Just bought the double package, for use in a project. I would need my level designer to be able to make edits to the map and font (no tiles in this one) to the relevant locations used in the game and then just import them from the running game . I would hence like to request the feature to set an address of the font and map (possibly also tiles) and then be able to export to PRG using these addresses. Worth considering?
Thank you for your support Bacchus, it really is greatly appreciated.
I've been having a think about your request.
It seems to me that things like PRG load addresses are very project specific and so would really demand to be saved IN the project file as opposed to as some general CharPad settings.
I'm not sure I would want to expose all users to this sort of programming detail or even make them think about it, this is a graphics application after all.
CharPad already supports export to (raw) binary files (obviously), a whole export section is devoted to it and I wouldn't really want to basically duplicate this section just for PRG export .
So, on balance I would have to conclude that a better solution would be to handle conversion from BIN to PRG with a simple command-line tool.
A batch script could be tailored to perform the conversions very conveniently for any set of exported binaries and would allow very easy/quick modifications to be made (ie. in NotePad).
I would be surprised if such a tool doesn't already exist but if not then I can make one.
This may not be the reply you were hoping for but I genuinely do think this is would be a better way.
Cheers mate.
I do agree that it needs to be saved with the project and not as a general setting.
Making something that solves the issue at hand might be easy, but in a project I would allow the graphician to be able to iterate his tests. For that he runs the main executable, enters the the VICE monitor and executes a load.
I must humbly admit that I had missed the BLOAD option in the VICE monitor. If he uses that, we are good.
As a general help for other people, I could just hint that KickAssembler is the ultimate tool for just about anything - including this. (The only issue is having the graphician setup the environment ;-)
# Convert from PRG to BIN - strip the first two bytes
.segment Main [outBin="GameMap.bin"]
.import c64 "gamemap.prg"
# Convert from BIN to PRG - add a two byte startaddress
.segment Main [outPrg="GameMap.prg"]
*=$2000 // Or whatever start you want
.import binary "gamemap.bin"