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I am still making my sprite editor. I've already made one but now I am making it better with a GUI and everything.
EDIT: Updated. Screenshots are below.
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wow that look cool!, how big is it so far? That reminds me omnicalc font editor ^^
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It's pretty big, yet it's pretty small.
Acutally, the only big thing is it's chain of dependencies, which has become as bad as a Linux program's. The good thing about this is that it saves a crapload of space. With [shared] dependencies like this, I think a package manager is in order :)
------------------------------------------------------------------------------
Dependencies and Space Info
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Total RAM required: 6500 (including temp usage)
Total FlashROM required: 16K (for XLIB)
Dependencies: 26 as of 7/13/06
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still its cool, can all the programs be in RAM? Because then you could bundle them all in a BASIC builder app? That way if you need to test your game when you are not using the editor you have all your RAM back
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That looks pretty neat B)
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wow I never seen a sprite editor looking that great before on calc O_O
so much sutff as well.
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Yep. And I improved it again in the last two days.

EDIT: Note - updated. But this is the most recent animated screenshot, and I'll update it soon. You can download the beta release below.
- It's smaller and faster. It now it uses up only 3346 bytes of RAM (Without any mods, and excluding xLib). Half of what it used to.
- It saves your batteries when idle.
- You can do things more a whole bunch of sprites at once.
- Except for xLib, it now uses nothing but my own subroutines (unless you use the ONBLOCK mod).
- You can now easily mod the editor to how you like it by inserting code in the "mod files". This is a better idea compared to making changes to the editor itself 'cause if you mess up, you just take out the buggy code in the mod file and the editor will work again.
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wow that keep getting better and better O_O
its the best editor i ever seen!
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looks extremely great!! Awesome work! :thumb:
Lolje's got some competition ;)
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New features:
- A better intro screen.
- Detects whether xLIB is installed and whether you have enough RAM to run.
- The pixel editor has been optimized a little bit more, and uses up a little bit less room. And it has been made modable so you can add your own keyhooks.
- The program and it's libraries clean up after themselves dynamically, saving you memory as you go (and just in case of a crash, there isn't much to clean up - otherwise, just rerun the program and exit and that will clean up most of the tempvars used.
Removed features:
- The move feature because it can overwrite itself and delete part of your sprite sheet (or at least the selection). Use the copy function instead and delete parts you don't need.
Currently:
Writing the instructions. The editor is expected to be released this week.
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ahhhh, very nice!! Can't wait to give it a run! :thumb:
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Here it is! Finally!
It is a beta, and has no bugs that I know of (but tell me if you find any problems or wieirdness. I'll keep doing tests tonight and probably add more features before I finalize the release).
I have not gotten the Mod Developing guide finished, but I have gotten all of the base instruction, two mods, and how to install them.
Once I get that finished, and I probably will tonight, then I will repackage and release the editor on ticalc.org.
EDIT: Updated. This is the second beta release. Some things have been fixed.
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Bug I've already found:
I found an bug in the copy function. I think I forgot to set part of it up for the 4-pixel stepping of the cursor, so it copies more than it should. But the stepping is being set back to 8 pixels since I just added a feature that will let you see where traversing lines meet up so there will be no need for 4-pixel stepping.
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wow awesome I'll give this a try whenever I get some time! :D *cough*unreal tournament*cough*
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lol,xlibman! :)
anyways, i tried out the editor,it's great! I really like it that you can zoom and edit the pixels.One side note-i wish there were some hotkeys,and maybe custom size pixel editor,supports 16*16? Other than that, i love it :thumb:
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QUOTE |
i tried out the editor,it's great! |
>> Thanks! :)

QuoteBegin
-->QUOTE |
One side note-i wish there were some hotkeys |
>> You could make a mode for this. But I'm still working on the development guide...
QuoteBegin
-->QUOTE |
...custom size pixel editor... |
>> Hmm... that could be done, since the editor is a bit dynamic (only one variable needs to be changed to resize the whole thing).
QuoteBegin
-->
>> I tried 16 by 16 support once. It's awesome but it is hella-slow to load (and not to mention the memory requirements would go up substantially). But I'll play around with the editor again and maybe make it ask if you're editing an 8x8 or a 16x16 and then resize accordingly.
On a side note, the 4x4 bug got fixed.
EDIT: Whatever of these I can figure out I will include in the next release. The new release (below) has bugfixes and will give you time to test drive it while I work on the third release.
