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Getting Charpad character set into emulator
2006-12-19
10:50
charliechuck
Account closed
Registered: Dec 2006
Posts: 3
Getting Charpad character set into emulator
Hello all, after a break of 15 years, I'm trying again to write a platform game on a c64 in assembly. 15 years ago I got as far as animating and controlling the sprite, scrolling the screen, and using 8x8 tiles for the background. It's surprising how well I've remembered assembly language. Anyway I've designed a charset using Charpad, but I have a question which is probably obvious, but how do I get the output from charpad into the emulator? I'm using ccs64 if it matters. Thanks in advance for any help.
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2006-12-20
11:39
Twoflower
Registered: Jan 2002
Posts: 434
Charpad is kind of good, but doing anything save editing fonts or charset graphics in it is pointless. I'd heavily suggest the usage of some other, windows-based map-editor. There is actually a few usable ones - Harry Mulders GBTD/GBMB (Gameboy Tile Designer and Map Builder) is my favorite, but that's because I have used it a lot.
There are some limits in GBTD/GBMB. The most irritating one is that if you use metatiles, they're limited to 3 colors+background per metatile, and the fact that you have to convert all the palettes by hand. But it's perfectly capable of exporting the data for usage on the 64 in quite a few different ways of mapping. Google it.
2006-12-20
12:02
Twoflower
Registered: Jan 2002
Posts: 434
Oh yes - some tips for you folks out there on generic PC-based mapeditors which might be of some use. The problem with these editors are to get a decent output format of the map for use with the C64. These are the best options I found:
OpenTUME - Could well be use for C64 purposes.
Tiled - Java-based map editor.
Mappy - Nice multi-platform Amigalike map-editor.
TileStudio - Completely programmable output.
This might be more than kind of off-topic in this topic, but whatever.
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