Doesn't look like the .ZIP file for the Windows version worked. At least the one since 3:20pm 10.2.2023
theloon
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This is amazing. Already "ported" 2 of my homebrews with no emulation issues. My dumb brain can't figure out making a new VMU image. Any paint program I use curses the image file and it doesn't show properly. Thank you for your work! I have not tried the versions posted on Itch yet. But, pretty sure it's me missing something.
Just purchased DitherDragon. Decided to support this project instead of waiting until you can load custom palettes. At least for me on Win 10 I can never slide the resolution back to 100 percent using the mouse. Is there another method to control the resolution level? This happens most often with larger tile/sprite sheets like 640x480 on up.
Wasn't clear if you can apply your own custom palettes. My biggest nightmare is making paid assets conform to a specific set of 15 + transparency colors for the sega genesis. Existing tools sometimes get the color wrong but don't let you easily manually specify an alternative. That feature would put you ahead of everyone else - especially existing free tools.
Made sure that imagemagick is installed and updated in Linux Mint 21 but I get this error: blasted: error while loading shared libraries: libMagick++-7.Q16HDRI.so.5: cannot open shared object file: No such file or directory. Doesn't sound like a bug but probably a Linux newbie gotcha. Thought I'd bring it up in case there's an easy solution for begginers.
Thanks for the explanation. I found a YouTube video and even something on Twitter that demonstrated actual use. I'll keep a lookout for more videos like that as I feel I'm missing something. Are there plans for tiles other than for buildings/machines? I suspect with the right parts you could make Chibi looking characters/monsters.
It's not immediately apparent how working in grayscale is advantageous to the end user. For instance: in my use case I have a particular set of 15 + transparency colors I must use. it seems like I'd have to export the grayscale result, convert it to 15 shades of gray then manually re-color every pixel. That being said I think this could be very cool! I'd rather "pixel bash" than purchase yet another asset pack.
Most of my compilers and tools for genesis are Windows so a Windows version would be very handy. My nightmare is trying to properly register the 16 colors of my images (in other tools). Also, tools incorrectly quantizing imported images (i.e. picking a purple color for water when I have a blue color in the palette).
The most direct ways are pretty bad right now. I heard FL Studio has export macros for MIDI. You could save as .MID then hunt down midi_to_dmf.exe to import into Deflemask. Once a Deflemask project you could export to .VGM. Another method would be to use loopMIDI or LoopBe1 to output the .MID file to a virtual MIDI device that plays back in Deflemask. For that matter, any tracker that has MIDI controller input. I don't blame you if it sounds too frustrating and hack-ey :)
Not sure why that's happening. Was supposed to be a thank you for donating towards my homebrew efforts. I've made the Shoot More Blocks download public and pay-what-you-want like all my games here. https://theloon.itch.io/shootmoreblocks
My experience tells me sound effects may be possible but you really, really don't want to attempt a soundtrack. Everything on the Atari 2600 is a tradeoff due to limited ROM, RAM and CPU time. In other words: the more features you want to add the less existing effects are possible. You might have to re-write the engine to fit just one more feature.