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your avatar is awesome
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QuoteBegin-mdjenkins86+Jul 18 2006, 10:28 PM-->
QUOTE (mdjenkins86 @ Jul 18 2006, 10:28 PM) |
your avatar is awesome |
and animated :lol:

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Here is the second beta release. The bug has been fixed. Two new features added including inserting text. Some subs have been changed. More has been added to the instructions. Still havent finished the modding development guide, but I've come up with some tips if "...the 'Beast of BASIC' within you can't wait...".
It should also be on ticalc.org soon...
EDIT: It is: http://www.ticalc.org/archives/files/fileinfo/389/38925.html
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wow thats great, I'just tried it, only problem is that pressing "F" like said in the readme (to flip sprite) didnt do anything :(
, just wanted to let you know about this
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The 'F'-key flip only works from the pixel editor.
If you're on the editing screen, hit second twice on the sprite you want to flip (or second, then drag with the arrow keys and second again if you want to flip a bunch of sprites) and select 'Flip' from the menu.
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QUOTE |
....custom size pixel editor...supports 16*16? |
Feature has been added. You will be able to choose from 8x8, 16x18, 16x8, and 8x16 sprites. (On a normal TI-83+, note that each multiple of eight will take four extra secodnds to load).
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sound cool ^^
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Attached: Force-save Mod.
Description: This lets you force-save a pic. Usually the editor saves as soon as soon as you make a change (or when you save changes in the pixel editor), but someone told me it was having some problems with high pic numbers, so I made this mod.
Install it by sending it to your calc and adding the following line to XPSE2:
prgmXPSE2FSV
To use it, press 'S' and you should see the screen flash twice when it saves.
NOTE: You WILL have trouble saving to pics 250 and up, as these are reserved for ZCGS.
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oooh sound nice I'll try asap
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Info about the next version:
- It will lust for speed, trying to use as less RAM as possible. I've optimized the hell out of it. Movement is pretty fast on the normal 83+, and this thing should blaze on the SE's and the 84.
- Frills (like the animated intro/exit screens, etc.) are being removed to save space and speed things up. The UI will take some getting used to.
- Those APSEn files have been removed. Mods can be added by editing PSEK (for keyhooks) and APSE (for anything you need to run at startup/exit/in the getKey loop). Just remember to back up just in case you screw up.
- TI-OS's getKey is not used anymore, but xLIB's is. Much faster.
- A tilemapper is being made. The cursor navigation and map scrolling is split up so it goes hella-fast.
- You will be able to directly edit a sprite without having to go into the pixel editor.
-16 x 16 sprite and tilemap support.
- It's possible that I may add grayscale and animation support to let you preview how your B/W or GS sprites and how animated sprites will look against different backgrounds. Again, I said the word "possible".
- The mod development guide (finally).
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cool,another thing to do....no offense...but i doin't really like the TI-OS menues,it'd be cool to see a custom menu :)
but sounds sweet anyways! i'd love to see the animation backgrounding,that'd be awesome! :)
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Unfortunatly I probably won't add a custom menu because even though it looks nice, it's not as fast, would add uneeded dependencies (and use more RAM).
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it doesnt really matter i think, especially if its a tool to make basic images/sprites/etc otherwise it would take too much space for nothing, unless ti os menu cause ERR:MEMory
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how is it progressing?
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It's been a while but I got the tilemapper made, and I'm working on the greyscale stuff.
The mapper uses internal subs and the editor program back and forth when selecting sprites, so it is kind of slow but it's really nice 'cause you can edit a sprite before you select it.
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YOU HAVE GRAYSCALE??????????????????????????????? o.o
O_O
great!
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that sounds uber sweeet! :thumb:
keep it up! *screenie of awesome gs!
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That reminds me, I need to go complile PinderTI (again?! - why can't I stay with ONE OS!?).
Here are some ideas I want to or am trying to implement right now:
>> Make the editor let you edit and preview in B&W or 3- and 4-layer grayscale modes without having to select sprites and animate them to see how they will look. Plus you won't have to worry about trying to figure out how to make the pics that make up your grayscale sprite look because you would be able to edit them all at once when you are editing the sprite, hitting 2nd for a lighter shade of gray. Also I want to do this with the tilemapper, too.
>> Three-screen editing. The first screen will be the editing screen, the second will give information or maybe show you the real command for the selected sprite or something, and the third will be the homescreen, where prompts and other info, and menus, etc will show up. The will make grayscale more possible on the normal 83+ since it won't have to keep updating the whole screen. This will be done for the tilemapper, too.
>> Put powersaving back in 'cause the GS will probably eat the hell out of your batteries.
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very cool ideas, when finished do you think I could add it to the RPG programming tools archive here? It look like it would be a great addition to the download section, i cant wait to try the new version ^^.
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Sure.
