Enterprise Forever

:UK => Programming => Topic started by: Bagpuss22 on 2007.February.01. 11:18:46

Title: TommyGun Developer Studio
Post by: Bagpuss22 on 2007.February.01. 11:18:46
Hi all, again!

Thought you might be interested in an 8 bit developer studio that I have been playing
with...  TommyGun.

TommyGun Developer Studio (http://www.users.on.net/~tonyt73/TommyGun/)

He intends to add the Enterprise as an available machine and I have been supplying him
with information as he owns 3 Enterprise 64's! :razz:

Anyway have a look, looking good.

regards

Russ P. :)
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.February.01. 11:24:08
Great!
If he have any questions about the Enterprise we try to help!
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.19. 12:47:50
Hi all,

I'm TommyGun's author, my name is Tony.
Bagpuss22 asked me to add Enterprise support for you all.
I would love to do this but I need some specific information from you all to do it.
I was wondering if you could provide me with the following screen mode information.

1. The number of screen modes - ie. Low Res, Hi Res etc
2. Dimensions of each mode
3. Number of colours per mode
4. The default palette for each mode - ie. the RGB for each colour in the palette and what ones the modes default
5. And the display mode names (ie. what you want to see in the display list combo box)

eg for a CPC 464 the above is
1. 3
2.
Mode 0 160x200
Mode 1 320x200
Mode 2 640x200
3.
Mode 0 - 16 Colours from 27
Mode 1 - 4 from 27
Mode 2 - 2 from 27
4. Palette same for all modes
RGB
1 - 0,0,0
2 - 0,0,127
...
27 - 255,255,255
5. CPC Mode 0, CPC Mode 1, CPC Mode 2

If could supply me with all or even some of this information I would be very grateful.

Now I know you can mix modes per scanline and that you can change the colours per scan line.
But PLEASE if you could just give me the standard display modes that would be a great start.

Thank you for your help.

Cheers,
   Tony
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.19. 12:51:53
Oh and by the way I will gladly take an Enterprise 128 as payment! ;)
***hint hint*** :)




Seriously no payment is required, but if someone would like to point me in the direction of a nice boxed 128, that would be nice. :)
One that is not in Hungary and requires a direct bank deposit to purchase, but paypal accepted ones would be preferred.

Cheers
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.February.19. 16:06:38
I'm TommyGun's author, my name is Tony.
Welcome here!

Quote from: Kiwi
I was wondering if you could provide me with the following screen mode information.
Very hard answering to your questions, because the Nick chip (graphical chip of the Enterprise) are very flexible.
Nick documentations. (http://ep.homeserver.hu/Dokumentacio/Konyvek/EXOS_2.1_technikal_information/hardware/Nick.html)
For example you can programming the Nick for displaying any CPC 464 modes, or attribute graphics of the ZX Spectrum and many more!


Quote from: Kiwi
1. The number of screen modes - ie. Low Res, Hi Res etc
-Pixel graphics mode.
-Low Res pixel graphics mode
-Attribute graphics mode (similiar to the ZX Spectrum graphics)
-Character 64 mode
-Character 128 mode (most commonly used character mode)
-Character 256 mode

Quote from: Kiwi
3. Number of colours per mode
You can select 2,4,16,256 color modes for pixel graphics modes
At the 256 colors mode, you use directly the 256 colors.
At the 2,4,16 colors you need to use palette colors.
The palette define 8 colors. All palette color can be any of the 256 colors.
In a 2 colors mode you use the first 2 color from the palette, in a 4 colors mode you use the first 4 colors.
In a 16 colors mode use all of 8 colors of the palette, and the second 8 colors defined by the FIXBIAS register.
The FIXBIAS select one 8 colors block from the 256 colors, this means, the col7-col15 in the 16 colors mode can be a 0-7 or 8-15 or 16-23,etc

The attribute graphics mode use 16 colors.
The character modes are more complicated, now I only write the most popular, definied by the operating system. This is a Character 128 mode, can display 4 colors: character code 0-127 displayed with the first two colors of the palette, character codes 128-255 displayed with the second two.

The border can be display any of the 256 colors.

