Author Topic: Pyro-Sprite Sprite and Image Editor  (Read 14729 times)

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Offline DJ Omnimaga

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Pyro-Sprite Sprite and Image Editor
« Reply #30 on: August 04, 2006, 11:55:00 am »
YOU HAVE GRAYSCALE??????????????????????????????? o.oblink.gifO_Oshocked2.gif great!

Dragon__lance

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« Reply #31 on: August 04, 2006, 03:33:00 pm »
that sounds uber sweeet! :thumb:thumb.gif keep it up! *screenie of awesome gs!

Demon

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« Reply #32 on: August 04, 2006, 06:56:00 pm »
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.

Offline DJ Omnimaga

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« Reply #33 on: August 05, 2006, 01:05:00 am »
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 ^^.

Demon

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« Reply #34 on: August 07, 2006, 07:32:00 am »
Sure.
---
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.

Dragon__lance

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« Reply #35 on: August 07, 2006, 10:58:00 am »
sweet! a mouse! Great work Pyro xp2k! :thumb:thumb.gif I'm very anxious to see how the GrayScale works! :Dbiggrin.gif

Demon

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« Reply #36 on: August 07, 2006, 02:05:00 pm »
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.

Offline kalan_vod

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« Reply #37 on: August 07, 2006, 03:47:00 pm »
PTI can do all the 83+/SE/84 lines, and I think that is kevins spritesheet though that tifreak8x put online :Ptongue.gif. Looks good though, I just don't see how the mouse is moving too fast XDsmiley.gif.

Offline DJ Omnimaga

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« Reply #38 on: August 08, 2006, 10:37:00 am »
hmm why does it flash all the time? I guess its cuz the lcd is updated sometimes when the screen dissapear right?

Demon

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« Reply #39 on: August 08, 2006, 11:15:00 am »
1.  Probably 'cause I have the momentum setting on PTI too high.
2.  It's a TI-83+. :)smile.gif  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.
-----
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.

Offline DJ Omnimaga

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« Reply #40 on: August 08, 2006, 11:45:00 am »
yea pti and other emu make things flicker a lot sometimes, even at SE speed, on calc it must look much better :)smile.gif the features planned sound very cool

Demon

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« Reply #41 on: August 08, 2006, 03:51:00 pm »
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).

Offline DJ Omnimaga

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« Reply #42 on: August 09, 2006, 01:38:00 am »
i c, any screenie demonstrating it ?

Demon

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« Reply #43 on: August 09, 2006, 07:54:00 am »
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.

user posted image

Offline DJ Omnimaga

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« Reply #44 on: August 09, 2006, 09:04:00 am »
wow O_Oshocked2.gif that look like ti os ones O_Oshocked2.gif nice job on it!