The DVG format, used for vector games like Asteroids, is the
predecessor to the AVG graphics used in games like Battlezone.
Also, added some extended error checks on wireframe vertices.
Also, minor edits to the README and daily tips.
SourceGen Edit Commands is a feature that allows you to generate
commands into a file and have SourceGen apply them to the current
project. I'm not expecting this to be used by anyone but me, so
for now I'm just adding an entry to the debug menu that can read
comments out of a file.
Also, fixed a bug in the re-centering min/max code that prevented
it from working on trivial shapes.
Also, renamed the atari-avg visualizer to atari-avg-bz, with the
expectation that one day somebody might want to create a variant
for newer games.
This converts AVG commands to wireframes. We don't try to track
color or intensity. (This is a disassembler, not a graphics
converter; perfection is not required.) The various rotation and
animation options are still enabled, though they're not terribly
useful for this.
Commands that are meant to be used in series, such as font glyphs,
tend to use (0,0) as their left edge and baseline. This puts the
shape in the upper-right corner of the thumbnail, which makes
everything smaller. The change adds a "re-center" option to the
wireframe renderer that computes the visible bounds and adjusts
the coordinates so that the center of the object is at (0,0) for
display.
Should be solid/transparent not white/black. Added a blue color
to the palette to use for sprites, as white + transparent disappears
completely on web pages with a white background.
Black + white + grey seems fine for playfields.
Added comments, renamed files, removed cruft.
Stop showing the visualization tag name in the code list. It's
often redundant with the code label, and it's distracting. (We may
want to make this an option so you can Ctrl+F to find a tag.)
First swing at a visualizer for Atari 2600 sprites and playfields.
Won't necessarily present an accurate view of what is displayed on
screen, but should provide a reasonable shape for data stored in
the obvious way.
The Adventure playfields looked squashed, so I added a simple row
duplication value.
Also, minor improvements to visualizers generally:
- Throw an exception, rather than an Assert, in VisBitmap8 when the
arguments are bad.
- Show the exception in the Visualization Edit dialog.
- If generation fails and we don't have an error message, show a
generic "stuff be broke" string.
- Set focus on OK button in Visualization Set Edit after editing,
so you can hit Enter twice after renaming a tag.
Memory-mapped I/O locations can have different behavior when read
vs. written. This is part 1 of a change to allow two different
symbols to represent the same address, based on I/O direction.
This also adds a set of address masks for systems like the Atari
2600 that map hardware addresses to multiple locations.
This change updates the data structures, .sym65 file reader,
project serialization, and DefSymbol editor.