Author Topic: Large masked sprites?  (Read 5536 times)

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Offline Raylin

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Large masked sprites?
« on: September 16, 2010, 05:29:08 pm »
How do you do it in Axe outside of a million Pt-Mask() commands?
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SirCmpwn

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Re: Large masked sprites?
« Reply #1 on: September 16, 2010, 06:47:23 pm »
You could write a custom bitmap routine, I guess.
I'm several versions behind on Axe, I haven't even seen Pt-Mask.  Advance Wars uses its own masked sprite routine.
« Last Edit: September 16, 2010, 06:47:52 pm by SirCmpwn »

Offline Raylin

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Re: Large masked sprites?
« Reply #2 on: September 16, 2010, 06:48:47 pm »
What was your solution to that, Sir? Could you input arbitrary numbers for the size of said bitmap?
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SirCmpwn

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Re: Large masked sprites?
« Reply #3 on: September 16, 2010, 06:59:40 pm »
Well, you can define them at compile time, and you can use SMC to define them at runtime.

Offline Raylin

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Re: Large masked sprites?
« Reply #4 on: September 16, 2010, 07:04:42 pm »
Hmm...

How would one make his own masking routine?
What are the basics of masking?
« Last Edit: September 16, 2010, 07:12:02 pm by Raylin »
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SirCmpwn

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Re: Large masked sprites?
« Reply #5 on: September 16, 2010, 07:13:39 pm »
Well, I made one sprite completely black (sprite A), and the other one was just the white pixels (sprite B), then I used Pt-On first with sprite A, then Pt-Change with sprite B on top.

Offline Raylin

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Re: Large masked sprites?
« Reply #6 on: September 16, 2010, 07:30:54 pm »
PICS OR IT DIDN'T HAPPEN.
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SirCmpwn

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Re: Large masked sprites?
« Reply #7 on: September 16, 2010, 07:32:10 pm »
No.  I'm having trouble sending things between my calc and my computer.  Just try it on your own, it will work.

Offline calc84maniac

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Re: Large masked sprites?
« Reply #8 on: September 16, 2010, 08:03:26 pm »
This is actually how masking is done in xLib too (though most people prefer using AND/OR masking, but AND is not an option in Axe)
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Offline tloz128

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Re: Large masked sprites?
« Reply #9 on: September 16, 2010, 08:05:45 pm »
I used XOR to do sprite masking in my axe game. I would draw on one sprite that contained black for everywhere that I wanted to be masked using OR logic (Pt-On), and I would draw a sprite over that with black for all the areas of the masked sprite I wanted white using XOR logic (Pt-Change).
EDIT: oh wait, SirCmpwn already said that
« Last Edit: September 16, 2010, 08:11:36 pm by tloz128 »
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Offline Raylin

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Re: Large masked sprites?
« Reply #10 on: September 16, 2010, 08:24:34 pm »
Quigibo? Any ideas? Maybe add in this badass feature (masked bitmaps)?
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Offline DJ Omnimaga

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Re: Large masked sprites?
« Reply #11 on: September 16, 2010, 08:28:23 pm »
I would like this feature. I think it uses TI's routine, though, so I am unsure how it can be modified.

Offline Quigibo

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Re: Large masked sprites?
« Reply #12 on: September 16, 2010, 08:47:47 pm »
The Pt-Mask() is a way to automate exactly what SirCmpwn was talking about.  There isn't a way to optimize it further outside of writing an Asm routine.
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Offline Raylin

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Re: Large masked sprites?
« Reply #13 on: September 16, 2010, 09:34:25 pm »
Is there ANY WAY to mask huge sprites without the Pt-Mask()?
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Offline Quigibo

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Re: Large masked sprites?
« Reply #14 on: September 16, 2010, 09:54:10 pm »
You can write a gazillion pxl-change()/pxl-on()/pxl-off() but that's really slow.  Like I said, your only other option is inline assembly or multiple Pt-Mask() routines.
« Last Edit: September 16, 2010, 09:54:54 pm by Quigibo »
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