[Coco] Projector-3 .asm encoder driver
operator at coco3.com
Mon Jan 21 20:54:48 EST 2008
I wrote the P-3 format driver for the .asm picture format. It writes
out an .asm file full of CCASM fqb's such as "fqb $FFFCABDB" for 192
lines of graphics x 160 bytes.
I haven't figured out yet how to handle the color remapping (P-3 to
the game palette), but the game uses a Windows-similar set of colors
where 8 are primaries and secondaries, which P-3 also uses but are
probably in different slots. This should be no problem to cure
shortly. I can probably just put the same palette in P-3 and add it
to the menu of palettes to choose from. Dithering or not, the colors
will match the indices for the game.
After a bit of work, I am now LOADM'ing the Jeweled game, the
backdrop image of the rough diamonds is loaded into MMU blocks
$30-$33 and during the game a PCLS causes the backdrop to copy to the
main screen, then everything is overlayed. It works like a charm.
The port.exe tool was used after I exited P-3 to call up the picture
disk where the backdrop.asm file is, and a copy to Windows was done
real quick. A 120k file sits there in Windows that I can copy over
to my game folder, and a bit of typing is needed to handle the
LOADM/MMU segments. The source code is already separated into 3 8k
blocks and a 6144 byte block.
Major milestone, here. Porting awesome graphics into games has now
become a 5 minute job at the most. I haven't done anything for
breaking a P-3 image into a sprite grid, but I'm sure that's coming
soon. :) What does this mean? Existing sprites found on the web
can be used (with optional editing), to use for games.
I'll send the P-3 driver file when I feel it's ready enough to
share. I need to add more comments and such, but it's pretty straightforward.
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