11
Views: 5631

How to plan a game?

Hi guys, As you've probably saw, I've been doing some tests with SP1, trying to understand the library, trying to get a grasp of the intention behind the methods and tackling some interesting features that I've saw here and there mentioned, but didn't have any example. On top of this I'm also learni...
by amateus
Tue Jan 19, 2021 10:23 pm
Forum: Sinclair ZX
Topic: Background animations the right way
Replies: 0
Views: 3780

Background animations the right way

There are a few ways to animate background tiles. The most common is to just print the characters with PrintAtInv in the same position to achieve it, but this has a lot of overhead. A more optimized way is to print a tile outside the main loop and inside the main loop change it's correspondent graph...
by amateus
Sun Jan 17, 2021 3:43 pm
Forum: Sinclair ZX
Topic: SP1 z-order example
Replies: 0
Views: 3234

SP1 z-order example

Hi, Z-order is a concept that is present since the beginning of videogames: in a 3d world, sprites that are far away of the camera are drawed behind the ones closer to the camera. This concept can also be applied to a 2d world, if we're using depth in our scene. The code is available at https://gith...
by amateus
Sun Jan 17, 2021 3:22 pm
Forum: Sinclair ZX
Topic: Foreground blocks in SP1 with sp1_cs
Replies: 5
Views: 3600

Re: Foreground blocks in SP1 with sp1_cs

Thanks.

This allows us some nice effects on it, for example some sprites waling behind a window and others in front of it, or behind fences.

sp1_cs is a rather interesting little structure, and the ability to change it on the fly allows us some cool effects (z_order anyone? ;) )
by amateus
Sat Jan 16, 2021 7:32 pm
Forum: Sinclair ZX
Topic: Foreground blocks in SP1 with sp1_cs
Replies: 5
Views: 3600

Foreground blocks in SP1 with sp1_cs

Hi there, There are 3 ways in wich we can create foreground tiles with SP1: By validating squares before rendering (see example ex5b from z88dk) by removing tiles from the render array (see example ex5c from z88dk) by using the free sprite characters structure, sp1_cs While the first two have exampl...
by amateus
Sat Jan 16, 2021 2:54 pm
Forum: Sinclair ZX
Topic: sp1_cs, sp1_InitCharStruct, sp1_InsertCharStruct, sp1_RemoveCharStruct
Replies: 2
Views: 2138

Re: sp1_cs, sp1_InitCharStruct, sp1_InsertCharStruct, sp1_RemoveCharStruct

why not starting with a working example? https://www.z88dk.org/wiki/doku.php?id=libnew:examples:sp1_ex1 .. I'm not an expert but something like sp1_UpdateNow() sounds useful I guess you missed the text (only showing the related code) in my original message, or my breakout example a couple of posts ...
by amateus
Fri Jan 15, 2021 10:10 pm
Forum: Sinclair ZX
Topic: sp1_cs, sp1_InitCharStruct, sp1_InsertCharStruct, sp1_RemoveCharStruct
Replies: 2
Views: 2138

sp1_cs, sp1_InitCharStruct, sp1_InsertCharStruct, sp1_RemoveCharStruct

DEPRECATED!!!! SEE https://z88dk.org/forum/viewtopic.php?f=2&t=11456 Hi all, Anyone knows how to use the these structs/methods? The idea is to create foreground objects (without going for removing strucs or validating areas). I've tried the code bellow (only showing the related code) and nothin...
by amateus
Thu Jan 14, 2021 4:54 pm
Forum: Sinclair ZX
Topic: z88dk breakout
Replies: 5
Views: 3400

Re: z88dk breakout

Fantastic job! Kempston joystick control would be nice to have. Consider switching user input to games.h, then you could easily add a control method selection to the menu screen. Thank you for the feedback. :) Should be rather easy yes. Perhaps I will get back in the futures and add a few more stuff.
by amateus
Wed Jan 13, 2021 2:57 pm
Forum: Sinclair ZX
Topic: z88dk breakout
Replies: 5
Views: 3400

Re: z88dk breakout

Timmy wrote: Wed Jan 13, 2021 2:18 pm Lives is spelled as "Lives".
jeez and I though I've checked everything... oh well! Thanks Timmy :)

Thank you both for the feedback :)
by amateus
Wed Jan 13, 2021 9:05 am
Forum: Sinclair ZX
Topic: z88dk breakout
Replies: 5
Views: 3400

z88dk breakout

Hi everyone, I have completed the z88dk breakout example. You can find it here: https://github.com/antoniocmateus/z88dk_sp1_breakout Nothing fancy, no big graphics, just an example I used to understand more or less how does sp1 worked. Feel free to use any part of the code you want, if you need it. ...