Quote from: Kiwi
2. Dimensions of each mode
This is the hardest question! :-)
At the default character mode you can write 40 characters to each line.
Horizontaly one character lenght is the minimal display size.
At Hi-Res graphics, 2 colors mode: one character size means 16 pixels horizontaly.
You can define about 1-44 character wide screen, more than 42 then: no border visible
For example: emulate CPC video modes, then need to use 40 characters wide screen, emulating ZX Spectrum Screen: 32 characters wide.

The resolutions:
If you use the standard 40 characters wide screen at the hi-res 2 colors graphics, then you got 640 pixels horizontaly.
The Lo-res is a half of the Hi-res: 40 characters wide lo-res 2 colors: 320 pixels horizontaly.
If you double the numbers of the colors, the the resolution go down to half.
Summary horizontal resolutions (using 40 characters wide screen):
HIRES 2: 640
LORES 2: 320
HIRES 4: 320
LORES 4: 160
HIRES 16: 160
LORES 16: 80
HIRES 256: 80
LORES 256: 40
Attribute graphics: 320

The vertical resolution, not affected by the video modes or colors.
You can define the vertical size from 1 line to about 260-270 lines. The empty are is filled with the border color. If you define about the maximum size screen, you can totaly hide the border. (The operating system define 252 lines.)

Some examples for summary: 640x200 2 colors, 640x240 2 colors, 320x200 4 colors, 320x240 4 colors, etc can be used on the Enterprise.

Quote from: Kiwi
4. The default palette for each mode - ie. the RGB for each colour in the palette and what ones the modes default
No default palette. When you generate the Line Parameter Table, then you define them. But if you want, I can write what is default definied colors by the OS.
In the Nick documentations, you can see generated the colors (http://ep.homeserver.hu/Dokumentacio/Konyvek/EXOS_2.1_technikal_information/hardware/Nick.html#12), if you want I will calculate the 24 bit RGB code of each Enterprise color.

Quote from: Kiwi
5. And the display mode names (ie. what you want to see in the display list combo box)
The commonly used names comes from the IS-BASIC:
GRAPHICS HIRES 2
GRAPHICS LORES 2
GRAPHICS HIRES 4
GRAPHICS LORES 4
GRAPHICS HIRES 16
GRAPHICS LORES 16
GRAPHICS HIRES 256
GRAPHICS LORES 256
GRAPHICS ATTRIBUTE
TEXT 40 (this is the character mode, using character 128 mode of the NICK chip)

(TEXT 80 is exist in the BASIC/OS but it is not a HW character mode, use Graphics Hires 2 mode, and the OS copy the pixel datas from the character map to the graphics memory)
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.20. 04:10:53
WOW!!!

Ok, so maybe I need to narrow things down a little.
One of the main elements of TommyGun is the Image Editor.
So to output Enterprise compatible images (sprites/tiles etc) to the code editor I need to know the display formats.
So then since the nick display chip is SO flexible, then I won't concentrate on display modes specifically, but their color depth instead.
Since the display uses a palette then this implies that the display memory is organized into bytes that reference the displays palette.
ie. for 256 colors - 8 bits/color, 16 colors - 4 bits/color 2 pixels per byte, 4 colors - 2 bits/color 4 pixels per byte etc.
Now the CPC has a strange bit arrangement for the display - does the Enterprise have a likewise strange arrangement?
ie. A normal 16 color 4 bits/pixel paletted display would have the first color in the lower 4 bits and the second color in the higher 4 bits - where as the CPC has them interlaced - ie. first color - odd bits and second color even bits.

Why is this important?
Well when you transfer your image into the Code Editor the resource converter needs to know how to arrange the color bits so that the image will display correctly for your computer (Enterprise).
You see the image editor stores the images in a computer independent way - thus allowing me to support any possible computer not just one as in most editors.
Basically - how do you store your sprite data when making a game for 256/16/4/2 color modes?

So then to continue I need the pixel bit arrangements for each possible color mode.
ie. bits for 256 colors, 16 colors, 4 colors and 2 colors (monochrome).

