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Forums > Requests > Wanted! Coder for MapEddi2 hack
2008-10-27 23:41
v3to

Registered: Feb 2005
Posts: 150
Wanted! Coder for MapEddi2 hack

Hi there. I am searching for a coder who would like to hack a rather unique C64 tool.
MapEddi2 originally had been developed by Mario Knezovic/Bonespark and was supposed to create character based backgrounds for the never released game “Lethal Xcess”.

The editor supports basic features like variable maps (about 20 screens max), multicolour charsets and 2x2 blocks. Most interesting feature is a something I would call mini-fli. It is possible to switch up to two usually fixed colours or one colour plus the whole character sets each block line.
The graphic artist is able to use three character/block sets for each background map. There are no restrictions related to the resolution.

But there is a problem with the controls, because it requires a special adaptor and an Amiga- or Atari ST mouse. There is only one existing adaptor left and unfortunately it is broken.

IMHO it is a tragedy that this phenomenal tool is useless this way. I would be very pleased if somebody could create a hack with a 1581 mouse support. The result is dedicated to the scene – non profit.


Weblink mapeddi2.d64

 
... 14 posts hidden. Click here to view all posts....
 
2008-12-10 22:54
v3to

Registered: Feb 2005
Posts: 150
oh I forgot. The tool also supports the 8 multicolor to 8 highres definitions for chars and the colors will be set to the blocks (wich means multiple usage possible)...
2008-12-11 12:10
Oswald

Registered: Apr 2002
Posts: 5094
sounds like the game editor of a game I saw on the GTW site. I forgot its name, it was to be a vertical shoot em up. and the authors spoke of similar features of the game map. the gfx was very impressive. I wonder how they wanted to plex sprites over this tho :) nmi&irqs probably.
2008-12-11 13:58
v3to

Registered: Feb 2005
Posts: 150
Bingo. And I am the fool who is responsible that this game had been canceled.
GTW64 Review Lethal Xcess
2008-12-11 15:15
Oswald

Registered: Apr 2002
Posts: 5094
what a horrible shame. its one of the best looking nonfinished games :(
2008-12-11 17:06
Ninja

Registered: Jan 2002
Posts: 411
says the creator of how many nonfinished demos? ;)
2008-12-11 17:40
Oswald

Registered: Apr 2002
Posts: 5094
yeah, time for a DTW page :D
2008-12-11 19:30
Cruzer

Registered: Dec 2001
Posts: 1048
Looks great indeed. Hard to believe those backgrounds are in char mode.
2008-12-11 20:13
Oswald

Registered: Apr 2002
Posts: 5094
BITMAP! makes me think.. as xbow showed with his fli upscroller, using one linecrunched line the whole game could use simply a bitmap, or if 1 pixel / fr speed is enough then no tricks needed at all.. :) lazy to do the math now...
2008-12-11 20:34
v3to

Registered: Feb 2005
Posts: 150
the levelset is contained in the d64-file (see link above). it is character-based (highres/multicolor-mix), map is built effectively with about 400 blocksets (3x256 blocks without clones)...
2008-12-12 10:46
Ninja

Registered: Jan 2002
Posts: 411
Here is my proof-of-concept I did yesterday evening:

http://www.the-dreams.de/mapedit2.prg

(edit: mouse must be on port 2)

It uses the mouse driver by Marco Baye and was just tested with Emulators as my real mouse is not at my place right now. I am not too sure if it fully works like expected (disk menu has no pointer?) but at least it does something already. If you can specify what exactly goes wrong, I will do further updates; I just can't tell if I just don't know how to handle the program, there is an old bug in the tool, or I made something wrong :)
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