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docked screen slides #62

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KPreston2900050 opened this issue Oct 1, 2024 · 5 comments
Open

docked screen slides #62

KPreston2900050 opened this issue Oct 1, 2024 · 5 comments

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@KPreston2900050
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KPreston2900050 commented Oct 1, 2024

It may seem like nitpicking but when you drag and drop a rom you still have to click on the emulator somewhere for it to take focus.
Example is say I am programing something in editor then compile.
I drag and drop the rom on the emulator, it boots it but I still have to click on the emulator somewhere for it to engage. By windows design or whatever.
If I move the arrow keys, touch the keyboard I am technically still in the editor.

Getting to the point.
I have to click on the emulator and when I do it moves the docked screen around because although all the windows are docked, it still floats on a background screen. Is there any way to lock that in place? As well, is there any way to lock that background screen in place so it is the same location on the desktop as I closed it. Default seems to be in the middle of the screen every time I run it.

Many thanks...

@KPreston2900050
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An additional request if you agree.
In the pattern table tab.
Would it be possible to color the patterns according to their assigned color?
Maybe give a choice between color or black and white?

I have been using mode 1 a lot lately which is 1 color per 8 tiles and I find it tedious to align color values.

Just a thought that would help out with game design.

Thanks again.

@KPreston2900050
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KPreston2900050 commented Oct 4, 2024

A TRIPLE request that came out of frustration.

The ability to see the sprite on the NAME TABLE tab.
Yes, you can see the final result on the "output" screen but if you are trying to align a sprite with offsets in order for collision detection with background patterns, you have to estimate (guess) where it is on the name table based off of trial and error.

Normally, programing something like background collisions would be handled in ram then sent to VRAM after adjustments to a buffer. Being the Colecovision only has 1k of ram, you end up dealing directly with VRAM after suspending the NMI. Hence checking collisions with every sprite move.

2k of ram would have been good enough but nope. Cheap Coleco.

@drhelius
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drhelius commented Oct 4, 2024

Thanks for the feedback, I'll take a look.

drhelius added a commit that referenced this issue Nov 10, 2024
@drhelius
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Docking now works in main window so no more floating docked windows, you can attach them to top left corner.

drhelius added a commit that referenced this issue Nov 10, 2024
@drhelius
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It should also grab the focus when you drop a rom.

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