Cybernoid editor

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Comments

  • edited March 2007
    48K wrote: »
    As is typical, I'm having difficulty reproducing the defect!

    On original Cybernoid you can see it if you add #A607,F4. All is well with #A5C8,F4. If you then try #A607,F4 (fault) with #A5C8,3 (or whatever) the problem disappears. Makes me think it's trying to see if it can draw the bottom lift thro' the bottom of the screen round thro' the top. As there are tiles already in the first few spaces it can't do it until it finds a space in the pathway/sweep of the lifts and at that point it's completely confused? If you add #A5BE,0 to those other two pokes to make another space in the path, you'll get two invisible tiles. Maybe they just weren't designed to go off screen? I don't even know if there were any in the original that did so that could be complete bunkum and so could all the above :)

    Edit: and it is a load of twaddle as those examples you've posted go against that theory as far as I can see. Would probably need a debug. I'd still like to know if there are any lifts in the original that went off screen tho'
  • edited March 2007
    No lifts went offscreen in the original levels. Have you tried the lifts collision fix to see if anything different happens.

    I'm up and running on my new pc, and no more error boxes in Spin.:)
    Going to extract my graphics from one of the snapshots I uploaded and start over.
  • edited March 2007
    48K wrote: »
    I'll see if I can track it down further as I expand the levels.

    48, try this a47f,7a: a481,d0: a484,$16 and see if that rids it. Keep an eye out on the attributes, pickups and down/up firing rockets.
  • 48K48K
    edited March 2007
    I've just posted the first public release of my Cybernoid screen editor: deCyphernoid in the games forum.

    Please have a play and see what you think :-)

    ----

    Mr A, I'll have a look at those codes tomorrow. Thanks.
  • edited March 2007
    48K wrote: »
    I've just posted the first public release of my Cybernoid screen editor: deCyphernoid in the games forum.

    Does this mean I can release my win32 Cybernoid editor now? :-)

    D.
  • edited March 2007
    Dunny wrote: »
    Does this mean I can release my win32 Cybernoid editor now? :-)

    D.
    You`ve already finished it ! ?

    Blimey, it would save me a ton of work. Is source included so i`d be able to edit the graphics/tiles etc. like your other editor?
  • edited March 2007
    48K wrote: »
    I've just posted the first public release of my Cybernoid screen editor: deCyphernoid in the games forum.

    Please have a play and see what you think :-)

    ----

    I convert editor and game to standard .SNA files. SZX snapshot is possible use only in Spectaculator ?

    http://velesoft.speccy.cz/other/cyber128-new.zip

    VELESOFT
  • edited March 2007
    FrankT wrote: »
    You`ve already finished it ! ?

    Blimey, it would save me a ton of work. Is source included so i`d be able to edit the graphics/tiles etc. like your other editor?

    I've got a sprite/graphics editor and map editor rolled into one app. Supports only Cybernoid 1 atm, and none of your crazy mods ;-)

    I promised to hold off on releasing it until 48k had his done - but I still need to do some tidying up, so will release in a couple of days.

    D.
  • edited March 2007
    velesoft wrote: »
    SZX snapshot is possible use only in Spectaculator ?

    Both SpecEMU and ZXSpin can load/save .szx snaps, as can FUSE on linux (and I assume MacFUSE on OSX).

    D.
  • edited March 2007
    Good work 48k. I've not had a proper play with the editor yet, only a quick look, but I'll have a go later.
  • edited March 2007
    I should`ve posted earlier, but have been carried away with new PC, trying to install all my programs that I used to have etc. Its all too foreign at the moment with XP, and Windows Media 11 screwed up my system (8fps max for DivX files) and had to re-install. (Can`t beat K-Lite Codec pack and Windows Media Classic imo).

    But your editor seems to be working well, quite an achievement in basic!
    I`ve only made a couple of screens to test it as my main interest is developing the graphics/game at the moment.

    Where's all the congrats I was expecting? Its unusual for a project like this to be completed at all! So many promises all the time and very few are followed through to completion.

    Well done!
  • edited March 2007
    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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