Does that make any sense? :)

Cheers
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.February.20. 10:57:30
Since the display uses a palette then this implies that the display memory is organized into bytes that reference the displays palette.
ie. for 256 colors - 8 bits/color, 16 colors - 4 bits/color 2 pixels per byte, 4 colors - 2 bits/color 4 pixels per byte etc.
Now the CPC has a strange bit arrangement for the display - does the Enterprise have a likewise strange arrangement?
ie. A normal 16 color 4 bits/pixel paletted display would have the first color in the lower 4 bits and the second color in the higher 4 bits - where as the CPC has them interlaced - ie. first color - odd bits and second color even bits.
Ok, this is easy question :-)
In the 2,4,16 colors modes the Enterpise use totaly same bit arrangement with the CPC! (because this, easy to convert CPC games to Enterprise)
256 colors mode are very simple: one byte one pixel.
Attribute graphics mode: the pixel data stored similiar with the 2 colors mode. For one pixel data byte (8 pixels) one attributum byte, this select the back and foreground colors for these 8 pixels area, from a 16 colors palette. The attributum byte format is simple: low 4 bits the foreground, high 4 bits the background. This is totaly same with the ZX Spectrum display method. (But on Enterprise you can use standalone attributes for each pixel lines)

At the Character modes: the display area contains the character codes, and the Nick get the pixel datas from the character set and display them. In the character set the pixel datas stored as the 2 colors graphics mode, one character is a 8 pixels wide. In the character set memory firstly stored the first lines of the each characters, next the second lines of each characters, etc
The operating system (and the most of programs) using 128 charcters set, 9 lines height.
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.20. 11:12:57
Thanks Zozosoft.

I didn't notice the nick document link in your first post and so I visited that and have most of the info I need.
Just a note though, I won't be including the text modes in TommyGun as the image editor only requires the pixel and attribute modes.

I checked the nick document and the bit layout for the 2/4/16 color modes is not the same as the CPC, its the same/similar to a EGA/VGA display.

It seems that there is no real byte value difference between lo-res and hi-res pixel mode.
ie. a 16 colour byte displays exactly the same on lo-res as it does in hi-res only in hi-res mode there are twice as many display bytes.
So what I will do is base the Enterprise image modes based on the number of colors required for an image. eg 2/4/16 and 256 colors.
As for the screen tab in the image editor I will make the setting configurable by the user.

I should have an update for TommyGun and for the Enterprise community to try hopefully by the weekend.

I must say thank you for the assistance so far as you have replied faster and with more information than any other retro machine fan site.

Also one other question:
What assembler and emulator is best?
I use pasmo and have downloaded EP32.

The only thing I require now is the list of all 256 color RGB values :-)
you can email them to  TommyGun.IDE AT gmail.com

THANKS!!!
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.February.20. 12:31:28
I checked the nick document and the bit layout for the 2/4/16 color modes is not the same as the CPC, its the same/similar to a EGA/VGA display.
I think you misreaded anything.
The bit order is same with the CPC!
CPC:
[attachimg=1]
Enterprise:
[attachimg=2]

Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.20. 12:49:02
Oops - you are right I miss read it  :oops:
Well that makes it easy as I already have CPC support in TommyGun I just need to make some Enterprise versions :D
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.February.20. 13:42:42
Also one other question:
What assembler and emulator is best?
I use pasmo and have downloaded EP32.
Yes, the EP32 is good. If you have any questions to use it, let's ask!
Title: Re: TommyGun Developer Studio
Post by: MrPrise on 2007.February.20. 15:54:04
I should have an update for TommyGun and for the Enterprise community to try hopefully by the weekend.
Thank you!


Quote
The only thing I require now is the list of all 256 color RGB values :-)
It is easy to generate:

Code: C
  1. #define RED(x)   ((x&1)<<2)+((x&8)>>2)+((x&64)>>6)
  2. #define GREEN(x) ((x&2)<<1)+((x&16)>>3)+((x&128)>>7)
  3. #define BLUE(x)  (((x&4)>>1)+((x&32)>>5))
  4.  
  5. void Generate_EP_Colors()
  6. {
  7.   uint8_t R_comp,G_comp,B_comp;
  8.   int Colour;
  9.   uint8_t Level_8[8] = { 0, 37, 73, 110, 146, 183, 220, 255 };
  10.   uint8_t Level_4[4] = { 0, 86, 172, 255 };
  11.  
  12.   for (Colour = 0; Colour < 256; Colour++)
  13.   {
  14. // Of course, you should store these values ;-)
  15.     R_comp = Level_8[RED(Colour)];
  16.     G_comp = Level_8[GREEN(Colour)];
  17.     B_comp = Level_4[BLUE(Colour)];
  18.   }
  19. }
  20.  
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.20. 22:37:24
Excellent - Thanks!  :mrgreen:

Your order of Software should be ready by the weekend for sure - would you like fries with that? :) (Bad McDonalds joke ;) )

Thanks everyone!
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.24. 01:53:40
Ok, its ready
get it at http://www.users.on.net/~tonyt73/TommyGun/

You can create Enterprise images (in 2/4/16 or 256 colours), use them in the map editor and translate them into code in the code editor.
Sorry no music support yet :( but don't feel leftout because no machine has it yet ;)

Any questions either post here or email the tommygun email address

I hope you enjoy using TommyGun.

