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Jonathan Cauldwell

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A member registered Feb 03, 2014 · View creator page →

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The editor program uses a lot of Windows functions so would need separate include files for Windows and Linux, it's currently just one solid block of twenty-odd thousand lines of C (yes, I know...)  The compilers don't use any Windows calls if I remember correctly so they should be straightforward enough.  The other thing is that the project is ongoing so we'd need someone to commit to the project to convert any future Windows calls that are included.  As ever, I'm always happy to co-operate if someone wants to help

I'll do a 64-bit build soon, probably for the next release

Try downloading version 0.7.8 and see if that fixes the problem.  If the emulator is still coming up and then exiting then there might be a problem with that emulator.  However, I've just added an option to export .tap files so you should at least be able to select File->Export game to create a file that should run on another emulator

Since the tutorials were made I've added Kees van Oss' build suites so you're probably better pressing F5 to test rather than following the videos to the letter.  The tool should build and run your game automatically now so try that and see if that works

Each zip file is a self-contained version of the tool so all you need is the newest one.  Create a directory without space names in the path and unzip the tool there.  Then fire up WinAGD.exe and you should be up and running.  The manual is in the Docs subdirectory and there is an example game project in the ExampleProjects directory

Hi Toniman, thanks for your comment.  You can use 2 16x16 sprites together to make a 16x32 sprite.  There is a way of doing this without tearing that I won't go into here but I think it was discussed over at the forums.  If you can't find the topic, just start a new one

I'm not sure what the Micro MSX is but if someone wants to create a compiler and engine for any new format I'll incorporate them into the tool.

There are no hardware sprites on the Spectrum either, the engine XORs sprites and objects on to the screen, then XORs them again to remove them.  It does the same for the PLOT command so you might need to re-think these routines.  All collisions are coordinate based so it should just be a case of modding the collision routines to work with half the resolution.  Spectrum sprites are moved 2 pixels at a time horizontally so there are 4 pre-shifted copies of each frame on that format, you'd have to figure out what would work best for VTech.  Objects aren't animated so those are shifted into position at run-time on the Spectrum.

The speaker looks very familiar so no worries there.  :)

I don't see why not.  If you or someone else wants to take a look at the Spectrum engine and compiler, (the source for which is included in the download), I'd be happy to put some Windows editors together and output the data in a form your compiler would need.  Essentially it would be a case of making a few changes to the compiler (CompilerZX.c) and engine (EngineZX.asm), modding the input and output routines to work with the VTech.  So long as you are happy to write the code to write blocks and characters to the screen, move sprites, read the keyboard etc. it should be straightforward enough.  The only other thing you might want to consider is making some parts of the engine conditional in order to save memory.

Yes, hopefully.  I'm looking for someone to convert the engine and compiler to the C64.  I can write the Windows graphics editors and output the data given the specifications.  We already have compilers and engines for 6502 machines so hopefully someone will step forward.  There is a thread over at Lemon 64 if you would like to post there and let the C64 community know how much you would like to see this happen.

Update: Kees van Oss' build suites are included in the download so MPAGD should automatically fire up an emulator for you to test your game

You mean allow the user to scroll the screen around in the designer with the cursors, like in the sprite designer?  I hadn't thought of that but yes it's a good idea.  I'll have to change the keys around as the cursors are currently used for something else.  Your second request was requested by someone a while back and is already on my to-do list.  It's actually a lot of work to do though so I've been delaying it.  :)

I'm going to download these and have a play.  Fantastic work folks, I hope you enjoyed your foray into programming and game creation.  I was 13 when I started writing games and 18 when my first one was published so you're already way ahead of me.  Ultimately, it led to a career in software development and I now write software for fruit machines and arcade machines professionally.  Maybe some of you will go on to have successful careers in software development.  As for debugging, you have my sympathy.  It's probably the worst aspect of coding but I promise the more programming you do, the easier it gets.  Computers don't think, they only follow your instructions so you have to think for them.  Thank you for using AGD and if you have any ideas for improvements do let me know.

Not yet, but I'd like it to.  For that we'd need to get a NES developer on board to help convert the compiler (simple enough) and engine (slightly trickier).  I'd be happy to co-operate, share code (the source is freely available in the download) and write any Windows editor code required for things like sprites and graphics.  If you know any NES forums where developers hang out you could try and post there to show there's enthusiasm for the tool and see if anyone's interested.  If you do, let me know where you've posted and I'll come along and offer my assistance

It shouldn't do that.  Which file are you trying to download, the 32-bit or 64-bit version?

The tool runs on a PC but you'll need an emulator or a real machine to test the games you create with it.  Take a quick look at the YouTube videos to see how it works

Interesting question, nobody's asked that before!  Realistically, you won't be able to create a FPS like Doom with this.  To be honest you'd have to be exceptional at Z80 assembler to achieve that on a Z80 running at 3.5 MHz.  Then again, one or two enterprising individuals have managed to write 3D games using AGD plus there's an isometric game written with the tool and I wouldn't have thought either of those possible.  Nothing remotely like Doom though.  You have to get a bit creative with sprites and blocks to do anything vaguely 3D-ish

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There aren't many 3.0 users left, one or two here and there.  Someone (I forget who) was writing a space-themed platformer with version 3 last year.  To answer your question, not that I know of as version 4.7 is a significant improvement on 3.0 with many improvements so all the addresses are different.  If memory serves, 3.4 was the latest version that would work with 3.0 games.  The multi-platform Windows editor MPAGD can extract data from versions 4.0 to 4.7 but nothing earlier as things stand.  I'll have to see if I can find the source for version 3 - think there may be a backup copy somewhere - then I can figure out if MPAGD could import those games.  Meanwhile, you could try asking Allan Turvey on the AGDX Facebook group (Highrise on the AGD forums) if he has any suggestions as he's done some work on extracting data and I'd be happy to assist him if required.  Let me know how you get on

Alas you can't, you'll need to use an assembler and an emulator.  Everyone's different so choose your own setup, you can configure it yourself.  For example, WinApe is a CPC emulator that has its own assembler included and is an excellent way to test CPC games written with this tool - export a source file, import into WinApe's assembler, then run it