Search found 2168 matches

by Chema
Mon Sep 11, 2006 12:10 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 312627

Yes... ok, forgot about the cursor keys, which make the world of difference! :D Now i can select the room i want, move a room and define a map, which is exactly what i plan to do next. :) The delete room would be very cool, but since i will know the room number, i should be able to edit it out of t...
by Chema
Mon Sep 11, 2006 9:26 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 312627

Woh, just tried latest version of editor, and realise this is way more cool now. I can see where to plot things with the help of the "Snap Cursor" which also reflects correctly for each height or layer. I can see now the reason for limiting object sizes. Yep, and also keep in mind, for your designs...
by Chema
Mon Sep 04, 2006 11:52 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 312627

Hi Chema, apologies for not responding before, i have been busy with various other projects, such as... 1) Found a way to convert thousands of Spectrum tunes to the Oric and have been writing an encoder and player for it. 2) Have been inundated with work related stuff and felt like just wanting to ...
by Chema
Fri Sep 01, 2006 1:11 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 312627

Greetings again, Even at the risk of becoming harassing a small update :) The tileset "compiler" is ready and working, even if I have not tested it into white yet. It converts all the pictures in the set and creates all the necessary data to use them directly in white in a .s file and a set of #defi...
by Chema
Mon Aug 28, 2006 1:42 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 312627

One note more... In addition to the recent small modifications, I have changed the map format used by the editor, mainly so it saves tile names (those on the tile list) instead of codes. That would help generating more readable data for WHITE (using #defines for tiles instead of raw data in the .s f...
by Chema
Fri Aug 25, 2006 10:48 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 312627

Ok, finished the small command line program that takes the tileset definition file used by the editor and uses PictConv to generate a .s and .h files as needed by WHITE. This should save hours for testing graphics... Should move now onto modifying the mapload function and the utility that takes the ...
by Chema
Wed Aug 23, 2006 1:47 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 312627

BTW... Made a couple of things on the editor... 1) Fixed the ALT+TAB thing 2) Highlight the tile at which a flat is to be put, and add a kind of shadow for when it is on higher layers. Graphics are still horrible, but they work! Onto the list of flats and the arrow keys now... Any more things needed...
by Chema
Wed Aug 23, 2006 9:19 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 312627

Hum, and why not use 4 different screens for the main mission control tower, with for exemple in one corner of each screen something that looks like a quadrant of some central computer/desk thing ? That sounds better, amended below... Back from my (short) vacations... and ready to continue with thi...
by Chema
Fri Aug 04, 2006 12:23 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 312627

This is an extremely cool editor Chema. Finally i get to play rather than do the complex mapping myself. I'm sorry, but i found your explanation brain destroying. Anyway, i have no excuse now not to get on with the map layouts. I will def try this at the weekend whilst i am at Assembly in Finland ;...
by Chema
Thu Aug 03, 2006 12:42 pm
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 312627

Re: Progress before vacations...

Have you put a download link somewhere for the tool so Twilighte can try to use it during your holidays ? Ah, yes... I have uploaded it, and it is at http://www.defence-force.org/ftp/forum/isometric/space1999/white/weditor01.zip Please keep in mind it is a development version, and it is *VERY* alph...
by Chema
Thu Aug 03, 2006 9:43 am
Forum: Games
Topic: Space99 - Development Forum
Replies: 389
Views: 312627

Progress before vacations...

And even before I get an answer to my last post, there it goes. Another progress report! The map editor is progressing quickly and it now works 90%, even if some user interface features should be improved (not too much!, I am too lazy...) and it still has to be able to export the world and tileset i...
by Chema
Thu Aug 03, 2006 9:34 am
Forum: Games
Topic: Another progress report
Replies: 2
Views: 4453

Re: Another progress report

Sorry... I suppose this post should have gone into the Space1999 development forum...

I will continue posting progress reports there, even if it is not necessary just Space1999 related, as all this kit will be quite general for anyone making isometric games to use...

Regards,
by Chema
Thu Aug 03, 2006 8:37 am
Forum: Cross development tools
Topic: OSDK 0.014
Replies: 7
Views: 8454

Ok, I made a version 0.015 at the same place than usual. Anyway you can patch your version to see if it works better (was a ridiculous problem, and all my fault, I released a test version that had a commented out line). Just go in your OSDK/LIB folder, and edit header.s, in line 21 (between ".zero"...
by Chema
Wed Aug 02, 2006 12:12 pm
Forum: Cross development tools
Topic: OSDK 0.014
Replies: 7
Views: 8454

I replied in PM, but you could have noticed that the fact of being logged-in on the forum give you access yo the email adress of all registered members :) Check at the bottom of this message for example :) I see four buttons at the bottom of your message, but not your email address, not even in you...
by Chema
Wed Aug 02, 2006 10:47 am
Forum: Cross development tools
Topic: OSDK 0.014
Replies: 7
Views: 8454

Could you send me the two tap files, one compiled with 0.009 and one compiled with 0.014, and eventually the project so I can see what the problem is. Reason is that I also corrected problems in the assembleur, and fabrice made some changes in the compiler. All that together may result in code gene...