Cheers
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.24. 04:12:27
Oops I made a small mistake in the installer.
If your installer doesn't show the Enterprise plugins as an install option then please re-download
Sorry for the inconvience.

Title: Re: TommyGun Developer Studio
Post by: geco on 2007.February.24. 07:14:11
Oops I made a small mistake in the installer.
If your installer doesn't show the Enterprise plugins as an install option then please re-download
Sorry for the inconvience.


Sorry,I downloaded TommyGun, but I did not find Enterprise plugin in the installer. I downloaded it from the main page,are there any other download ?
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.24. 09:01:01
Gee - 2 stuff ups in one day!
I had the wrong link on the web site.
Its fixed now - I think ;)

VERY SORRY!!!
Title: Re: TommyGun Developer Studio
Post by: geco on 2007.February.24. 09:54:58
Thank you very much for your great work.

This is a great tool, I spent some minutes to testing it, and I was wondering when I copied a part of my desktop into TommyGun and it converted the picture to Attribute mode of Enterprise(or attribute mode of Spectrum), and after I tried it with 16 colour mode of EP.
Title: Re: TommyGun Developer Studio
Post by: geco on 2007.February.24. 10:41:36
I created the following image.:)

How the zoom option works? I could not zoom the picture.
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.24. 10:47:41
Zoom is automatic.
Under settings there is a checkbox under Magnification.
Uncheck it to stop auto zoom.
You can then use the size slider to change the zoom or the +/- buttons at the top/right on the image editor titlebar.

There is also a centre image checkbox too, this will toggle the image to being in the centre of the window to the top/left.

I am glad you like TommyGun.
I hope it proves to be useful to you.

If you or anyone else finds any errors in the output of images in the code editor then please inform me.

If you would like to know more on how to use TommyGun - PLEASE read the "GETTING STARTED GUIDE" - Thanks!
Title: Re: TommyGun Developer Studio
Post by: geco on 2007.February.24. 11:29:50
Thanks, I pressed only the + button first time, I did not see the checkbox in settings, possibly I was not there.:)
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.February.26. 09:01:30
Seriously no payment is required, but if someone would like to point me in the direction of a nice boxed 128, that would be nice. :)
One that is not in Hungary and requires a direct bank deposit to purchase, but paypal accepted ones would be preferred.
Now some Enterprises available on the ebay.co.uk (http://computers.search.ebay.co.uk/enterprise_Vintage-Computing_W0QQcatrefZC12QQfromZR8QQsacatZ4193)

And you see one other interesting machine on the eBay: Videoton TVC (http://cgi.ebay.co.uk/Videoton-Computer-Pre-Enterprise_W0QQitemZ230096429602QQihZ013QQcategoryZ4193QQssPageNameZWDVWQQrdZ1QQcmdZViewItem)

This is the "hungarian Enterprise": The Videoton (large hungarian electronic company) bought the licence of the early version of the Enterprise.
It is will be supported by your program? :-) I think it is not need to much work, because this computer use same display chip with the CPC. If you want to do it, I will be write the technical details.
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.26. 11:09:13
Probably would not do support for such an obscure computer as I have so many others on my list to do before doing such a computer.
I am but one person! ;)
If enough people voted for it and you could show me some Enterprise 64/128 TommyGun projects, then yes I would do it for you.

