Author Topic: Drawstat Mario sprite moving at 1.5 FPS (pure-BASIC)  (Read 3957 times)

0 Members and 1 Guest are viewing this topic.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Drawstat Mario sprite moving at 1.5 FPS (pure-BASIC)
« on: October 24, 2011, 04:12:10 pm »
It would be nice if eventually someone made a tutorial on making sprites and pics using Drawstat commands. I just found this on PC website: http://www.planet-casio.com/Fr/programmes/programme1781-1-mario-purobaz-jeu-action-sport.html

The mario sprite manages to move at 1.5 FPS. This is not very fast, but it's a big step foward considering with pixel-on we can only draw 3 pixels per second. O.O
« Last Edit: October 24, 2011, 04:12:29 pm by DJ_O »

Offline pokemonrules9

  • LV1 Newcomer (Next: 20)
  • *
  • Posts: 16
  • Rating: +2/-0
    • View Profile
Re: Drawstat Mario sprite moving at 1.5 FPS (pure-BASIC)
« Reply #1 on: October 24, 2011, 04:31:56 pm »
I clocked it at 1.75 FPS, but maybe that's just me :P  But wow! I had no idea that the prizm had that kind of potential for sprites  :o  Hopefully this means a bright future for Casio prizm programming!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Drawstat Mario sprite moving at 1.5 FPS (pure-BASIC)
« Reply #2 on: October 26, 2011, 04:29:41 am »
The bad part, though, is the 0.3 seconds delay between sprites. As a result filling the entire screen with a tilemap might almost take a minute depending of the sprite size. X.x