Comments (5)
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I wanted to check the bank size, but IIRC it's 64K, that should be the upper range of the tile. I've got some panning logic already in place, so it should be feasible to make that scroll around (otherwise I just use the browser's native scrolling which might be at least a good stopgap). I can't see tile dimension being a problem (famous last words).
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The .map file has a +3dos header on it, but it should also jump over it when loading in the browser. Can you share the tilemap you've got or perhaps a screenshot of what you're seeing. I wonder if a direct upload botton would help here too.
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Heh, yeah that's fairly niche, but I can see something like that being useful for prototyping. It might be easier just to make a couple of sprite sheets with numbers and one with letters and have them as some kind of "pre-populate" option (I'd be inclinded to grab something off itch.io, drop into the png importer and populate the spritesheet for re-use in the app).
Don't appologise for suggestions - I made this tool to help my own and other's dev - so these improvements make it better for me too π
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point 2 - ok, brilliant. Hope this helps - I suspect you're going to have to find a nice way to tell me I'm being an idiot.
Here's my sprite file, the 2 map files, what they looked like in the browser, what they looked like in CSpect (all good so far), then 3 PNGs showing what happened when I try to load them back into the browser. Hope this makes sense!
(argh - needed to zip the map and spr file)
spr-and-maps.zip
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Okay, I know what's happening in the tile map upload.
The drag and drop anywhere is for sprite sheets - to upload a map, you need to open the tile panel and drop it directly on the tilemap canvas (I know, not obvious at all!) - that should hopefully unlock you a little.
That sprite sheet with numbers, would you be happy for it to be used as a sample sprite sheet in the tool?
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Ha ha! I knew it would be me, what an idiot. Sorry Remy, I hope I haven't wasted much of your time. Yes, that works a treat now, just tried it. Thank you!
Sprite sheet - yes, by all means, it was just a 5 minute scribble to help me visualise stuff when it got over into the Next really, you may do whatever you see fit with it!
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I believe all these issues are now addressed - thanks again for the feedback.
- Resize tilemap
- UI upload button
- Populate spritesheet with test sheet (thank you)
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Related Issues (20)
- Tilemap Default Tile HOT 1
- Sprite - Default Colour HOT 1
- Import Copy in offset bug HOT 1
- Feature: Tilemap a copy/paste of selected area
- Bug: 4bit sprites should be 128 HOT 1
- Map editor heigh in big maps
- Suggestions for making the tilemap/sprite tools the best for Spec next Users (multi layered tile maps) HOT 1
- Cannot set a different transparent colour than magenta
- ZX Spectrum βclassicβ editor HOT 1
- Usage Instructions: shift + cursor keys vs ctrl + shift + cursorkeys the wrong way around
- SPRITE import: remove "PLUS3" header
- 8x8 mode in the Sprite Editor - panning fails
- GDE Editor and Reader won't load .gde file
- txt2bas: Syntax Error on valid ZX BASIC statement
- txt2bas: Syntax Error on another valid ZX BASIC statement
- Image and font conversion: Preview Spectrum Next formats (.NXI, .SL2, .SLR): Please add Export as BMP HOT 2
- Tile Editor
- 4 bit sprites count HOT 4
- vs code extension - next basic 2.08 update HOT 4
- Sprite - Pan HOT 1
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