Автор: Cheveron
Год: 2009
Издатели: Cheveron
Языки:
Английский
Формат:
TZX лента
Требования:
Timex TC2048
Ссылки:
Страница на ZXArt
Страница на Spectrum Computing
Скриншоты:
Год: 2009
Издатели: Cheveron
Языки:
Формат:
Требования:
Ссылки:
Скриншоты:
ColorTILE v1.37
Copyright (c) 2009 Andrew Owen
Instructions
------------
ColorTILE a tool for creating data for tile based games using the hi-colour mode
on the Timex machines. The editor requires a Timex 2048 emulator as it relies on
having the normal ROM in place. There is no display code for using the tiles in your own programs yet but feel free to adapt the source code. ColorTILE is
still very kludgy but is slightly more responsive than the Timex Mode 2 Tile
Editor on which it is based. The ColorTILE BASIC listing was compiled using
HiSoft BASIC 128.
Cursors
-------
5 - left
6 - down
7 - up
8 - right
Editing Mode
------------
0 - plot
I - rotate Ink value
P - rotatae Paper value
B - toggle Bright value
F - toggle Flash value
T - sTorage (in RAM)
M - horizontal Mirror
V - Vertical flip
N - iNvert
C - Clear tile
Storage Mode
------------
P - Put
G - Get
B - switch Bank
L - Load from tape
S - Save to tape
X - eXit to editor
File Format
-----------
Data is saved as a 16K file of 256 tiles. Each tile is stored as 32 bytes of bitmap data followed by 32 bytes of attribute data. So if you only want x number of tiles then load in the data and 49152 and save it out again as CODE 49152,x*64.
Copyright (c) 2009 Andrew Owen
Instructions
------------
ColorTILE a tool for creating data for tile based games using the hi-colour mode
on the Timex machines. The editor requires a Timex 2048 emulator as it relies on
having the normal ROM in place. There is no display code for using the tiles in your own programs yet but feel free to adapt the source code. ColorTILE is
still very kludgy but is slightly more responsive than the Timex Mode 2 Tile
Editor on which it is based. The ColorTILE BASIC listing was compiled using
HiSoft BASIC 128.
Cursors
-------
5 - left
6 - down
7 - up
8 - right
Editing Mode
------------
0 - plot
I - rotate Ink value
P - rotatae Paper value
B - toggle Bright value
F - toggle Flash value
T - sTorage (in RAM)
M - horizontal Mirror
V - Vertical flip
N - iNvert
C - Clear tile
Storage Mode
------------
P - Put
G - Get
B - switch Bank
L - Load from tape
S - Save to tape
X - eXit to editor
File Format
-----------
Data is saved as a 16K file of 256 tiles. Each tile is stored as 32 bytes of bitmap data followed by 32 bytes of attribute data. So if you only want x number of tiles then load in the data and 49152 and save it out again as CODE 49152,x*64.