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#31
Sprites now updated to version 3.3 :D

(downloadable here : https://tiplanet.org/forum/archives_voir.php?id=539203 )

Hope this version will get rid off the bug you met, DJ Omnimaga ;)
#32
The bold slash / I 'm talking about is easily accessible on TI-83 Premium CE



Thanks to the key between [ vars ] and [ ) ] ... How do you proceed on TI84plus CE ?
#33
Quote from: DJ Omnimaga on June 07, 2016, 06:55:31 AM
Sprites v3.2 can display up to 44 sprites at once. If you try to display 45 or more, then none will show up.

This afternoon, I came back to the sources...And finally found & put off this bug :)
I also improved a little more the routines CLSCREEN and SPRITE (now you can re-initialise sprites, just when defining sprite "000").
Plus, I added the option in routine PRINT "to return, then next line" (As DJ Omnimaga suggested) : thanks to the bold slash (you know, the one used for fractions, not divisions)

For example,

"Hello world!/Everything's okay ?":Asm(prgmPRINT
will display

Hello world!
Everything's okay?

At this moment, I'm not at home, I'll update Sprites (and instructions.txt files : french/english)  to v3.3 when back home ;)
#34
hmmm, thanks, DJ... ???...annoying bug !..I'm going back to the source ;)

EDIT:

that's odd, I typed the beginning of your program,then  I have no bug  9_9

Just after defining sprites #0 & 1, I displayed them and saw no green square :



Perhaps the bug comes from later in your program, while displaying ...?
Could you please send me your .8xp program (by PM thru TiPlanet), thanks ;)
#35
After Kerm suggested me, today I made a post on cemetech :
https://www.cemetech.net/forum/viewtopic.php?t=12841&start=0&postdays=0&postorder=asc&highlight=
where I translated in english the file instructions.txt ;)
#36
Sprites v3.2 updated (palette ok now, folders too)
I've been trying to improve again, this afternoon...but it seems I can't go further....have to pause or writing something else, another project  9_9
#37
Okay, thank you for testing :)

I'm modifying the folders name ;)
I'm gonna change the order of colors (had a doubt!)
And merging SETTINGS/BACKHOME is a good idea :)

EDIT: when using SourceCoder, black color is coded 3, right ?
So, what color should be represented by 0 ?

Re-EDIT : I've just thought of an easier way to erase automatically  sprites data, that would happen when defining sprites :

Just when the routine meets "000,... as header ! ;)

#39
Yes,  8bpp mode will make you use only the custom font/routine display, and Output/ClrHome/ClrDraw/Disp ...will have to be forgotten (otherwise it could corrupt)

And yes, we can display variable contents:

22/3:Asm(prgmPRINT
rand:Asm(prgmPRINT
L1(1:Asm(prgmPRINT
π:Asm(prgmPRINT
Ans:Asm(prgmPRINT

#41
at last, I finally finished writing the display function PRINT !
I decided to use the Amstrad CPC 8x8 font ...so I typed hundreds of binary codes ...ouch !! headache !! haha



Here's how to send parameters to the function :
{x,y:Asm(prgmPRINT
or
{x,y,ink,background:Asm(prgmPRINT
or
{x,y,ink,background,width zoom , height zoom:Asm(prgmPRINT


And now, to display values or strings :

123456:Asm(prgmPRINT
or
"ABCDEF":Asm(prgmPRINT
or
123+789/154:Asm(prgmPRINT

When you omit to send parameters, what you intend to display will be put exactly where you displayed just before.

For example:

1234:Asm(prgmPRINT:"AB":Asm(prgmPRINT

will display "AB34"



#42
Yes, I'm working on v3.3 which is now in 8bpp mode (faster rendering)
For example,  a 35*35 zoomed 300% sprite doesn't need 22052 bytes but...  half (11027 bytes only ) !
And instead of 24,4 Kb , 75 Kb are available for storing sprites !
Of course, I'm gonna implement a text routine ;)

For now, I created...
SETTINGS : initialisation (to be put in very beginning of the program) Meanwhile clear screen (256 colors) , go into 8bpp
SPRITE : define/display sprite(s) (possible to chain parameters)
CLSCREEN: clear/display boxes on screen (256 colors, chaining possible)
PALETTE: reset/modify the palette of 36 colors
BACKHOME: convert the 8bpp screen into 16bpp mode, restore staus bar & run indicator (to be put on last line of program , for a neat back to TI-OS ;) )
PRINT : display text, values (to be written)



#43
Good job !
I answer to your questions:
-It's slow because PALETTE is not optimised. Plus , as PALETTE reset all, you have to define again your sprites each time you modify the palette (I'm thinking of resolving that)
-when defining, the program doesn't care of number of sprite : it'll keep on storing in next place(beside the last stored sprite), whatever number you put. I must admit that 1 character only is not enough to let you remember which sprite you defined...(in v2, with no zoom parameter, that was 2 characters)
#44
I modified a lot these days...maybe I chose the wrong file when creating the archive
Anyway, Custom Palette is ok in the very last version :
Please upload Sprites v3.1    ( https://tiplanet.org/forum/archives_voir.php?id=549179 )
Inside, you 'll find MARIO.8XP and SQUASH.8XP for testing ;)

Concerning the garbages , don't worry : it's not dangerous, just a little bit of sprites Data
(as the memory area PixelShadow is used)

In fact you can't rewrite over an existing sprite but you can reset all by using PALETTE
When you define a sprite, the program just stores sprites one after the other , and doesn't care of its number (which is just a way for you not to get lost)
Thus when defining sprites the program will associate pointer1 to 1st sprite, pointer2 to 2nd sprite...
the sprite number you put when defining allows you remember which pointer will be used
That's the reason why you have to define sprite 0,1 ,2 ...increasingly

Hope it'll be ok for you :)
#45
I think the same : that's why , for now, the source of function SPRITE is just one line:

   jp      $e308b5

:)

I'm still thinking about the eventual zoomed display routine...If I choose to add it, it would be located in function SPRITE....then , no more "one line prg" ... This may slow down
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