Also sadly I am broke at the moment and cannot afford to buy any old computers - especially ones from Europe as postage to Australia is VERY expensive.
I have just upgraded my home pc to run the game I am helping to develop at work so I can continue programming at home after work (and of course to continue developing TommyGun)
By the way I work here www.auran.com and I am working on this game www.unleashthefury.com.au



Anyone have any feedback for TommyGun?
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.February.26. 11:22:04
Anyone have any feedback for TommyGun?
It is will coming, now I trying it :-)

First questions: at the Memory Map, I allways see the Spectrum settings. This menu is under constructions?
I tryed it with all machines (CPC, C64,etc)...
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.26. 13:01:26
yes, both the memory map editor and the music editor are installed under the experimental plugins in the installer and so are both prototypes or works in progress or incomplete - choose one :)
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.February.26. 13:24:27
There is the first bugs:
General bug, in the Image editor, the Fill tool sometimes will totaly crash the program! Can easy reproduced: open new, empty black image, and fill with black. The program exiting...

Bug in the Enterprise palette selections in the 16 colors mode: now you can select any colors for 8-15. This is not good. On Enterprise you can select the colors 8-15 with the FIXBIAS register. In the Nick chip this is a 5 bit value, and select the top 5 bits of the colors 8-15. For example the FIXBIAS is a 0 then the col8-15 is a 0-7. FIXBIAS=1 then col8-15=8-15, FIXBIAS=2 then col8-15=16-23,etc
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.February.26. 14:27:50
Other general bug: in the image editor, if the width is greater than 256, then not displayed what I drawed on the right side, after the 256. row. If I click on the image name in the right-side selection list, then the "hidden area" are displayed.
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.February.26. 14:54:25
Enterprise mode bugs:
-when I change the graphics format, then the default Width is not changed. For example in screens mode needed a default width: 640 for 2 colors, 320 for 4 colors and Attribute, 160 for 16 colors, 80 for 256 colors.
-currently I can't create larger width than 512, I can enter for example 640, but when the new screen is added, then is only have a 512 pixels width.
-in 256 colors mode the image displayed with wrong propotions
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.February.26. 22:22:20
I started to create template .ASM file for creating Enterprise executables, if you like it, I will add more sample codes: memory allocations, setting up the screen, etc
I use these parameters for Pasmo: -v  --err --nocase %game%.asm %game%.com %game%.map
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.26. 22:41:49
Thanks Zozosoft those are some good bug catches :)

I will get onto fixing them asap.

You may to explain the 16 colour bug a bit more - I'm confused.
"Bug in the Enterprise palette selections in the 16 colors mode: now you can select any colors for 8-15. This is not good. On Enterprise you can select the colors 8-15 with the FIXBIAS register. In the Nick chip this is a 5 bit value, and select the top 5 bits of the colors 8-15. For example the FIXBIAS is a 0 then the col8-15 is a 0-7. FIXBIAS=1 then col8-15=8-15, FIXBIAS=2 then col8-15=16-23,etc"

Are you saying that in this mode you can only use colours 0-7 and actually need to set a register for the display to show 8-16 colours?
If so does this mean it is really a 8 colour mode and you can switch between colour 0-7 & 8-15?
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.February.26. 23:04:34
Are you saying that in this mode you can only use colours 0-7 and actually need to set a register for the display to show 8-16 colours?
If so does this mean it is really a 8 colour mode and you can switch between colour 0-7 & 8-15?
No, it is really 16 colour mode, you can use any colors from 0 to 15 at anywhere on the screen.
The limitations on the color selections.
For color 0,1,2,3,4,5,6,7 you can select any colors from the 256.
The color 8-15 can selected in one color block by the FIXBIAS, I writed the method previously.

This color selections is also true for Attribute mode. This is the next bug :-) currently you use the Spectrum method for EP Attribute mode.
It is can be simulated, but you can use other colors than the Spectrum.
(For Spectrum simulation: set the BIAS to 31, this is select 248-255 color codes for col8-15. You can use these as Spectrum Bright colors. And needed to select normal Spectrum colors for col0-7. This is the common method when converting Spectrum games to Enterprise. One problem with the color order, the Spectrum use different than the Enterprise)
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.February.27. 04:59:20
Ok, I re-read the post about the 8 colors and the extra 8 from the fixbias register.
This still doesn't change the image editor.
It doesn't change the bit pattern of the pixel in 16 colour mode.
It only changes how YOU manage your palette.
The editors job is to show what your image would look like - it doesn't need to use the same techniques used to program the actual machine.
Where and how you access the 16 palette does not change the output from TommyGun, its changes the way you program your images in your code.
My concern with TommyGun is producing the correct image data for you to use - not with how a programmer writes their game - just that the data they need is in the right format.

