witzo
Windows User
Posts: 19
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Post by witzo on Aug 16, 2014 21:09:55 GMT
Thanks, downloaded, will read on phone in train.
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witzo
Windows User
Posts: 19
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Post by witzo on Aug 8, 2014 20:30:17 GMT
Yeah, I remember reading the article and then downloading and playing with it. I really don't have a use for a hex mapper at the moment, but pretty cool. +1 for C128 mode. Thanks for trying it out! You're the first one I know to have done that It's only moderately useful; my use of the maps is by screenshotting them in VICE so I can put them in my D&D notes. It started as a side-track from a VIC20 wargame that didn't fit in memory. Now that I've got the assembly to make hexes complete, I want to go back to that VIC-game.
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witzo
Windows User
Posts: 19
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Post by witzo on Aug 7, 2014 20:16:57 GMT
Remarkable reference site, bookmarked!
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witzo
Windows User
Posts: 19
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Post by witzo on Aug 7, 2014 17:36:49 GMT
As featured in Commodore Free #80 and Reset #3 Hexmapper is a tool for making mosaics with hexagons as units. It can be used to make tools for role-playing country maps, mosaics for the sake of mosaics, pictures inspired by the often used hexagon art in SF comics and board game layouts. Screenshotting them from VICE helps a lot for using the pictures outside a C128. Hexmapper.d64 in a zip-file.Instructions ------------ DLOAD"HEXMAPPER" RUN At the start screen, press a key to start the hexmap editor. In the editor, press F6 for an overview of the keys. From each hexagon, there are six possible cursor directions, mapped to theses keys: Q W E \|/ /|\ A S D Pressing one of these will show the cursor, '='. At the right of the screen there is a column showing the order of the colours in the C128. Press U or I to cycle through the 'base' or background colour and watch the 'B' move through the list over the set colour. Make this the colour for the most common hex you want to paint. Press F3 (clear hexes) and press Y to change the colour of all the hexes to the base colour you have just chosen. Press J or K to choose the 'line' colour ('L') for the outline of hexes that have the background colour. Choose this as your preferred base grid indicating colour. Press N or M to choose the colour for the screen edge ('E' in the colour column). Move the cursor to where you want to change a hex. Press Cursur Up or Cursor Down to change the colour of that hex. The colours change according to the order shown in the colour column at right. Press F1 to change to to Edit mode ('E' in the top right corner). Any key can now be entered as the hex's symbol, also in combination with the Shift and Commodore keys to use the C128's graphic symbols. Press F1 again to change back to Move mode ('M' in the top right corner). Now the keys function to move the cursor and change the screen colours again. Press C or CTRL-C to copy the current hex. Press V or CTRL-V to paste it in a new location. The C128 can show only one foreground colour in one character position in hires text mode. This makes hexes with differing non-background colours clash. So surround those hexes in the diagonal positions with hexes of the same colour, or of the base colour. Or use the artifacts creatively. Some clash gets stuck while editing. Use F5 to redraw the screen and clean this up. To save your work, press F2, enter a file name, press Return and Y. It's saved as a sequential file, each line a hex's colour and symbol. The first line contains the three screen colours. To load, use F4, enter a file name, press Return and Y. Before a screenshot in VICE, I generally wiggle the colour of the current hex up and down with the cursor keys to hide the cursor. Exit the program by pressing F7.
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witzo
Windows User
Posts: 19
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Post by witzo on Aug 6, 2014 21:08:05 GMT
I recognise some of you. Thanks for the kind words!
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witzo
Windows User
Posts: 19
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Post by witzo on Aug 5, 2014 18:19:15 GMT
I hooked up the 1702 so I could use separated video. THe result:I could see the color of the pixels if I used a magnifying glass, but I gotta say, that's some leaky color that the VIC-IIe or whatever puts out. It seems the output resolution is similar to the monitor resolution, so horizontal positioning has to be done to see the pixels separately and clearly. It must have seemed like it would be a waste of effort to have multiple colors available in one 8x8 card in high resolution mode. But still I could see the colors as something other than the VICE default palette. I may need to change saturation or something in VICE. I applaud your work to look at it on the real metal! I just did it on Vice, using whatever was set as default colours on Vice for the Mac. And my screenshot is probably skewed by my desktop's warm colour settings as well. My real C128 is in storage until I find a bigger house.
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witzo
Windows User
Posts: 19
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Post by witzo on Aug 3, 2014 16:25:37 GMT
Thanks for the sprite idea! I'll think about how that can squeeze one or two extra different coloured pixels in a small area. Yes, the comments are Dutch. I wrote them as I went a long to keep track, was too lazy to translate. As for the length of the code; the second half is just poking that couple of lines of text.
The trick is that I use extended background colour mode. I use the point where four characters meet. I make four characters with one pixel in foreground colour just off to the corner of the pixel in the actual corner of the character. That gives me four pixels in four shared background colours, and four pixels in foreground colours, 8 in all. Then I use 8 one-pixel sprites in 8 colours to make the rest of the sixteen.
