Tile² game engine
Audio: Remove the 8K track size limit.
Audio: Rename End command to Jump.
Audio: Fix issue with a 7FH wait being processed as end.

heads

tip
browse log

clone

read-only
https://hg.sr.ht/~grauw/tiletile
read/write
ssh://hg@hg.sr.ht/~grauw/tiletile

#Tile²

Copyright 2016 Laurens Holst

#Project information

Tile² game engine

#System requirements

  • MSX2+, MSX turboR
  • 64K main RAM
  • 128K video RAM
  • 128K ASCII8 ROM

#Development information

Tile² is free and open source software. If you want to contribute to the project you are very welcome to. Please contact me at any one of the places mentioned in the project information section.

You are also free to re-use code for your own projects, provided you abide by the license terms.

Tile² depends on the library project Neonlib; it is recommended to clone the project with Mercurial so they will automatically be pulled in at the correct version, otherwise you have to download them manually:

hg clone https://hg.sr.ht/~grauw/tiletile

Building the project is easy on all modern desktop platforms. On MacOS and Linux, simply invoke make to build the binary and symbol files into the bin directory:

make

Windows users can open the Makefile and build by pasting the line in the node_modules and all targets into the Windows command prompt.

To launch the build in openMSX after building, invoke the make run command.

Note that the glass assembler which is embedded in the project requires Java 8. To check your Java version, invoke the java -version command.

Additionally, the conversion tools are written in JavaScript for Node.js. You need to have Node.js and NPM installed.