Ok, the attribute I used the spectrum colors because it is used to emulator the spectrum.
If you want I can make the color configurable and provide a reset button to return the colours to default spectrum colours.
Its not entirely the same as the spectrum however, as the spectrum has a flash bit and the enterprise doesn't - its has 2 bright bits - 1 for foregrounf and 1 for background.

I'm looking into the other issues now - so will get back to you soon :)
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.March.01. 11:53:06
The editors job is to show what your image would look like - it doesn't need to use the same techniques used to program the actual machine.
Ok, but more usable, if use similiar color selections. Currently if I want to change colors in the col8-15 area, then needed 8 manual color selection operations. I want: the program works more instead the user :-)
My idea: the col8-15 can't be selected from the color palette, and additional FIXBIAS icon, it is can be selected from the 256 colors palette. Fixbias-(Fixbias MOD 8 )=col8, col9=col8+1, col 10=col8+2, etc
For example: Fixbias=45 then col8-15=40,41,42,43,44,45,46,47
This is the same method used by operating system on the Enterprise.
Please, please, please :-) implement this.

If you want I can make the color configurable and provide a reset button to return the colours to default spectrum colours.
Yes I want this, it is good idea!

Its not entirely the same as the spectrum however, as the spectrum has a flash bit and the enterprise doesn't - its has 2 bright bits - 1 for foregrounf and 1 for background.
Yes, the Enterprise not have these special bits. On EP very simple the attribute mode, you have 16 colors, the color selections same with the 16 colors mode (8 colors can be specified by the palette, 8 by the FIXBIAS). At each attribute you can select any of the 16 colors for foreground and other for background.
I you select right colors, then you can simulate the Spectrum Bright bit. It is easy: specify normal colors for col0-7, and bright colors for col8-15. Then the bit3 of the color code will be a "bright bit".
The flash bit: when I converting Spectrum games, then use inverted attributes for replacing the flash, it is good solution for most situations.
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.March.01. 11:56:49
I found PayPal Donate button in your program, and tested it :-)
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.01. 23:14:24
I found PayPal Donate button in your program, and tested it :-)
Yes I noticed :D Thank you!  :)

My idea: the col8-15 can't be selected from the color palette, and additional FIXBIAS icon, it is can be selected from the 256 colors palette. Fixbias-(Fixbias MOD 8 )=col8, col9=col8+1, col 10=col8+2, etc
For example: Fixbias=45 then col8-15=40,41,42,43,44,45,46,47
This is the same method used by operating system on the Enterprise.
Please, please, please implement this.
I will do this for you. It makes sense and is easy to do.
I will probably just modify the existing palette selection form to show a colour group selector.
Where you can choose a group of colors from the expected ranges (0-7, 8-15 etc) and I will show the expected FIXBIAS value as well in the information area.
Should be available in 2-3 weeks - as I have a few other things to finish for the next release as well.
I'm slowly making my way through your other suggestions as well.

Thanks Zozosoft for supporting TommyGun and helping to give your Enterprise 64/128 developer buddies something useful to use for development.

Oh and where you found the donate button - try this:
1) Click on the KiwiWare label in the top left. - Your name will be appearing under the contributors and donations sections
2) Also click on the text under the special thanks heading as it scrolls by! Thats me and my little boy when we was about 6-9 months old. :)

Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.March.01. 23:34:10
Should be available in 2-3 weeks - as I have a few other things to finish for the next release as well.
I'm slowly making my way through your other suggestions as well.
Ok!
And I have more suggestions :-)
1) importing Enterprise image files
2) additional problem with the Spectrum colors in Attribute mode. The Enterprise use different color order (you can select the right order in the col0-7, but can't in the col8-15 because the Fixbias), this means when importing Spectrum screens to Enterprise screen then needed converting the attributes. It is very easy, I can send the conversion table to you.
3) more will coming :-)

Do you see my ASM template? Do you want to be continued?

2) Also click on the text under the special thanks heading as it scrolls by! Thats me and my little boy when we was about 6-9 months old. :)
And your motorbike :-)
Title: Re: TommyGun Developer Studio
Post by: MrPrise on 2007.March.02. 00:04:07
I found Kevin Thacker's letter on your site. He wrote the first Enterprise emulator. The available EP emulators uses part of his code.
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.02. 00:30:57
Do you see my ASM template? Do you want to be continued?

eh? Where is it?
You mean an asm file or the parameters you set for the pasmo compiler?
If pasmo settings - then yes i have seen these - but the settings are user dependent as some users may not use Pasmo.
So they are only included in a project file as the user defines them - there is no TommyGun default setting applied.

