Author Topic: 4-level grayscale sprite editor  (Read 18733 times)

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ASHBAD_ALVIN

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Re: 4-level grayscale sprite editor
« Reply #15 on: November 25, 2010, 01:10:07 pm »
oh, thanks man.  I was doing some weird other thing, since I was making my own routine to read nibbles (I can't get axe 0.4.5 onto my calc) and my way involved changing my memory buffers from a 64 byte map into two 64 byte maps into two 8 byte hex sprites, into two strings, into one string O.o

Though I guess pixel testing on the buffers for me would also work as well.

Thanks again. :)

Offline DJ Omnimaga

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Re: 4-level grayscale sprite editor
« Reply #16 on: November 25, 2010, 09:28:33 pm »
Nice, but is it normal that I got this when trying to recall a string? ???

Dj, that is pretty odd. i have no idea what the problem is. if you recall the string in a program, it works perfectly, though. and there really isn't a reason to recall the string to the homescreen if you're using it for Axe anyway, so i don't think i'm going to investigate the problem.

Ashbad, outputting a hex string as tokens or ASCII is the same because you're only using 0-9 and A-F, which have the same token/ASCII values. or in my case i'm also adding in a newline token for Downsider's ease of use.

as for exporting the hex into a string, well, that's easy:
Code: [Select]
GetCalc("Str1",32)->P
"0123456789ABCDEF"->Str1
For(Y,0,7
For(Z,0,1
0->C->D
For(X,0,3
e^(3-X)*pxl-Test(Z*4+X,Y)+C->C
e^(3-X)*pxl-Test(Z*4+X,Y)r+D->D
End
{C+Str1}->{Y*2+Z+P}
{D+Str1}->{Y*2+Z+P+16}
End
End
Ah ok, well, before the junk, it seemed to show an hex string anyway, so it should be ok I guess. Note that I was using TI-83+SE OS 1.13 though, so that might be why. :P

Offline Munchor

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Re: 4-level grayscale sprite editor
« Reply #17 on: November 27, 2010, 09:30:12 am »
oh, thanks man.  I was doing some weird other thing, since I was making my own routine to read nibbles (I can't get axe 0.4.5 onto my calc) and my way involved changing my memory buffers from a 64 byte map into two 64 byte maps into two 8 byte hex sprites, into two strings, into one string O.o

Though I guess pixel testing on the buffers for me would also work as well.

Thanks again. :)

You can't get Axe0.4.5, why?

Offline calcdude84se

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Re: 4-level grayscale sprite editor
« Reply #18 on: November 27, 2010, 12:13:38 pm »
oh, thanks man.  I was doing some weird other thing, since I was making my own routine to read nibbles (I can't get axe 0.4.5 onto my calc) and my way involved changing my memory buffers from a 64 byte map into two 64 byte maps into two 8 byte hex sprites, into two strings, into one string O.o

Though I guess pixel testing on the buffers for me would also work as well.

Thanks again. :)

You can't get Axe0.4.5, why?
He doesn't have a link cable :(
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I'll put it online when it does something.

ASHBAD_ALVIN

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Re: 4-level grayscale sprite editor
« Reply #19 on: November 27, 2010, 12:31:52 pm »
...that works with my calc, my mini usb port is busted, and radioshack didn't have anything that could remotely work.  I'l try best buy/ office depot.

Offline nemo

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Re: 4-level grayscale sprite editor
« Reply #20 on: November 27, 2010, 08:10:00 pm »
alright, so i decided i'm actually going to do something with this. first thing is i need suggestions on the in-editor menu. it'll look, generally, as the attached picture. hopefully it's intuitive enough. you select an option, and a submenu comes up (that's what the dashes indicate). note that under the File tab, after you select New or Open and a size, the Monochrome, 3Lvl Gray, 4Lvl Gray and Masked submenu is implied. anyway, what are some suggestions for it? for example, for the Turn menu should i have it be Clockwise and CC, or Right and Left? i'm leaning to Right and Left because CC is too short but Counterclockwise is too long.


Offline squidgetx

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Re: 4-level grayscale sprite editor
« Reply #21 on: November 27, 2010, 08:14:38 pm »
I think that it would be really cool if each individual menu comes up with F1, F2, F3 or something (Like 2.53 MP :P) That way we can look at the sprite and the menu at the same time. (especially necessary for the Draw menu commands)

As for Clockwise/CC vs Right/Left, Right/Left is probably better

Offline nemo

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Re: 4-level grayscale sprite editor
« Reply #22 on: November 27, 2010, 08:16:37 pm »
that's how i have it set up (: the menu system is nearly completed (it's basically the tabs and then one subroutine which crafts a subroutine based on r1-r6), so i thought i'd post about it now


Offline Downsider

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Re: 4-level grayscale sprite editor
« Reply #23 on: November 27, 2010, 09:02:34 pm »
wow  :D

Offline Darl181

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Re: 4-level grayscale sprite editor
« Reply #24 on: November 28, 2010, 12:40:18 am »
Umm...I'm using this and it doesn't put anything in Str1...the key is [clear] right?
Was there an update or something?
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Offline nemo

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Re: 4-level grayscale sprite editor
« Reply #25 on: November 28, 2010, 12:43:07 am »
hmm.. what calculator/OS?


Offline Darl181

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Re: 4-level grayscale sprite editor
« Reply #26 on: November 28, 2010, 12:51:29 am »
84PBE, 2.43, with omnicalc and calcutil installed.
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Offline nemo

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Re: 4-level grayscale sprite editor
« Reply #27 on: November 28, 2010, 12:55:28 am »
hmm... i'm not sure why it doesn't work on your calculator. there was no update or anything


Offline Darl181

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Re: 4-level grayscale sprite editor
« Reply #28 on: November 28, 2010, 12:59:07 am »
Well, my calculator's been kind of screwed up lately...
I'd have 10 apps on it, ~50000 archive free...
I'd put another 1-page app on it and stuff screws up and it says zero archive left.
On an 84...
It's probably just my calc being odd again :(
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Re: 4-level grayscale sprite editor
« Reply #29 on: November 28, 2010, 01:02:59 am »
Well, my calculator's been kind of screwed up lately...
I'd have 10 apps on it, ~50000 archive free...
I'd put another 1-page app on it and stuff screws up and it says zero archive left.
On an 84...
It's probably just my calc being odd again :(

O.o Tried RAM clearing? That sounds pretty messed up. How long was it like that?
« Last Edit: November 28, 2010, 01:03:12 am by Deep Thought »