Dev tools: MAPeD-SPReD [win/linux]

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Kasumi
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Re: Dev tools: MAPeD-SPReD [win/linux]

Post by Kasumi »

Strong agree about the palette.
0x8BitDev
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Re: Dev tools: MAPeD-SPReD [win/linux]

Post by 0x8BitDev »

dougeff wrote: Tue Dec 10, 2019 12:01 pm Make the default palette
0f, 00, 10, 30

for all palettes. Instead of all 0s
What do you mean under "Instead of all 0s" ? There are no zero indexed colors in the default palette or in your version all colors in the default palette are dark grey ? :?
If you mean the first color of each of four palettes ( transparency color ), it can't be different in each of four palettes. It's just a platform restriction.
dougeff wrote: Tue Dec 10, 2019 12:01 pm Including when loading a MapEd file and the palette fails to load.
Could you explain step by step what do you mean, the MAPeD version and OS you run the tool on ?
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dougeff
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Re: Dev tools: MAPeD-SPReD [win/linux]

Post by dougeff »

I believe I'm confusing your app with another app with an identical name.
nesdoug.com -- blog/tutorial on programming for the NES
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Kasumi
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Re: Dev tools: MAPeD-SPReD [win/linux]

Post by Kasumi »

Indeed, this one: http://forums.nesdev.com/viewtopic.php?f=2&t=7111

I recognized the exact problem dougeff described, so I assumed this must be the right topic too. Sorry about that. :oops:
0x8BitDev
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Re: Dev tools: MAPeD-SPReD [win/linux]

Post by 0x8BitDev »

Hi!

There was no news from me for a long time. Recently I decided to commit all accumulated changes. Mainly it touched the SPReD tool.

So the latest version is 0.58b and the main changes are:

SPReD:

- Added a quick guide
- Added a Python script editor for writing custom data export scripts, an API help and a sample script
- Added a project statistics
- Added removing of duplicate CHRs during the optimization process
- Now the optimization performs for all sprites, and not for selected ones
- Added iterative optimization during the packing operation
- Added sprites data validation before: Packing, Optimization, Splitting, Flipping and Creating/Deleting of sprites
- Added the SMS version of the tool (SPReD-SMS) and samples (WLA-DX)


MAPeD:

- Added a quick guide
- Added a Python script editor for writing custom data export scripts, an API help and a sample script

[The Github page with the release]
0x8BitDev
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Re: Dev tools: MAPeD-SPReD [win/linux]

Post by 0x8BitDev »

Hi!

The latest release v0.6b and the main changes are:

MAPeD:

- Added the SMS version of the tool - MAPeD-SMS
- SMS: added WLA-DX samples of multidirectional/bidirectional scrolling and static screens switching samples
- NES: added multidirectional scrolling samples with vertical/horizontal mirroring and MMC3 IRQ status bar
- NES: added bidirectional scrolling sample with vertical mirroring
- Added import of tiles from images with checking of duplicate CHRs/blocks/tiles and flipped CHRs (SMS)
- Added import of game maps from images with applying of palettes for both the NES/SMS tools*
- Added removal of duplicate data during the optimization process
- Added tiles patterns manager
- Added blocks/tiles usage info
- Layout editor: added creating of a map (width x height) filled with empty screens
- Added a project statistics

* Examples of tiles and game maps images you can find in the './data/tiles-maps' directory

SPReD:

- Improved import of images with alpha channel (now exported data can take less memory)

[The Github page with the release]
0x8BitDev
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Re: Dev tools: MAPeD-SPReD [win/linux]

Post by 0x8BitDev »

MAPeD v0.67b:

- Updated Python API v1.8 and Quick Guide
- Added screen mode with 2x2 blocks and switching between 2x2 and 4x4 tile data
- Added support for custom screen size multiple to a 2x2 block
- Optimization and speed-up of work with tiles
- Added screen data alignment by 9 positions when loading another platform project or a project with a different screen size
- Added asynchronous project loading/image importing operations with a progress bar
- Added a separate option to import CHRs (1x1 tiles) from images
- Added checking of matched blocks (2x2), to identify similar data in the optimization process
- Added import of indexed images with an ordered array of 16-color palettes
- Entity properties changed from decimal to hexadecimal values
- NES: added user defined palettes array
- SMS: added support of two 16-color palettes
- SMS: added import of 32-color images
- SMS: added support of RLE16 when exporting static screen (VDP-ready) data
- SMS: added column ordered palette
- Added ZX version with example projects and native samples (SjASMPlus)
- Various bug fixes and improvements