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Progress
1. I decided to make it full-screen. And fullscreen grayscalle seems to be still pretty fast even on the normal 83+.
2. You can already get different shade pixels by pressing 2nd, mode, or del, and it will turn them on on the correct pic.
3. There's a mouse, finnally, but it goes way too fast and needs to be slowed down.
4. Got rid of a bunch of subs. The whole editor only uses up around 2- and 3k right now.
I'll put a screenshot as soon as I figure out why I can't keep the mouse in drag & select mode.
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sweet! a mouse! Great work Pyro xp2k! :thumb:
I'm very anxious to see how the GrayScale works! :D
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Here is a screeenshot. I had to thin the frame count to make it under to max file size so it goes a little faster than it should. Yeah, it kind of sucks because I don't have a TI-84+SE and there's not an emulaor besides tilem that will mess with an 83+SE rom image.
And, yes, that is freakti8x's example spritesheet from the grayscale guide.
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PTI can do all the 83+/SE/84 lines, and I think that is kevins spritesheet though that tifreak8x put online :P
. Looks good though, I just don't see how the mouse is moving too fast XD
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hmm why does it flash all the time? I guess its cuz the lcd is updated sometimes when the screen dissapear right?
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1. Probably 'cause I have the momentum setting on PTI too high.
2. It's a TI-83+. :)
If I could get the 83+SE rom to work with PindurTI (or if I find one for an 84+/SE) then it would probably work better.
3. It save changes as you make them, so it recalls the proper layer, draws, and saves.
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Progress
- You can now draw ovals, and you can control the precision at which it draws them.
- You can make the mouse jump to specified coordiantes on the screen.
Todo
- Make all basic geometric shapes availible (like triangles and stars, etc.)
- Get the tilemapper back up and going and with GS support.
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yea pti and other emu make things flicker a lot sometimes, even at SE speed, on calc it must look much better :)
the features planned sound very cool
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I was messing with the circle drawing routine and I found out how to draw circles with lines instead of dots, so it draws polygons.
c1-->CODE |
ec1:real(0 :57→A:31→B :10→C:10→D :A→N:B→I% :C→PV:D→Fv :30→PMT :While 1 :For(θ,1,360,PMT :real(12,0,int(N+PVsin(θ)),int(I%+Fvcos(θ)),int(N+PVsin(θ-PMT/1.1)),int(I%+Fvcos(θ-PMT/1.1 :End :End :Pause :ClrHomec2 |
ec2
Problem with this code is it does not draw very accuratly. The lines appear connected together, but there are a few overshots here and there depending on the precision (last number in the For command), and plus it's not "even" (some sides or edges end up longer than others and it looks weird).
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i c, any screenie demonstrating it ?
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Never mind, I got it, and plus I made it way, way, better. It will take care of triangles, squares, circles, and you can create some awesome designs with it, too. And here's some screenshots:
Technical:
The default functions I used for the circle are:
x1: A+Csin([theta]
y1: B+Dcos([theta]
x2: A+Csin([theta]-U
y2: B+Dcos([theta]-U
Where U is the increment in the For loop, so let me know if thisis incorrect.

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wow O_O
that look like ti os ones O_O
nice job on it!
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The Good News: Yay, I finished both the editor and the tilemapper last night and had them both ready to be realeased.
The Bad News: I tried to rename something in MirageOS, accidentally hit 2nd (butterfingers), and wiped everything out! :cryveryloud:
And to make me feel worse, I never even bothered to back up after I finished making changes, so now I got to start all over again... :banghead:
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awwwwwwwwww,that sux big time! I was really lookin forward to the new tilemapper and editor :D
always remember to back up next time ;)
(*Dl glares at mirageOS,hugs CrunchyOS)
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uuuhm. ouchie? o.o

I hope you get back on track soon...
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Phew, well, luckily I found a more-recent-than-backup copy on the computer, so I'll work on it in Graphlink and PTI -- like I should be doing in the first place, and would of been finished weeks ago if had done so -- and try to finish it very, very fast.
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ouch i hoppe yoiu didnt lost too much stuff :(
keep it up tho :)
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Just to add my personal opinion. I think it has never been safe to have MirageOS + BASIC programs. So I generally warn people not to use MirageOS and BASIC programs, unless I am completely missing what you where doing
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thats true, I used to make all my BASIC games mos compatible (even ROL3 is mirage OS compatible), but there have been lot of problems with basic + mirage in the past, and even if all bugs were fixed we never know when one may strike while doing some weird BASIC operations. It's even less safe if you use asm libs in your program (like ROL3)
sometimes I ponder deleting mirage os from my calc. Nowaday I mostly play new asm games on emu anyway and the only time where I use mirage os is when editing one of my very very old BASIC games that was locked from mirage OS (now its not a pb anymore cuz I dont lock my BASIC programs anymore)
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The only reason I even use MirageOS is because of the renaming support. If someone writes a program that lets you easily rename anything on your calc without all at grouping and Rcl business, then I would happily switch back to CrunchyOS.
