Author Topic: HP-Prime prototype performance test: color graphic programs  (Read 35092 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
Re: Re: Re: HP-Prime prototype performance test: color graphic programs
« Reply #75 on: August 21, 2013, 10:26:33 am »
Wow 5 FPS is actually pretty darn good considering that is BASIC. Even the CSE has an hard time pulling this with pure ASM when in 320x240 mode.

SO basically no scrolling unless you want your game to scroll tile by tile, but pretty fast sprite movement and no long map loading :D

Now to figure out how to avoid having to keep a bunch of tiles displayed to the right side of the screen >.<

Hi, Just try :

EXPORT Sprite()
BEGIN
DIMGROB(G1,16,239);
FOR Z FROM 0 TO 239 DO
RECT_P(G1,0,Z,16,Z+1,RGB(IP(RANDOM(256)),Z,240-Z));
END;
WHILE 1 DO
FOR X FROM 0 TO 19 DO
FOR Y FROM 0 TO 14 DO
V:=16*IP(RANDOM(14));
BLIT_P(G0,16*X,16*Y,G1,0,V,16,V+16);
END;
END;
END;
END;

It's cuirous that INT works for Integer Part. The correct keyword accordind the help is IP  (INT is for calculate Integral)
actually that post you quoted was kinda old and outdated, since I figured out since then why DIMGROB and BlIT weren't working with G1 to G9. Thanks anyway though!