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CharPad V2.0 Beta (31-07-15)   [2015]

CharPad V2.0 Beta (31-07-15) Released by :
Subchrist Software [web]

Release Date :
31 July 2015

Type :
Other Platform C64 Tool

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

User rating:awaiting 5 votes (4 left)   See votestatistics

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

Download :
http://csdb.dk/getinternalfile.php/140357/CharPad2_310715.zip (downloads: 532)
http://www.subchristsoftware.com/CharPad2_310715.zip (downloads: 115)

Look for downloads on external sites:
 Pokefinder.org


User Comment
Submitted by Stainless Steel on 10 June 2016
Has anyone had any luck with wine under linux with this ?
User Comment
Submitted by Domspitze on 16 April 2016
Is it possible to save only the selected Chars in a map? Sometimes it isn´t usefull to save the whole screen.
User Comment
Submitted by Carrion on 1 February 2016
Great tool.
I have a question regarding koala import.
Is there any?
I mean can I import koala pic with 2x2 blocks assuming.

did anyone actually tried this approach?
any information would be helpful as I have little time right now to do research myself.
I
User Comment
Submitted by goerp on 1 August 2015
Oh man, I wish I knew about this tool 2 years ago. VEry intuitive. Love it.
User Comment
Submitted by Subchrist on 1 August 2015
Yes, the colouring modes provided in CharPad do not represent all the possible ways that characters could be coloured programmatically, they are really just a reflection of the most common methods that programmers employ, especially when programming scrolling maps for games.

In such a case, speed is really of the essence and using a look-up table to determine each char's colour (or tile's colour) works out to be pretty optimal.

On the other hand, if you were working on a program that printed text to the screen you could just design your char-set in CharPad using the Global colouring method, then write your own colour rendering method as part of your string printing routine.

It's important to bear in mind that you have limited RAM available on the C64 and to design maps that include a colour value for each character cell would effectively double the amount of mnemory needed for their storage.
User Comment
Submitted by tlr on 1 August 2015
@subchrist: I see. It would be useful if it was possible to edit maps with different colors per char like a regular text screen. The idea could be generalized/extended to allow a map-defined color per tile, or even a tile-defined color for each char in the tile if that makes sense. :)

Anyway, maybe that's not an intended usecase. It's a killer app as it is!
User Comment
Submitted by Subchrist on 1 August 2015
@tlr

I just re-read your question and really the answer is no.

You'd have to create two same looking chars each using a different colour.

Bear in mind though that on the C64, characters have no inherent colour, they are whatever colour the underlying colour RAM cell is set to and you have free control over that.
User Comment
Submitted by Subchrist on 1 August 2015
@Cadaver and STE'86

Cheers for your comments guys, I made a note of your feature requests and will try and get that functionality added although copy/paste between instances could be somewhat tricky (it has also been requested by somebody else recently).
User Comment
Submitted by Subchrist on 1 August 2015
@tlr

Hi, yes that is possible, old CharPad versions used to have a "Per Tile Cell" colouring mode where each cell of each tile could have it's own char colour, this method is very expensive in terms of ram (and processing) and so CharPad 2.0 replaces this with "Per Char" colouring mode where each character can be assigned it's own char colour. The compressor will not consider identical chars with different char colour to be identical and will preserve them.

In short, use the "Per Char" colouring method.
User Comment
Submitted by tlr on 1 August 2015
Forgive my ignorance, but is it possible to use the same char with different colors in some way? e.g editing a regular petscii screen or reusing the same graphical char, but with different $d800 in different tiles.
User Comment
Submitted by cadaver on 31 July 2015
Can you make it remember the map/tileset blurring options from last run? I personally prefer them off.

Nice new level rips btw, Navy Seals is my current favorite :)
User Comment
Submitted by STE'86 on 31 July 2015
bitmao convert works well again now. is there any way you could implement the ability to copy/paste between 2 active instances of charpad? that would be the dogs bollocks
User Comment
Submitted by Subchrist on 31 July 2015
CharPad 2 - Latest Changes:-




Since public release (17-7-15)

- Fixed a problem with bitmap import erasing the map data.

- Fixed a problem with a phantom Undo step being available on program start.

- Added example "Short Circuit".
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