8bit-Dude

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Viewing 15 posts - 1 through 15 (of 25 total)
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  • in reply to: Grubs download for Atari not works. #1053
    8bit-Dude
    Keymaster

    Thanks for letting me know. I will fix it soon.

    in reply to: It’s possible edit default palette for bitmap in Atari? #1045
    8bit-Dude
    Keymaster

    It will be basically the average of both colors… To simulate, you can take the RGB values of the 2 colors in the Atari palette I referenced above, then average them. Doing this for each combination, you can rebuild a new palette in GIMP…
    (You can also easily display the new palette by running the demo disk, then use the color pick tool in gimp to retrieve the RGB value of each color)

    • This reply was modified 1 week, 5 days ago by 8bit-Dude.
    in reply to: made a small indro for sv22se with unity 0.4 #1041
    8bit-Dude
    Keymaster

    Thanks so much for sharing this buddy! I have bookmarked the link to read later.
    Did you make a Youtube video of this demo?

    in reply to: It’s possible edit default palette for bitmap in Atari? #1039
    8bit-Dude
    Keymaster

    The 16 colors are obtained by mixing 4 basic colors (black, red, green, blue).
    If you want to make these colors brighter, check the function ShowBitmap().
    It calls a sub-function “SetPalette(bmpPalette);”

    The 4 values of bmpPalette correspond to the first 4 bytes of the image file loaded in LoadBitmap().
    You can either hack ShowBitmap to edit the values in the bmpPalette array, of modify the python conversion script to write different values for these 4 bytes.

    (see: https://github.com/8bit-Dude/8bit-Unity/blob/main/docs/Palettes/ATARI-Sprites.png)

    • This reply was modified 1 week, 6 days ago by 8bit-Dude.
    in reply to: problems to login here with Chromium Edge #1027
    8bit-Dude
    Keymaster

    Hey Ralf!
    The reason for the shorter passwords is to facilitate login from 8bit computers with soft keyboard (such as the Lynx) when running the 8bit-OS disk.
    Cheers,
    Tony

    in reply to: made a small indro for sv22se with unity 0.4 #1016
    8bit-Dude
    Keymaster

    Hey ppsberlin!
    I am really interested to see what you did! As you said, the engine tries to stay general which means that some platform specific hacks are not fully exploited yet.
    As for speed, I am trying to move as much of the engine to ASM as possible with each new release. It takes time, but the engine gets better with each edition.
    Regarding the color palette of A8, it is possible to change it in GIMP with version 0.5. The engine auto-loads the settings from the produced binary file.
    Hope to catch you on Discord sometime!

    in reply to: How to start #995
    8bit-Dude
    Keymaster

    You can easily fix this problem!
    After initializing the BitmapMode, add the following line in your code:

    
    bmpToggle = 2;
    
    in reply to: How to start #992
    8bit-Dude
    Keymaster

    Glad to see that you are making some progress, pacman is on the horizon! 🙂

    To use PrintStr() you need to initialize the Hires Bitmap mode first!

    Please check the file: projects/demos/src/demo-gfx.c

    For a full list of API function in release 0.4, see: https://8bit-unity.com/?page_id=121

    P.S: Please note that some functions got simplified (fewer args to save memory) in up-coming release 0.5 (in case you are using GitHub version). In that case, look-up /unity/unity.h

    • This reply was modified 5 months, 1 week ago by 8bit-Dude.
    in reply to: How to start #986
    8bit-Dude
    Keymaster

    Hi Mark!

    That’s correct, you cannot disable a platform currently.
    Build scripts will be generated for all platforms, but you don’t need to worry about those.

    So Hello world for Atari 8bit:

    Create a main.c file, and put typical hello world contents inside.
    (unity.h header only should be required).

    Go to builder, and add this file in “general” > “code”.

    Put “hello” in the disk name.

    Press “Build Scripts”.

    Then go to folder build and run the hello-atari.bat script

    Lemme know if any of the above is unclear.

    • This reply was modified 5 months, 1 week ago by 8bit-Dude.
    in reply to: How to start #948
    8bit-Dude
    Keymaster

    Hi there, and sorry for the late reply. What kind of game would you like to develop?
    I should be able to give you some advice and instructions as function of the type of game.

    in reply to: What tricks can the Lynx do? #829
    8bit-Dude
    Keymaster

    Sorry for late reply. Presently, XL/XE builder only produce floppies.
    I plan to add building of Carts in future, for both XEGS and 5200.

    in reply to: What tricks can the Lynx do? #822
    8bit-Dude
    Keymaster

    The C64 has fixed sprites size of 12×21, so you may need to combine several sprites if needed.
    Note that C64 sprites can be scaled to double width or height (see unity.h)

    in reply to: Problem with _builder_.bat #803
    8bit-Dude
    Keymaster

    I am not sure what I can do to help you… Perhaps you could try to edit the builder file with a text editor (check /project/demos/demos.builder for example)?
    I plan to eventually get rid of builder and have an IDE instead, but that will be long term.

    in reply to: Problem with _builder_.bat #795
    8bit-Dude
    Keymaster

    Hi Miszunga2!

    There seems to be an issue with your screen DPI…
    On your windows, could you try going to “Display Settings” -> “Scale and Layout”.

    What is the % selected for the size of text, apps, and other items? Does changing this value affect the builder?

    P.S: On my Windows 10 system, the Builder always appears correctly, no matter what the % selected. What is your version of Windows?

    in reply to: What tricks can the Lynx do? #782
    8bit-Dude
    Keymaster

    There is no size limit for Lynx sprites, you just need the X-size to be a multiple of 2.
    16×32 will make a huge sprite (the screen is only 160×102).

Viewing 15 posts - 1 through 15 (of 25 total)