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Author Topic: Arcade Game Designer for Enterprise (Read 19635 times)

Online Zozosoft

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Re: Arcade Game Designer for Enterprise
« Reply #30 on: 2019.January.16. 23:35:45 »
Anyone tried to compile any existing game to EP?

Offline gflorez

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Re: Arcade Game Designer for Enterprise
« Reply #31 on: 2019.January.16. 23:56:41 »
Yes, I have converted some of them.

Tomorrow I will put some examples.

I have only used AGD files, but the procedure is to get the file from the original creator of a game or.... extract the file from an AGD compiled Spectrum game using an utility. The AGD listing is similar to an ASCII  Basic listing, easy to fix, because the extracting tool introduces some errors.

Once the AGD listing fixed it can be compiled to the target computer, thanks to Geco.


A little video from "Foggy".
« Last Edit: 2019.January.17. 00:25:53 by gflorez »

Offline gflorez

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Re: Arcade Game Designer for Enterprise
« Reply #32 on: 2019.January.17. 09:42:42 »
I have tried Kempston and Sinclair options and they don't seem to be mapped, on all work the QAOP+space controls.


Some examples.





Offline geco

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Re: Arcade Game Designer for Enterprise
« Reply #33 on: 2019.January.17. 13:20:27 »
I have tried Kempston and Sinclair options and they don't seem to be mapped, on all work the QAOP+space controls.


Some examples.
Probably CONTOLMENU is not inserted, and you can choose any option, the game will start with keyboard.

Offline endi

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Re: Arcade Game Designer for Enterprise
« Reply #34 on: 2019.January.17. 17:59:36 »
az eredeti AGD-t láttam CPC-n, abban c16-ot lehetett, de lehet van újabb is, ahol c4-et lehet, tervben van az EP-s AGD is , először a Speccy konverzio, majd negyszinu karakteresitese, és ha valaki használná is, akkor esetleg a többi módra is.

hm karakteres módot fog támogatni? wow...
akkor esetleg lehetne benne egy gracha pálya importer :)
Vigyázat! Szektás vagyok! :)

Offline geco

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Re: Arcade Game Designer for Enterprise
« Reply #35 on: 2019.January.17. 18:08:14 »
I have tried Kempston and Sinclair options and they don't seem to be mapped, on all work the QAOP+space controls.


Some examples.
Please change WAITKEY at the end of EVENT INTROMENU to CONTROLMENU in Foggy, and the selection will work, where there are only keyboard, sinclair and kempston selection option CONTROLMENU is a good solution, where redefine keys also exist the following code can solve the problem:
Code: [Select]
WAITKEY
IF KEY OPTION1
    LET CONTROL = KEYBOARD
ENDIF
IF KEY OPTION2
    LET CONTROL = 1
;    LET CONTROL = JOYSTICK0
ENDIF
IF KEY OPTION3
    LET CONTROL = 2
;    LET CONTROL = JOYSTICK1
ENDIF
IF KEY OPTION4
    DELAY 50
    CLS
    INK 5
    AT 2 4
    PRINT "PRESS KEY FOR:"
    AT 5 15
    INK 6
    PRINT "UP"
    DEFINEKEY UP
    DELAY 50
    AT 7 14
    PRINT "DOWN"
    DEFINEKEY DOWN
    DELAY 50
    AT 9 14
    PRINT "LEFT"
    DEFINEKEY LEFT
    DELAY 50
    AT 11 13
    PRINT "RIGHT"
    DEFINEKEY RIGHT
    DELAY 50
    LET CONTROL = KEYBOARD
ENDIF


Offline gflorez

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Re: Arcade Game Designer for Enterprise
« Reply #36 on: 2019.January.19. 22:38:18 »
Hello Geco.

I have compiled Foggy the way you recommended. It works very well, but on the first screen the main character is positioned corrupted, although is redraw correctly once the direction buttons are pressed.

I have asked Pser1, who is converting AGD for Dragon, and he says that the error is not in his engine.

I have compared the AGD files, for Spectrum and for Dragon, and I didn't see any difference in the algorithm. Once compiled for Enterprise the Dragon AGD file, it shows the same defect.

Offline endi

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Re: Arcade Game Designer for Enterprise
« Reply #37 on: 2019.January.19. 23:00:34 »
Hello Geco.

I have compiled Foggy the way you recommended. It works very well, but on the first screen the main character is positioned corrupted, although is redraw correctly once the direction buttons are pressed.

