deCyphernoid: Cybernoid editor release thread

48K48K
edited March 2007 in Games
Following on from the development thread, the Cybernoid editor I have been writing is finally ready for release into the wild.

I present: deCyphernoid (Update: version 1.0.3a)

The editor is written 100% in BASIC and developed using a modern text editor (TextMate with a Sinclair BASIC plugin) and emulator (FUSE).

It marks the first program I've written in over 15 years. My hope is that people will find it as useful and enjoyable as I have found the development process. Thanks to all the WoS members who gave me input.

Using the editor is fairly straight forward. Please refer to the readme for more details. If you get really stuck, this is the thread to ask a question in.

Also, please post any general comments/bug reports in this thread.

As an example of what can be done, here is an assembled version with a brand new first level.

Cheers! Enjoy! :-)

---
Edit: Blast! Found a small bug in the weapon editor. Updated the link with the new version. Please download ver 1.0.3a if you are going to develop a game.
Post edited by 48K on

Comments

  • edited March 2007
    It looks really good, if slow. I think you should try compiling it.
  • edited March 2007
    I'll have a blast of this, I always like editors.
    Every night is curry night!
  • 48K48K
    edited March 2007
    Thanks for the feedback. I just found a small bug in the weapons editor - fixed now. Please ensure you are using ver 1.0.3a to develop anything.

    In the slim chance that you have already made a screen that you don't want to lose, you can export the uncompressed screen data from address 44960 (length 11680 bytes), and import at the same address in the new version.
  • edited March 2007
    Considering you've gone from this
    SO: as an alternative. How feasible would be creating a map editor for games like Cybernoid
    to this
    I present: deCyphernoid (Update: version 1.0.3a)

    you've done a cracking job. A quick looky and it certainly looks great! Considering what you've got going on under the bonnet it moves pretty well although like AA has said, compiling it wouldn't be a hard job for you or maybe even doing a m/c version of it.

    Hopefully, you can take with you what you've learned along the way and go onto bigger and better things and will give others the same impetus to have a bash at somert speccy related as well. Maybe that game you were writing might even get dusted down again?

    I would have liked to have started with the original map at my disposal with perhaps a wipe/restore screen button or even the opportunity to start with/without the original screens at the start.

    I don't think I'll get the time to edit a full game myself but one thing for sure is I'll try to crash it :) Well done!
  • edited March 2007
    Nice one 48k :) Had a good little go with this now, and I got a (pretty pants at the moment) working level together. I did get the bug with the lift going behind a blank tile. It happened at the top of the lift area.

    All that mucking about with exporting binary files can be avoided.

    ftp://ftp.worldofspectrum.org/pub/sinclair/games/c/Cybernoid128.tap.zip

    That's a .tap file of Cybernoid that can be used on 48K or 128K. You can Merge the loader and add lines to load in the 4 extra blocks of code, after the main Cybernoid code.

    Break into the editor and save all your code blocks in the right order to a .tap file
    Reset and merge the cybernoid loader
    Add a PAUSE 0, and then the new load commands
    Run it, and wait for Cybernoid to load in
    Swap .tap files for the one with the new level data
    Press a key and wait for the data to load, and the game will start automatically.
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