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SMZX Mode 2

#1 User is offline   cwags55 

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Posted 30 December 2006 - 05:22 PM

Ok, so I appreciate everyone bringing me up to speed with sprites. Now I am wondering what is the quickest and easiest way to edit graphics(char sets and palettes) when using SMZX mode 2?
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#2 User is offline   Xx*SaturnineMatthias*xX 

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Posted 30 December 2006 - 05:37 PM

Well, when I'm using SMZX2 I usually use pal_ed (it was bundled in with MegaZeux 2.69c) to do the palettes and the normal MZX char editor to make the charsets.

I find pal_ed to be better than palzor and other more complicated pal editors as it allows you to see both the whole palette and the colours you'd get with a particular colour combination.
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#3 User is offline   Dr Lancer-X 

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Posted 30 December 2006 - 11:37 PM

With SMZX 2, I often autogenerate my palettes with a program. With SMZX 3, I use my own software.
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#4 User is offline   asiekierka 

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Posted 31 December 2006 - 08:33 AM

Give that SMZX mode 2 & 3 software out to us.
You can give it out to ME, even w/o docs.

This post has been edited by asiekierka: 31 December 2006 - 08:34 AM

Huh.
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#5 User is offline   cwags55 

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Posted 31 December 2006 - 01:14 PM

Yeah Lancer, that would be awesome.
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#6 User is offline   LogiCow 

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Posted 31 December 2006 - 08:52 PM

I think SMZX should be reserved for special effects, cutscenes and generally more advanced stuff. Making a game in SMZX mode is time consumming, and generally an artistic and management nightmare.

SMZX mode isn't useful unless you have a solid engine with large sprites and a dedicated artist to draw sprites.
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#7 User is offline   Dr Lancer-X 

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Posted 31 December 2006 - 08:55 PM

Hardly. I managed to make a decent use of SMZX drawing all the game graphics by myself in the DoZ!
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#8 User is offline   cwags55 

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Posted 31 December 2006 - 09:02 PM

The way I figure it... If we have the capability we might as well use it, or at least try to use it.

Multi color sprite animations aren't that much harder than 2 color MZX animations.

Therefore, Lancer, you should hook me up with your tools so I can make some incredible graphics. (faster/easier)
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#9 User is offline   Dr Lancer-X 

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Posted 31 December 2006 - 09:19 PM

They really are specialised, single-use things.. but since a bunch of people have asked about them, I might see what I can do to throw some properly usable tools together.
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#10 User is offline   cwags55 

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Posted 31 December 2006 - 10:18 PM

That would be awesome. I am so impressed with your SMZX work, I'd love to implement your tools in my upcoming games.
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#11 User is offline   Old-Sckool 

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Posted 01 January 2007 - 03:07 AM

What is color 4 set to in SMZX 2 and what is it used for? The help file is too technical for me to understand.
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#12 User is offline   Exophase 

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Posted 01 January 2007 - 05:56 AM

This might sound mean, but if you don't get it then you're pretty much not ready to use it. It's just rather raw and technically oriented to really use at all; understanding the help file and actually making anything with it is pretty much on the same level. (that, and I think the help file is really explained in the best way we could manage)
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#13 User is offline   Frobozz 

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Posted 02 January 2007 - 04:05 AM

Somebody should just make a step-by-step tutorial for using each SMZX mode. But since that will never happen, you'll have to live with the helpfile. Funny but I think it is far easier to modify MZX to load a bitmap than to mess with SMZX. :p
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#14 User is offline   LogiCow 

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Posted 02 January 2007 - 04:10 AM

Heh, yeah. Nowadays I'd rather load a BMP in MZX directly than convert SMZX graphics to charsets.

This post has been edited by LogiCow: 02 January 2007 - 04:10 AM

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#15 User is offline   Frobozz 

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Posted 02 January 2007 - 04:14 AM

Hrm. You just gave me an idea. Someone should embed Mr_Alert's conversion tool into MegaZeux. Then simply have a command that loads a bitmap and puts it on the screen. :p
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#16 User is offline   LogiCow 

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Posted 02 January 2007 - 04:51 AM

Considering that I was loading a 80x1000 picture in realtime in Fritz Blitz, I don't think any built-in command is necessary. If anything, it takes away your ability to fix BMP stuff on the spot with robotic, and grab the BMP palette along.
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#17 User is offline   Old-Sckool 

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Posted 02 January 2007 - 05:43 AM

Exo, I understand it for the most part, but I just don't know how color 4 works. Maybe if I give you a simple problem..
Say I set a custom block to color 99. That's 63 in hex
so color one = 66 hex or color 102
color two = 63 hex or the color I selected
color three = 33 hex or color number 51
What would color four be, and would any of these colors change if they were in the overlay? As of this post I don't have the help file to look at.

Logi, could you teach me how to use the file counters to load BMPs sometime? I'd really like to make a F-Zero type game.

This post has been edited by Old-Sckool: 02 January 2007 - 05:44 AM

<Nadir> mzxers don't make GAMES, usually
<phthalocyanine> they make experiences.
<Nadir> demos, more like
<Nadir> a glimpse into what could have been if mzx wasn't such a bore to work with
<Nadir> actually, i'm being unfair
<Nadir> i would have made mzx games if it was capable of running on more than 20 computers worldwide in 1998
<Nadir> >:D

<%Alice> functor
<%nooodl> i hear C++ has a thing called functors and they're completely different from Haskell functors...
<rorirover> the result is the most horrid thing in C++, it's basically black magic and it transforms any code you're writing into some eldritch monstrosity
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#18 User is offline   Dr Lancer-X 

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Posted 02 January 2007 - 06:06 AM

You've got it slightly wrong:
With colour c63:

colour 1: 66
colour 2: 63
colour 3: 36
colour 4: 33
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#19 User is offline   Frobozz 

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Posted 02 January 2007 - 08:21 AM

LogiCow, on Jan 1 2007, 11:51 PM, said:

Considering that I was loading a 80x1000 picture in realtime in Fritz Blitz, I don't think any built-in command is necessary. If anything, it takes away your ability to fix BMP stuff on the spot with robotic, and grab the BMP palette along.

Except his tool attempts to display a 640 by 350 grayscale bitmap on the screen by dithering and whatnot. It spits out a CHR file to be used. :p
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#20 User is offline   T-Bone 

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Posted 13 January 2007 - 12:42 PM

I've never touched the Super MZX Modes. But I want to start soon. It actually does seem complicated to me. Perhaps when I get some real time to work with it I'll figure it out. Would be awesome though if we had a tutorial for mode 2.
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