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- Path: sparky!uunet!darwin.sura.net!mips!pacbell.com!well!moon!cyberden!phbill
- From: moon!cyberden!phbill@well.sf.ca.us
- Newsgroups: comp.sys.atari.8bit
- Subject: APAC Object Editor!
- Message-ID: <Rk9ooB1w164w@cyberden.uucp>
- Date: Wed, 29 Jul 92 17:30:02 PDT
- Organization: Indescribable Creations
- Lines: 32
-
- HEY ALL! I'm working on a program that allows you to edit 8 x 8 x 256
- characters! Yes! 8 x 8 x 256. Just like normal character sets, but in
- 256 colors! Of course you loose a LOT of characters per set (1024
- bytes), but you have unlimited characters avaliable to place onto the
- screen. The program is written in TurboBASIC XL (of COURSE...) and so fa
- all I've got it to do is edit one character and change it into "TEXT"able
- characters. (Say you have an 8 x 8 block in GR.9/GR.10/GR.11/APAC mode-
- it would take up 4 x 8 bytes, or 4 normal character-set characters. If
- you were to place a character onto the screen, you'd do something like
- this:
- COLOR 1:POKE 87,8 (this would probably be set all the time)
- POKE 756,CHC:TEXT X,Y,"ABCD" (CHC is the character set base..)
- POKE 756,CHL:TEXT X,Y+96,"ABCD" (CHL is the chbase + 512 (or 1024), and
- contains the luminence data... CHC cont-
- aining the color data)
-
-
- As soon as I get the editor done, I'll upload it to the archive and
- commense work on a Galaga clone!!! :) (my FAVORITE game of all time!)
-
- Hopefully TBXL can keep up.. it having to TEXT onto the screen twice for
- every enemy. (8x8x256 looks mighty nice!!)
-
-
- Any comments or ideas are GREATLY appreciated.
- Bill
-
- Say|____________9_year_veteran_ ||| __
- Hi |PhBill: Bill Kendrick / | \
- if |moon!cyberden!phbill@well.sf.ca.us
- in |__________________________________
- NJ!| July 29, 1992
-