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oooh I c, yeah I forgot about that I hate how you cant rename some programs from groups and I like how in mirage you can rename progs without having to copy code to new one (which take lot of ram and can lead to problems when you have low memory)
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I really need to start working on something else - especially my contest entry, so I am going to prerelease the editor and let everyone else who wants to take a shot at adding things to it as soon as I write a short guide.
As for the tilemapper, I do not have the whole tilemapper code any longer, but I do got the part that imports and the keyhooks.
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i hope it wont die, good luck on your projects pyro , that editor sound near I tried the previous version and whenever I get the time I may even add it to the rpg archives (the other part of the omnimaga website)
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QUOTE |
Pyro's Sprite Editor v1.0b3 (PyroEdit)
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:(
sorry to hear, dont give up on the coding tho, seeing your skills you could do really awesome stuff for calcs (you alerady did with this editor ;)
)
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Just set this on hold, and work on a side project. It has come such a long way, and it is getting better each update!
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yeah I would recommend that, maybe later you'll find motivation to work on this again, even if it take a while ;)
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Well... I know I said I was giving up on it, but I guess not now 'cause I'm back working on it again. I'm finally doing sprites now, but the editor started getting on my nerves, plus I got like 2-something games all packed into CrunchyOS -- yay, I finally switched! :lol:
-- and I didn't think about the fact that I was going to have to back up (doh!). Now I got to make it and my spites fit in the 10k of archive space I have left :P
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cool, good to hear more work on it! Glad to hear you made the switch to CrunchyOS, i love it and it's the best! :D
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Newly added features:
- You can copy sprites across different pics.
- The xLIB code generator is back.
- There is an option menu to turn off the splash and turn off, and confirmation messages (Expert mode)
- "Save Image" confirmation message, that are displayed after some drawing functions just in case you have butterfingers (like me) and made the wrong change.
- Deletion recovery. If you accidentally erase your sprite pic, you can resurrect it by simply turning a pixel on and/or off.
- Sleep feature is back (was it there?)
- Easy jumping.
- Sprite moving remembers last location.
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w00t awesome to see progress, nice features. Will the name change to FUll-metal sprite editor or something like that?
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That does have a nice ring to it...
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pyro is cool, I was just wondering since you changed your nick ^.^
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I worked hard yesterday, and now I'm almost done with everything.
-- Added features... --
(Global) Automatic dependency checking
Programs are archived to save RAM
"Smart" ROM->RAM extraction to save space
Combined tilemapper
-- Copy and paste
-- Map templates (right now, only two outter-wall templates).
-- Graphical input (instead of the homescreen)
-- Imports map programs and matrices
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nic to see new progress, I hope to see it in action soon
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I think you should give this program some features like Paint and have it like magnify the sprite by 3x and show a thumbnail true size realtime sprite on the right so then paint users can easily adapt and make it quicker when developing on calculator
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If only I knew ASM...
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Killerplayer should teach you %)

well it would be cool cuz you could code stuff directly on the computer, but learnign asm is overhelming x.x
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Sure I could teach Demon in a private one on one session or something of a sort on mIRC or somewhere else but yes if he wants to then all he needs to do is ask me by putting a post up or sending me a pm because I want to see more people in omnimaga get into ASM
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me too, those who got into asm threatened to leave and join maxcoderz or revsoft a while ago :'( its not how we are gonna get asm programmers here too :(
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QUOTE |
...if he wants to then all he needs to do is ask me by putting a post up... |
Sure.
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hmm ok cool demon I will be on later to help you and also xlibman people who threatened to do that are ******** because that is like being on Polyphonic digital and then saying that you are going to go to ubisoft o well I will be here til this place shuts down
OMNIMAGA FOREVER
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that's lot of enthusiasm o.o
at least I'm glad you are staying even if you code asm :)
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we've always been open to all kinds of programmers haven't we? btw, when did the ASM programmers threaten to leave?
xlibman and Demon: I'm always happy to help you guys learn ASM :)
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Well i remember kalan vod saying he wasnt into basic anymore because he was learning asm and he kinda stopped coming here for a while when he learned it, and i believe some staff seemed interested in MC staff position when they started learning asm and i was afraid i would lose them