[MDPPY] version 0.1 released

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KanedaFr
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[MDPPY] version 0.1 released

Post by KanedaFr » Tue Apr 10, 2007 9:19 am

MDPPY is a LUA script extension for Mappy.
Mappy is available at http://www.tilemap.co.uk/mappy.php
I use it to define maps for my demos/games

Like always, feedback are welcome


ps: I use my old XGCC and maccer, so you'll need to mod the example for your own

MG
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Post by MG » Tue Apr 10, 2007 11:04 am

Very good, MAPWIN is a great map maker, and with your script it's very simple (and fast) to make a map without swap between lot of tools.

Cool work, tcks.
Ah ? ben si ? pourquoi pas...

Fonzie
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Post by Fonzie » Wed Apr 11, 2007 6:34 am

Great :)

One question... Is it possible to load a big bmp and let mappy found cloned tiles to generate tileset?

Btw, i'm quite *nostalgic* of your first personnal mappy ^^ You definitively dropped the support for more coding ease?, not a bad idea anyway :D

KanedaFr
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Post by KanedaFr » Wed Apr 11, 2007 7:28 am

yes, of course
it's why I switched to mappy ;)

the way to go :
- create your bitmap
- create a map on Mappy (correct size)
- load the bitmap
- create a brush with 'grab brush from block sequence'
- draw the bitmap using this brush (a click on 0,0)
- maptools -> remove unused or duplicate
et voila ;)

it's how I made Pengo sample screen

MMM was a great experience, but Mappy is a lot better and more advanced (this remove duplicate is wonderful)
and with its external script, anyone could make it's own optimized exporter
I'm currently playing with pro version, it's even better!!!!!!

cdoty
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Post by cdoty » Thu May 03, 2007 2:14 am

This looks like an excellent tool.
I'm not familiar enough with lua, would this be easy to convert to writing out binary files?

KanedaFr
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Post by KanedaFr » Thu May 03, 2007 4:14 pm

if Lua can write binary (I think so) yes
If you look at the code, it's commented enought to you replace the write function with yours...

I use MDPPY to convert to a format anyone can use with a modified function of the one include in the example.
But it's more a first step, anyone may add, delete, modify the data exported.

Good luck ;)

SteveMartin
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Post by SteveMartin » Sun Feb 06, 2011 7:31 am

Necrobump. I know this is old and all, but I'm just discovering it and any new questions may as well be in here :)

So I want to know a few things. First, I'm trying to make something with BasiEgaXorz. Can I use this program for that? Looks like it only outputs asm, too bad there's no option to export as a bin file. I'm also wondering how to go about making a map that uses tiles from different palette rows, since my level uses two different tile sets for plane A. Of course, the majority of games out there use more than one palette row for one whole plane, that's how levels get more details(like the palette for the flowers in Emerald Hill Zone in Sonic 2 are on a separate palette). I can't figure out if this thing allows for that.

Shame this program died, it looks like the best map program I've seen so far, better than PlaneEd since you have a GUI that make things more familiar. Plus I can load the tiles as 32x32 blocks, which is what they originally were ripped as. Makes it less time consuming to put everything back together again.

KanedaFr
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Post by KanedaFr » Mon Feb 07, 2011 9:30 am

MDPPY is a LUA script...
so you could edit it using any text editor to suit your needs...
I don't use BasiEgaXorz so I can't make it but I assume it won't be hard to export to basic and not asm...

Good luck ;)

SteveMartin
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Post by SteveMartin » Mon Feb 07, 2011 11:29 am

I'm not looking to export to basic, exporting as a .bin file would be better. I'm not familiar with lua scripting too so I dunno anything about implementing what this stuff :lol: Looks like I'm outta luck. I'm confused why no map programs seem to give the option to load more than one tile set, since it seems like most games would use more than one palette row for a whole map.

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Post by KanedaFr » Mon Feb 07, 2011 12:03 pm

LUA script is similar to C...and lua specific func are already called in the current script, just need to adapt it...

I didn't export to bin because I don't find a way to do it ;)

About multi pal, it's up to you to make it.
I explain:
in mappy, you can load any number of tilemap you want and so make your map using any tile w/o be disturbed by pal
you then export the map
in your code, you had to use something like
if tile < x, then use pal0
if tile < x+100, then use pal1
So, no, it's not automatic (even if it could be done with extra LUA code asking for pal reference vs tiles number)

I now use Genres, which use mappy's own format...but not supported by BasiEgaXorz, sorry

sega16
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Post by sega16 » Fri Feb 18, 2011 2:49 am

What is "genres"?I have never heard of it and I tried googleing it but found nothing about it.

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Post by KanedaFr » Fri Feb 18, 2011 8:58 am

http://gendev.spritesmind.net/page-genres.html

from the same page you get MDPPY ;)

and it's now included in GenDevKit....

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