SPReD v0.61b:

Minor changes:
- SMS: added column ordered palette
- Various fixes

Download here
0x8BitDev
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Re: Dev tools: MAPeD-SPReD [win/linux]

Post by 0x8BitDev »

MAPeD v0.69b:

- Updated Quick Guide
- Added PCE version with example projects and native samples (HuC/asm)
- Screen editor: speeding up drawing of tiles when the layout mode is active
- Added automatic graphics update of a selected block (Blocks (2x2):ON)
- Added a color selection with the LMB+mouse move
- Added highlight to a selected tile/block
- Added canceling of a tile pattern creation and placement on the screen by the RMB
- Added option to clear blocks properties
- Fixed a bug in the calculation of adjacent screens that affects exported data and the screen editor functionality
- Data export: added export of tiles/blocks images as MxN rectangular image
- Data export: fixed exported data for maps that share the same CHR bank
- Data export: fixed adjacent screen indices data, removed null data holes
- Import of raw CHR data with automatic addition of new CHR banks when data overflows

SPReD v0.62b:

- Updated Python API v1.2 and Quick Guide
- Added PCE version with example projects and native samples (HuC/asm)
- Added support for exporting of indexed PCX images
- Added support for importing of compressed PNG images
- Fixed import of indexed PNG images
- SMS/PCE: added ability to swap two selected colors without changing graphics
- Added a color selection with the LMB+mouse move
- Disabled optimization during the data packing operation

Download here:
https://github.com/0x8BitDev/MAPeD-SPReD/releases
0x8BitDev
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Re: Dev tools: MAPeD-SPReD [win/linux]

Post by 0x8BitDev »

MAPeD v0.75b - SPReD v0.65b

The changes in brief (details on the GitHub page):

MAPeD:

- Updated Quick Guide
- Application window, detached tabs and the "Tiles/Blocks Palette" window can be resized and maximized
- Redesigned the layout window UI
- The layout options moved to the layout tabs ('Builder' tab)
- Removed the screen editor tab; instead the 'Painter' tab has been added to the layout tabs; now you can fill your maps with tiles in the layout viewport
- The tile patterns manager moved to the layout tabs ('Patterns' tab)
- All the View Type combobox stuff: tile properties, tiles/blocks usage etc. are displayed on a whole map in the layout viewport
- Improved colors swapping
- Added dialog for reordering CHR banks (Main Menu->CHR Banks->Reorder Banks)
- PCE: added 'Game Prototype' demo: fully playable game prototype, run'n'jump platformer, 40 screens scrollable multidirectional map with 200+ entities, +bonus level
- PCE: MPD library: optimized map scrolling, re-written in assembler

SPReD:

- Updated Quick Guide
- Added reserved prefixes for sprite names: #SE - skip graphics and palette (PCE) export, PCE: #EP - skip graphics and export palette only
- Improved colors swapping
- Packed sprites splitting by selected sprites
- Added support for importing 8-bit BMP images
- Added export to C for all platforms
- PCE: added library for drawing of simple sprites and meta-sprites using the HuC (spd.h)


MAPeD v0.76b

The last update available in the dev build

The main changes:

- Layout viewport: hardware-accelerated rendering using OpenGL (OpenTK/SkiaSharp)
- Overall performance improvement
- Layout tab -> Painter tab: added functionality for user-selected screens: "Fill With Tile" and "Replace Tiles"
- Layout tab: Map scaling: Press '1' - 100%, '2' - 200%
- Layout tab -> Painter tab: 'Escape' to cancel an active tile
- Layout tab -> Entities tab: 'Escape' to switch to the 'Edit Instances' mode, when the 'Edit Entity' mode is active
- Layout tab -> Patterns tab: 'Escape' to cancel an active tile pattern
- Layout tab -> Painter tab: fixed the bug with incorrect generation of 4x4 tiles, when painting using 2x2 blocks
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