I have asked Pser1, who is converting AGD for Dragon, and he says that the error is not in his engine.

I have compared the AGD files, for Spectrum and for Dragon, and I didn't see any difference in the algorithm. Once compiled for Enterprise the Dragon AGD file, it shows the same defect.

this is cool.
on EP the ADG must use better palette! specy palette is too cold and boring. EP has better colors
Vigyázat! Szektás vagyok! :)

Offline gflorez

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Re: Arcade Game Designer for Enterprise
« Reply #38 on: 2019.January.19. 23:36:41 »
I think it is the game, very well made:  Foggy's walk-through on Spectrum

By now the Enterprise AGD compiler produces accurate Spectrum emulation, but the plan is to add all the Enterprise characteristics to the AGD Editor.
« Last Edit: 2019.January.19. 23:53:34 by gflorez »

Offline geco

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Re: Arcade Game Designer for Enterprise
« Reply #39 on: 2019.January.20. 20:17:37 »
Hello Geco.

I have compiled Foggy the way you recommended. It works very well, but on the first screen the main character is positioned corrupted, although is redraw correctly once the direction buttons are pressed.

I have asked Pser1, who is converting AGD for Dragon, and he says that the error is not in his engine.

I have compared the AGD files, for Spectrum and for Dragon, and I didn't see any difference in the algorithm. Once compiled for Enterprise the Dragon AGD file, it shows the same defect.
the problem is in AGD source, i know, because Keith found this problem also, and found the solution too. If i remember well, sprite positions are given wrongly. I will send you the corrected version.

Offline geco

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Re: Arcade Game Designer for Enterprise
« Reply #40 on: 2019.January.20. 20:24:07 »
this is cool.
on EP the ADG must use better palette! specy palette is too cold and boring. EP has better colors
palette can be changed by definepalette command, 9 values have to be defined for ep palette ( last is bias) or 64 values for ULA+ palette, but only the 16-23 colours are used on EP

Offline KC

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Re: Arcade Game Designer for Enterprise
« Reply #41 on: 2019.January.21. 10:01:03 »
Hi guys,

the Foggy sprite problem is in the AGD file due to a bug in the converter routine so not in the engine. Just after the first screen definition, the position and type of the sprites are defined. The problem is in the SPRITEPOSITION 0 90 112 72 command. The spritenr is 90 which is way to high and should be 0. So if you change 90 into 0, the problem is solved.

SPRITEPOSITION  0 90 112 72 should be SPRITEPOSITION  0 0 112 72

Greetings
Kees

Offline gflorez

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Re: Arcade Game Designer for Enterprise
« Reply #42 on: 2019.January.21. 10:54:04 »
Thanks! 

This fix also serves me to learn more about the internals of the AGD system.

Offline jltursan

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Re: Arcade Game Designer for Enterprise
« Reply #43 on: 2019.January.23. 19:49:30 »
Long time, no see :)

I've been talking lately with my friend gflorez and as I've been mainly involved in gfx aspects of the AGD Dragon version, I've developed a pretty beta tool capable of parsing a ZX AGD file and extract as PNG files the font, blocks, objects, sprites and map embbeded in the script. The map is generated in Tiled format so it can be exported to other formats (including as image) by this same editor.

Using this tool, the graphic resources can be reworked easily and converted to other formats if needed. A crucial feature is still missing tho, the tool can't, having all the PNG files and Tiled map, regenerate the AGD file ready to compile again with new graphics :-(. Right now, you need to find the way to generate AGD "DEFINE..." statements from these graphic files.

I'm still working on it and eventually I hope to have a bidirectional tool, so one could work with his favourite (graphic and mapping) editors and get back the new AGD file.

It's a Java (JDK8) tool and can be downloaded here: https://www.sendspace.com/file/wqsnde

Quick guide: Simply execute
Code: [Select]
java -jar AGDConverter.jar -i <file.agd>
It's pretty cool to get instantly all the game maps!. I've been testing it with half a dozen of agd files successfully, let me know if anyone finds a bug :-) 

Offline geco

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Re: Arcade Game Designer for Enterprise
« Reply #44 on: 2019.January.24. 08:36:56 »
Sounds cool, with this the graphics can be converted easier if the bidirectional version will be ready too, just AGD compiler has to be modified to the new modes.
I am planning to convert AGDX and create AGDX for different graphich modes.