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i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13
Quote from: FinaleTI on June 04, 2010, 06:09:53 pmRight now I'm trying to see if there is a less memory intensive way of storing the text than I already am. Right now the text is compressed as either a hex or binary sprite, which is then OR'ed over the text box when the screen is displayed. Only problem is that it's ridiculously memory intensive compared to just storing the text in a string. Yet, if I use the TI-OS's Text( routine or even Celtic III's identity(10 routine, it's slower to display than what I would like. So I'm not sure what to do.If you set the buffer flag when displaying text, the text is drawn to the buffer instead of the screen which is much much faster. And then, when the screen is updated, it displays it all at once instead of that scrolling effect. You can write an external assembly program (or even an Axe program) that toggles the flag for you. You would only need to call it once in the beginning and then once at the end to set it back to normal.
Right now I'm trying to see if there is a less memory intensive way of storing the text than I already am. Right now the text is compressed as either a hex or binary sprite, which is then OR'ed over the text box when the screen is displayed. Only problem is that it's ridiculously memory intensive compared to just storing the text in a string. Yet, if I use the TI-OS's Text( routine or even Celtic III's identity(10 routine, it's slower to display than what I would like. So I'm not sure what to do.