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Posted By

cobbpg
on 2024-09-08
16:44:21
 Re: Help needed with CharPad16 Pro

Bitmaps are not the strongest side of this tool, it's really geared towards character screens optionally organised with bigger tiles. The only option that makes sense with most bitmaps is Per Char colouring. When working on bitmaps I also basically ignore the map editor, and resize the Char Set window so it has 40 items per row.

When you want to get the bitmap in a running program, just choose Import/Export → Binary → Export All. This will spit out 4 files for the bitmap: Map, Chars, CharAttribs_L1, CharAttribs_L2. If you followed my advice above, you can ignore the first one. Load the contents of Chars into your desired bitmap area, and load the two CharAttribs where the screen matrix is going to be (L1 is the luma and L2 is the chroma data). The exporter makes sure that these binaries are going to be in the correct format for runtime.

Posted By

carrion
on 2024-09-08
04:59:50
 Re: Help needed with CharPad16 Pro

if I understand your issue correctly I think it's not a bug but a feature how this tool works.
It's the same for C64 modes meaning that your char can have one color attribut. If you want the same char with other colors you have to copy the char and assign new colors attributes. I know it's not perfect, but this is how it works.

Posted By

MMS
on 2024-09-03
17:58:18
 Re: Help needed with CharPad16 Pro

I tried this tool, nice and complex, but the ECM mode seems still not perfect.
When I change the pen color, the tool changes the color backwards to all similar characters drawn beforehand, but it is not what is expected.
(or at least this is how I experienced it now). the coloring storage is "per char"
Tomorrow I will do some more tests, and create a bug report, if my statement is valid.

Posted By

Verona
on 2024-08-26
14:14:38
 Re: Help needed with CharPad16 Pro

Well, I don't have to anymore, I realized.

It's weird for me.
So, there's a 1000 byte map, like the screen memory for a normal screen.

So, here you take the first value, let's say It's 16. Then you pick the 16th character from the char table and put all 8 bytes starting at $2000 into the graph memory.
Then you also take the 16th value out of the L1 attribute table, which is the brightness value, that goes to $1800. Then the 16th value from the L2 table goes to 1C00.
Then the next value from the map is $2008, 1808, 1c08. So you need an imaging program to do this, and I thought it was just data, import and good luck. Well, no.

Here's the clue:




Posted By

Csabo
on 2024-08-26
13:17:52
 Re: Help needed with CharPad16 Pro

Never used this one, and those messages are really confusing. That said, have you tried to simply see what the program saves? E.g. create a single "map" or "tile", as small as possible, with some distinct colors, e.g. red ($32) and yellow ($67). Save that, then see where your bytes ($32 and $67) end up in the resulting file.

Posted By

Verona
on 2024-08-26
13:05:04
 Help needed with CharPad16 Pro

Hello!

I use this program, and until now, I only used the Text mode multicolor.
I want to use the Bitmap - Multi mode, but it's a little complicated to me.

I understand the normal Bitmap multi mode, but here's characters data too.

I got 2 help window:

So how can I use it in the assembler, which data I need?






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