And your motorbike :-)
Yes - but sadly I have sold that motorbike and I'm waiting for the ok from my wife to buy another bike soon. :D
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.02. 00:34:13
I found Kevin Thacker's letter on your site. He wrote the first Enterprise emulator. The available EP emulators uses part of his code.
Yes - Kevin has helped me in the past with the CPC plugins for TommyGun.
Very nice guy! :)
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.March.02. 09:51:26
eh? Where is it?
You mean an asm file or the parameters you set for the pasmo compiler?
In the reply where I writed the Pasmo paramaters, I attached a asm file, called as EP.ASM
This file is template for generate executable programs for Enterprise. It is generate correct EXOS file header (the Pasmo not have built in support for Enterprise :-( ), define the EXOS function call instruction as MACRO. And some instructions for start and exit program. Between the start and the end is a empty space for your program :-)
This compiled with the parameters what I writed for Pasmo, you got a correct executable program file for Enterprise.

My idea: adding some more routines for this template (memory allocations, setting up screen), for make more easy to start the developements to Enterprise.
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.02. 10:11:12
This would make a good Enterprise example project.
If you could expand it to include simple sprite animation and tile drawing (like the sabrewulf prj) then I would include it as a demo project.
My suggestion would be a simple space invaders level - no bases to keep it simple.
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.March.02. 11:21:16
For first step, I want to convert the ‘Noughts and Crosses’ tutorial to EP :-)
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.02. 11:36:30
Good idea!
It would also be really cool if you could use some of the same game play code (functions).
Apart from the display/keyboard routines it should all be compatible with the Enterprise.

I look forward to seeing your converted project. :D
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.March.02. 11:53:58
It would also be really cool if you could use some of the same game play code (functions).
Yes, I want to do this :-)
Apart from the display/keyboard routines it should all be compatible with the Enterprise.
The keyboard routines modifications is about one minute work :-)
The display can be work on two ways:
1. setting up the memory map and screen mode for simulate Spectrum. At this way can be used the original Tutorial images and routines. Only small modifications needed with the attributes for right color selections.
2. Use any original Enterprise graphics mode, for this game I think 320x200 4 colors mode enought. Needed to redraw the images, and new graphics routines.

I want to do both ways.
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.02. 12:00:26
Sounds like fun ;) and I appreciate your enthusiasm!

I would love to see new graphics that make the enterprise version better :D
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.March.02. 12:27:04
Do you tryed to run your game? :-)
I compiled the project, and try to run on Spectrum emulator:
[attachimg=1]
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.02. 12:59:24
Oops - Look like a parser bug got into the code.

To fix:
In the Code Editor
1) open the images.inc file
2) Ctrl+A to select all the text and press Del to delete all the text
3) Click the yellow plus button (Insert Resources)
4) Ctrl+A to select both O and X tiles
5) Click Insert button
6) do step 3
7) Change Type to Screen
8) Ctrl+A
9) Scroll the options in the right panel down until you see Image Size - uncheck Place Image size at start
10) Click Insert
11) Build and Run the project

Should be fixed!

Use cursor keys to move
5 left
6 down
7 up
8 right
0 place marker

Cheers
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.March.02. 13:14:24
9) Scroll the options in the right panel down until you see Image Size - uncheck Place Image size at start
I not found this!
I see these options: Use default screen address, Do not use ORG statement, User definied ORG statement.
I tryed to use the "do not use ORG", but I got a error message at the compilation: GameBoard not definied.
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.02. 13:36:04
Use changes the Parser type to Screen$ it has to be ZX Spectrum Images

Parser: ZX Spectrum Images
Type : Screen

Then the Resource options wil change to ZX Spectrum Images Parser - then you will find the right check box :)
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.March.02. 13:42:46
Yes, now works fine :-)
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.02. 13:46:38
cool bananas! :D
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.March.02. 16:43:22
There is the first preview beta release of the Noughts and Crosses Enterprise version :-)
Move: Internal joystick, Place: Enter or Space, Exit: STOP (this is at the END key, if you use EP32)
Graphics is a bugy, because the attributes not converted yet :-)

And needed to write many comments for the Enterprise routines  :oops:
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.02. 23:26:15
How do you run it?
What emulator does it use?
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.03. 03:59:00
Ok, I think I finally have the EP32 palettes sorted.
I changed the 16 color and the attribute palettes to be aware of the FixBias value.
You now select the group of 8 colours whenever you what to make a colour change for colours 8-15.
All the other modes work as before.

