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Post by elmer on Jun 28, 2018 20:38:08 GMT
I don't know what tools we would need until a challenge arises to require it. I think that you're probably going to be OK for some time yet, at least for art production tools. The next version of HuC that I release will have an upgraded version of #inctile that will directly support using ProMotion's tileset with all 256 tiles, by wrapping around tile #256 onto tile #0 (with an appropriate warning so that people can see what is happening). That way you won't have to do any fiddling around at all to use ProMotion to create HuC maps that use all 256 tiles, but don't use/need a blank tile 0. It will also have new functions that will allow you to create palette lookup tables directly from chr/spr/tileset images. That should (I hope) give you as much flexibility as you're going to need until you outgrow HuC's fairly limited map system, and start using your own customized map system and tools.
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Post by theoldman on Jul 2, 2018 17:24:16 GMT
These are the filters for playing with PNG's. Not sure how much help they will be.
...or even if this will work.
Attachments:For Gredler.zip (227.93 KB)
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Post by elmer on Jul 2, 2018 23:15:53 GMT
These are the filters for playing with PNG's. Thanks for making those available to the people who wish to stay with the old version HuC ... for whatever reason.
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touko
Punkic Cyborg
Posts: 106
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Post by touko on Jul 4, 2018 8:04:22 GMT
These are the filters for playing with PNG's. Thanks for making those available to the people who wish to stay with the old version HuC ... for whatever reason. And thanks to you elmer to spend a part of your time to make huc a better SDK .
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Post by elmer on Jul 7, 2018 19:29:07 GMT
The next version of HuC that I release will have an upgraded version of #inctile that will directly support using ProMotion's tileset with all 256 tiles, by wrapping around tile #256 onto tile #0 (with an appropriate warning so that people can see what is happening). That way you won't have to do any fiddling around at all to use ProMotion to create HuC maps that use all 256 tiles, but don't use/need a blank tile 0. It will also have new functions that will allow you to create palette lookup tables directly from chr/spr/tileset images. I've updated my thread Elmer's PC Engine Programming Resource Links with a new release of HuC. To make things even easier, here's the link and the changelog. Latest HuC build ... www.dropbox.com/s/of3t5vkb3mvvm1s/huc-2018-07-07.zip?dl=1New in version 3.99: -------------------- 2018-07-07 - Fix potential buffer overrun in optimize.c that GCC7 complains about. - Increase switch label stack size from 100 to 256. - Allow a zero rows and/or columns size in .incchr, .inctile, etc to autosize from the image itself. - When using .inctile, tile #256 now wraps around onto tile #0 (with a warning message), so that ProMotion tilemaps can use all 256 tiles. - Add .incchrpal, .incsprpal, and .inctilepal commands to PCEAS so that the user can create palette lookup tables for HuC maps directly from the character, sprite and tile graphics. - Add #incchrpal, #incsprpal, and #inctilepal commands to HuC so that the user can create palette lookup tables for HuC maps directly from the character, sprite and tile graphics. - Add new example project that shows using ProMotion to create HuC maps. - Update PCEAS documentation with latest features.
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Post by gredler on Jul 7, 2018 20:08:26 GMT
Thanks so much sir, I am going to download it now and re-build my test project, and talk with DK about getting a build of Catastrophy with it. Seriously, it's amazing and so encouraging to see this kind of tool support from your incredibly valuable spare time. Can't thank you enough for all of this work!! Edit: Works great on my end with my test maps - woohooooo!!! Gonna toss DK some promotion files for a catastrophy level I've been working on, and see how it goes. You're the man Elmer, thank you!
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Post by elmer on Jul 7, 2018 21:35:21 GMT
I am going to download it now and re-build my test project, and talk with DK about getting a build of Catastrophy with it. Did you see the new "ProMotion" example project? ... I *hope* that makes things a bit clearer. BTW ... HuC's map capabilities are (IMHO) really at the late-1980s HuCard game quality level. Both TheOldMan and Touko have mentioned creating files with large pre-rendered BAT data as one way of creating higher quality backgrounds, and that's certainly one method, especially when you drop down to using 8x8 characters instead of 16x16 tiles, but it is rather costly in ROM/SCD-RAM storage for the map. Games like Anearth and the LoX series use a more sophisticated technique that is somewhere in-between the two, allowing for higher-quality graphics than HuC's current maps, while also using less memory for both storage and VRAM. Just look at this beautiful level ...
