Log inRegister an accountBrowse CSDbHelp & documentationFacts & StatisticsThe forumsAvailable RSS-feeds on CSDbSupport CSDb Commodore 64 Scene Database
  You are not logged in - nap
CharPad V1.7   [2011]

CharPad V1.7 Released by :
Subchrist Software [web]

Release Date :
1 March 2011

Type :
Other Platform C64 Tool

Website :
http://www.subchristsoftware.com/charpad.htm

User rating:awaiting 8 votes (7 left)   See votestatistics

Credits :
Code .... Stewart Wilson of Subchrist Software
Graphics .... Stewart Wilson of Subchrist Software
Design .... Stewart Wilson of Subchrist Software
Charset .... Stewart Wilson of Subchrist Software

Download :

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by spider-j on 30 December 2014
Missing download added. While it may make sense to use newer versions I think the old versions still belong to their entries in this database. We don't delete non 100% cracks or 90% demos either, do we? ;-)
User Comment
Submitted by Achim on 12 May 2011
That's good news! I shall use it for my new game project.
User Comment
Submitted by Subchrist on 11 March 2011
Hey thanks for the feedback everyone, just to let you know that the first release (the one hosted here) is out of date as I did some bugfixes since, so please get it from my site not here (while I figure out how to use this place!).

Ps. "Per-Char" colouring is on its way! check the 'In Development' page on my site. Cheers x
User Comment
Submitted by josepzin on 5 March 2011
Great!!
User Comment
Submitted by Hein on 5 March 2011
I've been trying it too, it does for me what I need for my project, albeit I had to start from scratch, coz I can't import colour and map files, but that's ok, need new gfx anyway. And frankly, colour per tile is technically a big advantage, saving rastertime for multiplexor and other cool game engine stuff.

I'd like to know if there's a list of shortcut keys, like grabbing tiles, make selection of tiles and such.
User Comment
Submitted by Twoflower on 5 March 2011
Agreed. After toying around with it quite a bit, I really miss manual color assignment to each char (not each tile) and the possibility to place, re-use and change the colors of the individual within the same tile. [EDIT: Which was almost exactly what TMR wrote below. Doh.]
User Comment
Submitted by T.M.R on 5 March 2011
i was really excited about this when i saw the screenshots and the variable tile sizes, but after playing with it and trying to import existing projects... i seriously miss the manual assigning and definition of characters. The new system makes some of the more involved "fudges" i was doing with the older Char Pad like storing the status characters in unused space after the backgrounds, mirroring a 128 character font to get two copies with different character colours (for the Atari 8-bit) or working with ROM characters impossible.

i can see where the idea stems from and yes, for those starting from scratch who aren't trying to pervert the tool to their own nefarious ends like i always seem to be doing, it's probably a great idea but with that lack of control and not having colour per character on the tiles, i literally can't use this new version at the moment and will have to stick with the old one.

@tlr: Hostageware in this case means it was completed but not released until at least ten people donated five pounds... one was me.
User Comment
Submitted by Hein on 2 March 2011
@Achim: That's because you don't draw characters, but tiles, the characters are generated automatically.

A nice approach, IMO, but yeh, not usable the way you wish.
User Comment
Submitted by Achim on 2 March 2011
@hein: That's right, but you can't import a chaset and set tile size to e.g. 4x4, because all existing data (the charset) will be deleted.
User Comment
Submitted by Hein on 2 March 2011
Well done, will use this for my game, mixing hires/multicolour... \o/

Can export tile colour table, btw, and setting optimized charset to off, the 1x1 tiles correspond to the charset, so importing charset as 1x1 tiles works just fine.
User Comment
Submitted by tlr on 2 March 2011
License: Hostage-ware

Does that mean it's a trojan horse? ;)
User Comment
Submitted by Fungus on 2 March 2011
Oh awesome! these are really great tools your making Stewart!
User Comment
Submitted by Achim on 2 March 2011
A great tool! Only two features are missing: 1)export tile colour table 2)import a charset as a charset, not as 1x1 tiles
User Comment
Submitted by TWW on 2 March 2011
Will try this one out. Maybee I can convince Dahl to do some char maps ;-)

However, might I suggest supporting variable char - map sizes. This would make other map-editing tools redundant...

Edit: Screw me! It does support variable char map sizes ;-) Then we need paralaxing and animations and it's time to kick ass and chew bubble bubble... O.o
User Comment
Submitted by Twoflower on 2 March 2011
It's finally here - a good old program has got an awesome update. I dare say this might be a breakthrough for anyone using char-based graphics in games or demos. Potential killer-combination warning if used together with SpritePad V1.7 and a level-editor such as CartographPC V1.5.
Search CSDb
Advanced
Navigate
Prev - Random - Next
Detailed Info
· Summaries (1)
· User Comments (15)
· Production Notes
Fun Stuff
· Goofs
· Hidden Parts
· Trivia
Forum
· Discuss this release
Support CSDb
Help keep CSDb running:



Funding status:




About this site:
CSDb (Commodore 64 Scene Database) is a website which goal is to gather as much information and material about the scene around the commodore 64 computer - the worlds most popular home computer throughout time. Here you can find almost anything which was ever made for the commodore 64, and more is being added every day. As this website is scene related, you can mostly find demos, music and graphics made by the people who made the scene (the sceners), but you can also find a lot of the old classic games here. Try out the search box in the top right corner, or check out the CSDb main page for the latest additions.
Home - Disclaimer
Copyright © No Name 2001-2024
Page generated in: 0.089 sec.