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then... you can draw 4 sprite 8x8 for make one sprite 16*16 !
I am looking for something ligit, not displaying a bunch of 8x8 sprites together.
Next time RTFM.
Bitmap(X,Y,BMP);Bitmap(X,Y,BMP)ʳ;Bitmap(X,Y,BMP,BUF);Bitmap(X,Y,BMP,BUF,MODE) Key:Tangent(): Draws a bitmap to (X,Y) on the main buffer, back buffer, or specified buffer respectively. The bitmap data should have in order: width (1 byte), then height (1 byte), then the rows of the image padded with zeros to the nearest byte. Mode 0 is "Pt-On" logic and Mode 1 is "Pt-Change" logic. Mode 0 is used if unspecified.
I think that the Bitmap( command does what you are looking for. Next time RTFM.
Data(14, 19) -> GDB1[FFFC first row but the two pixles in the end should be zero (this is because you can't end the row with just half a byte(this is meant by the "the rows of the image padded with zeros to the nearest byte."FFFCFFFC... now you have three rows of blackcomplete the 16 other and throw a ] at the end...FFFC]
Bitmap(X,Y,GDB1
First you need your Bitmap data.so for example lets draw a 14x19 bitmap Code: [Select]Data(14, 19) -> GDB1[FFF3 first row but the two pixles in the end should be zero (this is because you can't end the row with just half a byte(this is meant by the "the rows of the image padded with zeros to the nearest byte."FFF3FFF3... now you have three rows of blackcomplete the 16 other and throw a ] at the end...FFF3]Your Bitmap is now stored at GDB1To display it just callCode: [Select]Bitmap(X,Y,GDB1I don't use the Bitmap() often, so correct me if I made a mistake somewhere
Data(14, 19) -> GDB1[FFF3 first row but the two pixles in the end should be zero (this is because you can't end the row with just half a byte(this is meant by the "the rows of the image padded with zeros to the nearest byte."FFF3FFF3... now you have three rows of blackcomplete the 16 other and throw a ] at the end...FFF3]
Well actually it doesn't matter what you have in the last pixels as the Bitmap( command will crop it anyway.