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Post by DarkKobold on Jul 9, 2018 4:52:34 GMT
#[3] sound.asm 00:FA3B .bank PSG_BANK,"PSG Driver" Different bank names not allowed! (Warning. Opcode crossing page boundary $E000, bank $01) # 1 error(s)
Not sure why I'm all the sudden getting new compile errors -
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touko
Punkic Cyborg
Posts: 106
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Post by touko on Jul 9, 2018 10:47:29 GMT
i agree, this one is beautiful .
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Post by elmer on Jul 9, 2018 15:42:28 GMT
#[3] sound.asm 00:FA3B .bank PSG_BANK,"PSG Driver" Different bank names not allowed! (Warning. Opcode crossing page boundary $E000, bank $01) # 1 error(s) Not sure why I'm all the sudden getting new compile errors - <sigh> Deja Vu? <sigh> Please stop breaking your development environment. Do you not remember this from February 22nd, 2017 on PCEFX, the last time that you overwrote the version of Squirrel that I sent you? C:\Huc\catastrophy>pass 1 #[3] sound.asm 00:FA3B .bank PSG_BANK,"PSG Driver" Different bank names not allowed! (Warning. Opcode crossing page boundary $E000, bank $01) # 1 error(s) looks like it doesn't like squirrel anymore? Have you changed the version of Squirrel from the one that I sent you a few months ago? :-k If you remember, I had to make a bunch of changes to Squirrel to make it compatible with both the old HuC and the new HuC. I'm having no trouble building the recent version of Catastrophy that you sent me, with the latest HuC build, and the modified Squirrel. But if I change to the old sound.asm, then I get the same error that you're seeing. Well, that's odd. Especially since that's the same bank name that PSG_BANK is given by the regular magic kit code. Errrr ... we went through this one page ago in this thread, starting with this post from TheOldMan ... www.pcenginefx.com/forums/index.php?topic=21350.msg480600#msg480600... and we both agreed to change that PSG_BANK to SOUND_BANK ... www.pcenginefx.com/forums/index.php?topic=21350.msg480851#msg480851I sent you guys the changes for using Squirrel with both the old HuC and the new HuC a few months ago, which included the change to SOUND_BANK.
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Post by gredler on Jul 9, 2018 18:26:14 GMT
Thanks Elmer, I think DK and I were both hosed due to our ignorant destruction of our environments.
Is the Squirrel version you sent DK available on your thread? I didn't see a link, but maybe you don't want to release a modified version of squirrel to the public as not to step on oldman/arkhan's toes? IIRC you asked them to make the change and release an update to squirrel, but maybe that never happened?
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Post by elmer on Jul 9, 2018 20:17:58 GMT
Is the Squirrel version you sent DK available on your thread? I didn't see a link, but maybe you don't want to release a modified version of squirrel to the public as not to step on oldman/arkhan's toes? IIRC you asked them to make the change and release an update to squirrel, but maybe that never happened? Yep, it's their stuff, so I didn't want to just release it myself. However, they don't seem to have any interest at all in using the new version of HuC themselves, and they don't wish to offer support to anyone using Squirrel with it. IIRC, last year Arkhan did say that I could just go ahead and give out the modified version to anyone that wanted it, so here you go ... www.dropbox.com/s/pcr82a2mn83miop/squirrel-2016-12-30.zip?dl=1
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Post by gredler on Jul 9, 2018 21:08:12 GMT
Bravo, thanks! I hope squirrel's official release can some day be updated like this to make the confusion less when trying to use both the rad new HuC and the very plausible option of Squirrel. I do think our personal project will be hunting for a deflemask musician, but someone was asking me if our catastrophy worked with squirrel and latest huc, but this all makes sense and I appreciate the patch fix!
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Post by elmer on Jul 9, 2018 23:05:30 GMT
i agree, this one is beautiful . Yep! Both LoX games split their maps into 1024x1024 pixel sectors ... which nicely lets them fit both their map data and collision data into a single 8KB bank, which can be quickly decompressed as needed from SCD RAM as the player moves around a level. The same technique works just as well for 4096x256/2048x512 pixel shoot-em-up or platformer games.
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Post by DarkKobold on Jul 9, 2018 23:17:14 GMT
Sorry, it happens when dev gets split across years. I don't know how squirrel got overwritten, because I feel like you created my 'dev' environment, but clearly I screwed the pooch somewhere along the way. Sorry for that.
Luckily, it seems to be a quick fix.
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