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Omnimaga
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Axe
(Moderator:
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4 level grayscale with 97 sprites drawn every frame
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Topic: 4 level grayscale with 97 sprites drawn every frame (Read 12867 times)
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TIfanx1999
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Re: 4 level grayscale with 97 sprites drawn every frame
«
Reply #15 on:
May 11, 2010, 09:06:03 am »
Looking nice! I'm waiting to see how a scrolling tilemap will look as well!
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Quigibo
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Re: 4 level grayscale with 97 sprites drawn every frame
«
Reply #16 on:
May 11, 2010, 02:44:03 pm »
Just thought I'd mention I wrote a 4 level grayscale routine today for the next version and it seems to work very nicely. The only problem is that it needs to be initialized before you can start using it, so you need to add one extra command to the top of your code, but the code itself is tiny.
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___Axe_Parser___
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DJ Omnimaga
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Re: 4 level grayscale with 97 sprites drawn every frame
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Reply #17 on:
May 11, 2010, 02:44:57 pm »
Aaaah good to hear. Will that one also have two separate routines , one for 6 MHz and one for 15 MHz?
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ztrumpet
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Re: 4 level grayscale with 97 sprites drawn every frame
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Reply #18 on:
May 11, 2010, 04:04:13 pm »
That sounds really nice! I can't wait to see what's possible with it!
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Re: 4 level grayscale with 97 sprites drawn every frame
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Reply #19 on:
May 13, 2010, 03:54:17 pm »
Wow. Axe is just too good. Somehow I get the feeling we'll be seeing some amazing grayscale games in the future.
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DJ Omnimaga
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Re: 4 level grayscale with 97 sprites drawn every frame
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Reply #20 on:
May 13, 2010, 04:26:00 pm »
Yup. One big advantage of Axe over ASM is that you don't need like 30 lines of code to do some simple stuff and can easily do it very fast and on-calc. And I think my program shows it by the fact Axe 0.2.3 doesn't even have a 4 level grayscale routine at all, it has to be done manually
Not only that but Axe introduces you to how calc RAM works without having to learn ASM.
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4 level grayscale with 97 sprites drawn every frame