Author Topic: Axe Q&A  (Read 587261 times)

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Offline Munchor

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Re: Axe Q&A
« Reply #390 on: May 24, 2011, 04:10:32 pm »
Does it display as grey initially?

Yes for a bit of a second.

Offline Freyaday

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Re: Axe Q&A
« Reply #391 on: May 24, 2011, 04:19:45 pm »
It'll keep doing that so long as you have that RecallPic in there. What's the RecallPic for, anyway?
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Offline Munchor

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Re: Axe Q&A
« Reply #392 on: May 24, 2011, 04:29:34 pm »
It'll keep doing that so long as you have that RecallPic in there. What's the RecallPic for, anyway?

To Recall the image I drew before the loop, I know it's not needed in this particular case, but I'll need it later.

Offline Builderboy

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Re: Axe Q&A
« Reply #393 on: May 24, 2011, 04:33:40 pm »
Note that if you are using greyscale, you *can't* backup images using Store and Recallpic, because those store to the backbuffer, which is used in greyscale.  Remember, to display greyscale, it uses both L3 and L6.  When you StorePic, you store the image to L3, which is not the right place to backup an image if you want to do greyscale

Offline Munchor

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Re: Axe Q&A
« Reply #394 on: May 25, 2011, 11:55:39 am »
Note that if you are using greyscale, you *can't* backup images using Store and Recallpic, because those store to the backbuffer, which is used in greyscale.  Remember, to display greyscale, it uses both L3 and L6.  When you StorePic, you store the image to L3, which is not the right place to backup an image if you want to do greyscale

Ah, thanks then, I won't use the recall/store pic thing anymore then :)

Offline Darl181

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Re: Axe Q&A
« Reply #395 on: May 25, 2011, 10:14:28 pm »
Is there a way to reverse a 1-pixel row and/or column?
Not in 8-pixel chunks, but pixel-for-pixel?
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Offline Builderboy

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Re: Axe Q&A
« Reply #396 on: May 25, 2011, 10:15:47 pm »
Probably the simplest way would be to copy it to a piece of free memory and then copy it back pixel by pixel but with inverted X coordinates.  Slow, but simple.  What are you looking to use this for?

Offline Deep Toaster

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Re: Axe Q&A
« Reply #397 on: May 25, 2011, 10:16:06 pm »
Well, the screen is usually stored in 8-pixel chunks, so if you want to do it in pure Axe I guess you'd have to use a bunch of pxl-Test(s or something :-\




Offline calc84maniac

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Re: Axe Q&A
« Reply #398 on: May 25, 2011, 10:22:07 pm »
RectI()?
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Offline Builderboy

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Re: Axe Q&A
« Reply #399 on: May 25, 2011, 10:26:52 pm »
He wants to laterally flip it, not invert it i think.

Offline calc84maniac

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Re: Axe Q&A
« Reply #400 on: May 25, 2011, 10:27:21 pm »
He wants to laterally flip it, not invert it i think.
Ah, I see.
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Re: Axe Q&A
« Reply #401 on: May 25, 2011, 10:27:34 pm »
Er in that case, what do you mean by reverse? Change each pixel or flip a block of pixels?




Offline Darl181

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Re: Axe Q&A
« Reply #402 on: May 25, 2011, 10:33:20 pm »
RectI()?
Not invert the pixels, but flip them.  Like, 11100001 would become 10000111

Just had a thought.  Would FlipH work?  Thinking about it, sprites are 8-pixel-wide chunks...
Actually, just realized sprites are 8*8 and there's 12 chunks of data :P

What are you looking to use this for?
A way to flip the screen 180owith an animation, and b/c there doesn't seem to be a plausible way of making the screen look like it's rotating...
This post and a couple of others after it.
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Offline Builderboy

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Re: Axe Q&A
« Reply #403 on: May 25, 2011, 10:35:23 pm »
Instead of turning it, how about mirroring it instead?  The way I achieved the effect in the post you linked to was to simply clear the screen towards the center, and then redraw a flipped tilemap from the center.

Offline Munchor

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Re: Axe Q&A
« Reply #404 on: May 26, 2011, 04:59:40 pm »
I have a 4*4 sprite (no tilemapping, just a sprite).

I have another sprite, 4*4.

I know the X and Y coordinates of both.

How to know if the latter sprite is touching the first one? Is it a too long code?