Like this, B=background, F=foreground, S=sprite, | and - =character edge:
BS|SB SF|FS ----- SF|FS BS|SB
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witzo
Windows User
Posts: 19
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Post by witzo on Aug 2, 2014 19:17:47 GMT
"HI!Ware - Finding elaborate ways to do trivial things since 1987." It's probably trivial and I can't see any use for it, but I managed to put 16 different colours in 16 adjacent pixels. Because I use one-pixel sprites, this can only work in one spot on the screen . (one-on-one ->) (magnified ->) 10 rem **** 310714 hi!ware **** 12 rem >petcat -w70 -o 16colours.prg -- 16colours.bas 14 rem http://www.c64-wiki.com/index.php/valxtended_color_mode 16 graphic2,0:rem basic omhoog naar $4000 en ruimte van $2000 tot $4000 18 graphic0,0:rem terug naar tekstweergave 20 scnclr 22 cs=8192:rem character set op 8192=$2000 24 fc=55296:rem foreground colour mem start 26 sm=1024:rem screen mem start 28 sd=3584:rem sprite data start 30 rem kopieer de eerste 64 karakters naar ram $2000 32 fast 34 fora=0to512:bank14:b=peek(53248+a):bank0:pokecs+a,b:nexta 36 rem wijzig screencode 27t/m30 38 fora=cs+(8*27)tocs+(8*30)+7:readb:pokea,b:next 40 data 0,0,0,0,0,0,2,0 42 data 0,0,0,0,0,0,64,0 44 data 0,2,0,0,0,0,0,0 46 data 0,64,0,0,0,0,0,0 48 poke217,4:rem lees chars uit ram ipv. uit rom 50 poke2604,peek(2604)and240or8:rem vertel comp dat chars op 8192/1024=8 staan 52 rem achtergrondkleurregisters 54 bank15 56 poke 53281,0:poke 53282,1:poke 53283,2:poke 53284,3 58 poke 53265,peek(53265) or 64:rem set bit 6 $d011 voor ebcm 60 rem poke 4 tekens in een vierkantje 62 pokesm+500,27:pokesm+501,28+64:pokesm+540,29+128:pokesm+541,30+192 64 rem poke de 4 tekens hun voorgrondkleur 66 pokefc+500,4:pokefc+501,5:pokefc+540,6:pokefc+541,7 68 rem alle sprites leegmaken 70 fora=sdtosd+512:bank0:pokea,0:bank15:nexta 72 rem alle sprites 1 pixel linksboven 74 fora=sdtosd+512step64:bank0:pokea,128:bank15:nexta 76 slow 78 rem alle sprites aan en op hun plaats 80 sprite1,1,9,0:movspr1,191,152 82 sprite2,1,10,0:movspr2,192,152 84 sprite3,1,11,0:movspr3,190,153 86 sprite4,1,12,0:movspr4,190,154 88 sprite5,1,13,0:movspr5,193,153 90 sprite6,1,14,0:movspr6,193,154 92 sprite7,1,15,0:movspr7,191,155 94 sprite8,1,16,0:movspr8,192,155 96 rem july 30, 2014 98 restore 200 100 t=0:i=0:c=1 102 do 104 read i 106 if i < 0 then exit 108 pokesm+t,i:t=t+1:pokefc+t,c:c=c+1 110 ifc=16thenc=4 112 loop 200 data 10,21,12,25,32,51,48,44,32,50,48,49,52,-1 202 rem hi!ware presents 204 restore 220 206 i=0:t=t+77 208 do 210 read i 212 if i < 0 then exit 214 pokesm+t,i+64:t=t+1:pokefc+t,c:c=c+1 216 ifc=16thenc=4 218 loop 220 data 32, 8,9,33,23,1,18,5,32,16,18,5,19,5,14,20,19,-1 222 rem sixteen colours 224 restore 240 226 i=0:t=t+64 228 do 230 read i 232 if i < 0 then exit 234 pokesm+t,i+128:t=t+1:pokefc+t,c:c=c+1 236 ifc=16thenc=4 238 loop 240 data 19,9,24,20,5,5,14,32,3,15,12,15,21,18,19,-1 242 rem in sixteen adjacent pixels. 244 restore 260 246 i=0:t=t+19 248 do 250 read i 252 if i < 0 then exit 254 pokesm+t,i+192:t=t+1:pokefc+t,c:c=c+1 256 ifc=16thenc=4 258 loop 260 data 9,14,32,19,9,24,20,5,5,14,32,1,4,10,1,3,5,14,20,32,16,9,24,5,12,19,46,-1 262 getkeya$
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witzo
Windows User
Posts: 19
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Post by witzo on Aug 1, 2014 19:33:20 GMT
Hello all,
RobertBe over on Denial pointed me here as a follow-up forum to commodore128.org. Glad to make the acquaintance! I started on the VIC20 in 1985, and then moved to the C128 in 1987. That's where my interest in both machines come from. Since a few years I've been studying both machines again, learning some assembly as I actually wanted to back in the eighties, but didn't have the access to the information that the internet now provides me. In large part through forums like this place, so my thanks to the forum founders!
I see Hydrophilic also found his way here, any more from Denial/commodore128.org on here?
Regards, Witzo
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