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izb

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  1. Does the number and format of screen layers affect the number of work units available for sprites? E.g. if I have 1 tile layer active, can I have more sprites on one row than if I have 2 tile layers active? Also, does colour depth of screen layers have an effect on available work units for sprites?
  2. Version 1.1.0

    6 downloads

    Aseprite script that converts the current palette into a 12-bit (4096 colour) palette, i.e. 4-bits per channel. To install in Aseprite, go to File -> Scripts -> Open scripts folder Then drop the script into that folder and restart Aseprite. You might also want to assign a hotkey to the script via Edit -> Keyboard Shortcuts. It's also useful for things like creating gradients. Just create a gradient in the normal way, then run the script, and each colour in the palette will be nudged into the closest CX16 colour.
  3. 12-bit palette script for Aseprite View File Aseprite script that converts the current palette into a 12-bit (4096 colour) palette, i.e. 4-bits per channel. To install in Aseprite, go to File -> Scripts -> Open scripts folder Then drop the script into that folder and restart Aseprite. You might also want to assign a hotkey to the script via Edit -> Keyboard Shortcuts. It's also useful for things like creating gradients. Just create a gradient in the normal way, then run the script, and each colour in the palette will be nudged into the closest CX16 colour. Submitter izb Submitted 07/17/20 Category Dev Tools  
  4. Aha, that makes sense then. Sounds like a comfortable limit so long as you’re not lining up pathologically worst case rows of green aliens.
  5. I’m seeing a weird glitch with sprites that looks like some sort of sprite limitation. The attached file shows the problem. At the start, the shadow of the third alien on the left (top row) looks missing. When the spaceman walks down past the shadows on that row, then all the shadows start to go a bit weird. There are 45 sprites on the screen, which is under the 128 limit. Are there other limitations affecting sprites that are missing from the docs? I can’t seem to find any more info in the Vera docs, or any open issues in the emulator repo. The shadow sprites have the higher positions in vmem, and so get drawn first, but perhaps that is pushing them closer to whatever the limit is?
  6. I tried acme and I really liked it. It’s definitely the easiest to pick up and feels quite flexible. I ended up settling on cc65 though. It turns out that more than once I’ve been stuck and thought “I wonder what the ROM code would do?..” and that’s been pretty valuable in itself; having another cc65 project to refer to.
  7. Hello I've been slowly trying to learn 6502 assembler by building an X16 game engine. But better than that - you can watch me do it on twitch as I stare confused at my screen whilst mumbling to myself next to a microphone! Please visit the channel and say hi or follow
  8. Hello! The site's looking great. Freelance software developer here who has been idly learning bits of 6502 assembler, inspired by the activity surrounding the X16. My own computer history goes something like... ZX Spectrum 48 -> BBC B -> Amiga A600 -> Pentium P200 -> Assorted gaming PCs -> Commodore 128 (Yay for eBay!), so... got there in the end Been giddily excited about the X16 since the start of the project - can't wait to see how it turns out.
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