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Re: QL Tinkering
Posted: Thu May 16, 2024 9:30 pm
by qbits
Hi all,
I hope the meeting in Germany goes well and everyone has a great time this weekend. The possibility of making it was based on boarding with my niece, being granduncle to her three German boys two of which look as if they will be going in to computer programming, the other probably a medic. Well, I look forward to the reviews and will be with you all in spirit especially as it begins on the 17th my birthday.
Progs : Thanks for your comment vanpeebles
Unfortunately, time spent on my Lunar Lander Prog still need some coding to spruce it up a bit.and the pdf is half done. So the posting here is working after a fashion.
QBITS
Re: QL Tinkering
Posted: Fri May 17, 2024 9:14 pm
by qbits
hi
QBITS Lander - pdf
Updated QBITSProgs Menu soon
QBITS
Re: QL Tinkering
Posted: Fri May 17, 2024 9:36 pm
by NormanDunbar
Love the docs!
Cheers,
Norm.
Re: QL Tinkering
Posted: Fri Jun 28, 2024 3:47 pm
by qbits
Hi All,
Recently had the op to prepare for Teeth implants in the bone graft that replaced the cancer infected area of my upper jaw. I have to wait now for the stiches and skin tissue to make good before the next step of fitting the implants. All being well next year I might be able to give beaming smile at a QL held event.
In between I have been further tidying up the QBITS Code so the various Progs work across more platforms bearing in mind BBQL platforms will be slow working code through the SuperBASIC Interpreter. AS for my contribution to the QL’s 40th I’ve added my comments to a QL40th Review of QBITS Progs.

- QBITSProgs_Menu.jpg (29.63 KiB) Viewed 5803 times
The QBITS Lander will I believe work on a BBQL but for the SIM II Demo progress might be as slow as watching paint dry, and please be patient as unfortunately QBITS PIXArt is still a WIP as the final part is not completed.
QBITS
Re: QL Tinkering
Posted: Sat Jun 29, 2024 6:28 pm
by vanpeebles
All the best for you operation

Re: QL Tinkering
Posted: Sat Jun 29, 2024 10:35 pm
by Tesla
Hi Qbits.
Good luck. Let's hope for the best.
Re: QL Tinkering
Posted: Sun Jun 30, 2024 9:56 am
by dilwyn
Best wishes Qbits.
Re: QL Tinkering
Posted: Sat Jul 27, 2024 5:14 pm
by qbits
Hi,
Vanpeebles, Tesla, dilwyn (got it right this time Yes!) Thanks, I always keep positive but your comments do help.
Andrew
Thank you for QSTAR not quite got it running fully with QPC2 yet and await your release of PITMan.
Both have given me something to refocus my thoughts on the QBITS PIXArt Project.
Hope you don’t mind had a little play creating your Qstar icons - Characters and Background Tiles. Not totally right maybe the frame size is larger! How is your data files formatted maybe there is away to load them as BITMaps straight into the PIXArt Sprite Generator for others to use and create new ones for the future.
QBITS
Re: QL Tinkering
Posted: Sat Jul 27, 2024 6:17 pm
by Andrew
qbits wrote: Sat Jul 27, 2024 5:14 pm
Andrew
Thank you for QSTAR not quite got it running fully with QPC2 yet and await your release of PITMan.
Both have given me something to refocus my thoughts on the QBITS PIXArt Project.
To play QStar in QPC you have to start QPC2 in QL colours (mode 4/8) and resolution 512x256.
Pitman is almost ready - I will need testers soon
qbits wrote: Sat Jul 27, 2024 5:14 pm
Hope you don’t mind had a little play creating your Qstar icons - Characters and Background Tiles. Not totally right maybe the frame size is larger! How is your data files formatted maybe there is away to load them as BITMaps straight into the PIXArt Sprite Generator for others to use and create new ones for the future.
The spritesheet for QStar is this:

- SpriteSheet.jpg (101.9 KiB) Viewed 4605 times
The structure of sprites_dat is very simple.
It's sprite 1 - line 1, sprite 1 line 2.. sprite 1 line 18, sprite 2 line 1 ... sprite 2 line 18 .... etc.
A sprite line is 8 bytes for a 16 pixels wide sprite and 10 bytes for a 20 pixels wide.
There are 30 sprites in total.
Re: QL Tinkering
Posted: Mon Jul 29, 2024 1:28 pm
by qbits
Hi Andrew
Thanks for the PIXEl Grid update.
QBITS PIXEL Art Project
I've been making some changes to the Sprite Gen so Frame Grids can scale horizontally and vertically in four PIXEL steps from 8x8 to 60x60.
So potentially you could have a Sprite Frame of 8x60 or 60x8 if you so wish.
I’ve also been playing around with the idea of various Tile sizes ranging from 8x8 to 20x20 with the Grids for the screen layouts.
The background to all of this is to progress forward with the Sprite animation [Key CTRL].
Have an idea of a Retro Game with a Christmas theme to it, that’s if I can finish this PIXEL Art Project in time.
All the Best on PITMAN
QBITS