Now all I have to do is finish the other bugs Zozosoft so kindly found ;)

Next release is eminent!

Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.03. 04:02:03
Hi all, again!

Thought you might be interested in an 8 bit developer studio that I have been playing
with...  TommyGun.

TommyGun Developer Studio (http://www.users.on.net/~tonyt73/TommyGun/)

He intends to add the Enterprise as an available machine and I have been supplying him
with information as he owns 3 Enterprise 64's! :razz:

Anyway have a look, looking good.

regards

Russ P. :)

Hey Russell,
Have you been checking out the release so far?
Cheers


Also thank you to Russell for emailing and asking me to add Enterprise support and to Zozosoft for supplying me with so much information and everyone else who decides to use TommyGun.
Thanks!!! :D
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.March.03. 19:15:34
How do you run it?
What emulator does it use?
I use EP32.
You can load programs in two ways.
1) use a floppy disk. The EP32 can handle your PC floppy drives for the emulated Enterprise. Because the Enterprise use normal DOS compatible floppy disks, it is very simple to use. Copy the compiled program file (or games what you can download from Enterprise homepages) to a floppy disk, and start the EP32. At the hardware menu use the Load memory config, and load one config file which is contains EXDOS. At the IS-BASIC prompt, type LOAD "filename"
2) use a tape emulation. With the Load memory config select configuration with tape. With the file/select directory for tape files menu, select the directory where are your program files.
At the IS-BASIC prompt type LOAD "filename". If you type only LOAD then dialogue window displayed for select what file wanted to load.
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.06. 09:55:14
Ok all, there is a fresh download (0.9.18) available at http://www.users.on.net/~tonyt73/TommyGun/
It contains the new Enterprise palette changes, some bug fixes etc

Please let me know how you go with it.

Sorry for the delay - I have been sick the last couple of days. :(
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.March.06. 10:09:13
Ok all, there is a fresh download (0.9.18) available at http://www.users.on.net/~tonyt73/TommyGun/
Thanks! I will test it.

Bugs in your page :-)
"Lastest Version: 0.9.18 (6th February 2007)"
March :-)

Thanks for you writed me to the contributors page!
Little bug :-) "Zoltán is the owner of the great Enterprise site"
I'm not the owner, only a member. The owner is the MrPrise.
Title: Re: TommyGun Developer Studio
Post by: Zozosoft on 2007.March.06. 12:18:36
The color selections is perfect! Thanks!
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.06. 22:28:08
Ok all, there is a fresh download (0.9.18) available at http://www.users.on.net/~tonyt73/TommyGun/
Thanks! I will test it.

Bugs in your page :-)
"Lastest Version: 0.9.18 (6th February 2007)"
March :-)

Thanks for you writed me to the contributors page!
Little bug :-) "Zoltán is the owner of the great Enterprise site"
I'm not the owner, only a member. The owner is the MrPrise.
Oops - Sorry MrPrise - I will fix this tonight :)
Title: Re: TommyGun Developer Studio
Post by: Kiwi on 2007.March.06. 22:29:13
The color selections is perfect! Thanks!
Excellent - So glad I finally got it right. :)
Now lets hope it actually outputs the right values in the code editor :D
Title: Re: TommyGun Developer Studio
Post by: MrPrise on 2007.March.07. 09:59:16
Little bug :-) "Zoltán is the owner of the great Enterprise site"
I'm not the owner, only a member. The owner is the MrPrise.
Oops - Sorry MrPrise - I will fix this tonight :)
No problem :-)
Title: Re: TommyGun Developer Studio
Post by: Mobsie on 2015.May.20. 18:36:47
Hi,

is anyone using TommyGun? There is a new version but i only find the sources. I don`t want to install all the needed stuff to compile.

Has anyone the actual installer?

Br,
Mike