eleetgeneral1(8-bit Games) 2019-06-11 18:11
i need a couple things cleared up
#2 save and load command
#4 smaller text how dose one do that
might add some more latter but that's it for now
Timo 2019-06-11 19:59
For sprites and cells (backgrounds): Did you read the manual chapters already?
#2: If you don't want to program an editor tool, ignore save and load for the moment. All data you need for a normal game or application will be in your "ROM", no need for loading.
#4: Using PRINT and TEXT no other font size is possible. If you only need a few small texts or words, you can draw them directly in the Char Designer.
eleetgeneral1(8-bit Games) 2019-06-11 21:31
i looked though the manual i might have missed it but i can't find it i found some thing about sprites but not a whole lot
eleetgeneral1(8-bit Games) 2019-06-11 21:35
also how do i play music with the MUSIC command or PLAY command could i have a small example please
eleetgeneral1(8-bit Games) 2019-06-11 23:38
what I'm really asking is how do i choose what sprite i want and how do i add color
was8bit 2019-06-12 06:14
For sprites please refer to this that I’ve posted and ask any questions there :)
was8bit 2019-06-12 06:33 (Edited)
Here is the short explanations between original lowres and lowres NX..
4 LAYERS that only hold PIXELS
PRINT and TEXT and all drawing commands convert whatever they offer into colored pixels... 16 different colors per layer (with only 64 possible colors)
2 BACKGROUNDS that use 32x32 CELLS .... each “CELL” is technically virtual and actually only stores one CHARACTER reference number, and one PALETTE_SET number for each “CELL”...the cell doesn’t actually hold any graphics at all..
A CHARACTER holds 8x8 pixels of only 3 colors, one is see thru, or 0, and the other 3 are generic colors 1,2,3...
A PALLETE_SET (there are 8 total sets) lets you assign a shade to its 3 generic numbers 1,2,3... (only 64 shades are available)
So, each BACKGROUND CELL takes a CHARACTER (from the chosen character number) + the PALETTE_SET (from the chosen palette number) and creates a colored version of that character in that cell..
EACH CELL can have a different character that can be colored by any different palette set, which can be manually set with code this way...
What ATTR(2) does is similar to COLOR 2 in original, all subsequent commands will now paint with palette set number 2
CELL 1,1 is the 8x8 block located at (1,1) and will now be using graphic character #6
What you SEE when you run the program is graphic character #6 colored with the colors set with palette set #2, up in the upper left corner of your screen
was8bit 2019-06-12 06:44
ALL character graphics are 8x8 pixels... fundamentally, NX does NOT allow you control of each pixel on the screen as you could with the original... you do NOT get 16 colors that you can freely apply to any pixel on the screen you want..... graphically, NX is NOTHING like the original... throw away everything you’ve learned graphically from the original, they do not apply to NX..
NX starts here...
1) make single little 8x8 blocks of graphics with only 3 colors, and a see thru or clear “color”
2) each block of graphics can ONLY have 3 colors, but you can create up to 8 different sets of these 3 colors... called pallete sets...
3) BACKGROUND: each block of graphics must fit into a strict grid that strictly holds your blocks of graphics like a tiled wall... each tile of the background can hold only one graphic block and can only be colored by one palette set ....
was8bit 2019-06-12 06:48
Use CHAR DESIGNER to edit any character, each block of graphics has its own unique reference#, or character #.... only holds 8x8 pixels.... and each pixel can only be clear, generic #1,2,3 colors only
To use any of these characters, note their #, and use that # to place them onto the background grid (visible screen is 20x16)
was8bit 2019-06-12 06:49
SPRITES function like in original, BUT graphically they use CHARACTERS only.. see my SPRITE program i posted above...
was8bit 2019-06-12 06:55 (Edited)
.... as TEXT merely uses character designed to look like text, and each text character is always limited to 8x8 pixel block... ALL NX graphics are built from 8x8 pixel blocks...
The good news is, you can create YOUR OWN FONTS....
Here is a sample with 3 different created fonts :)
You “see” colors changing and fonts changing... i actually did NOT change the background at all... I used some advanced tricks of changing the actual character graphics and actual pallete colors... background data never changed...
was8bit 2019-06-12 07:03 (Edited)
.. remember, the backgrounds actually don’t store actual graphics, only the reference numbers to character# and palette#... that’s all the backgrounds actually stores... NX “creates” what you visually see whenever the code hits a WAIT command...
was8bit 2019-06-12 07:05
You can actually use code to “see” what character number or palette color set is being used in any one cell of the background with..
was8bit 2019-06-12 07:06
Referencing my above example,
was8bit 2019-06-12 09:24
An advanced sprite demo...