Author Topic: ridiculously fast sprite routine by me  (Read 6488 times)

0 Members and 1 Guest are viewing this topic.

elfprince13

  • Guest
ridiculously fast sprite routine by me
« on: May 25, 2006, 11:55:00 am »
I just wrote a routine which can display 96 8*8 sprites in 20 seconds in pure Basic.  :Ptongue.gif

Anybody interested in seeing it?

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
ridiculously fast sprite routine by me
« Reply #1 on: May 25, 2006, 12:15:00 pm »
PLEASE O_O show at least a screenie? Is editing them easy though?

Offline Radical Pi

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1143
  • Rating: +5/-2
    • View Profile
    • RealityRevolution
ridiculously fast sprite routine by me
« Reply #2 on: May 25, 2006, 12:23:00 pm »
That's the whole screen... o.oblink.gif
but how filled in are the sprites?
One of these days I'll get a sig I'm really proud of.

elfprince13

  • Guest
ridiculously fast sprite routine by me
« Reply #3 on: May 25, 2006, 12:28:00 pm »
QuoteBegin-xlibman+May 25 2006, 06:15 PM-->
QUOTE (xlibman @ May 25 2006, 06:15 PM)
PLEASE O_O show at least a screenie? Is editing them easy though?

:D lemme copy it over to my computer.
And editing does require a little more though than your average sprite work--and the size can range from 5 bytes to 120 bytes--, but for 8*8, especially if you are converting them from another game anyway, it isn't too bad. And it should work nicely for 16*16's too, although I haven't tried it.

QuoteBegin
-->
QUOTE
That's the whole screen... o.oblink.gif


exactly. Ive toned it down to 77 (11 columns by 7 rows) to make it look prettier, and for a normal map (e.g. without every tile filled) it only takes about 7 seconds.

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
ridiculously fast sprite routine by me
« Reply #4 on: May 25, 2006, 12:50:00 pm »
can you have 9x9 sprites and 10x10 sprites for example? thats the good thing I like with pure basic sprites

Offline Radical Pi

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1143
  • Rating: +5/-2
    • View Profile
    • RealityRevolution
ridiculously fast sprite routine by me
« Reply #5 on: May 25, 2006, 12:52:00 pm »
Ohh, I want to see it in action!
One of these days I'll get a sig I'm really proud of.

elfprince13

  • Guest
ridiculously fast sprite routine by me
« Reply #6 on: May 25, 2006, 01:13:00 pm »
@xlibman: of course, its just the screen dimensions aren't nearly as nice for such things.



user posted image

and for download:

http://rancidmoose.unitedti.org/members/software/ticalc/RTSPRITE.zip

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
ridiculously fast sprite routine by me
« Reply #7 on: May 25, 2006, 01:18:00 pm »
wow look nice I should try to mess with it asap

I dont mind the screen dimensions problems, some asm games werent even full screen :D in 10x10 you would only lose 3 pixel height and 5 pixel width with a 6x9 map


Offline Radical Pi

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1143
  • Rating: +5/-2
    • View Profile
    • RealityRevolution
ridiculously fast sprite routine by me
« Reply #8 on: May 25, 2006, 01:24:00 pm »
Wow, its fast!
So how do you make sprites for it? :)smile.gif
One of these days I'll get a sig I'm really proud of.

elfprince13

  • Guest
ridiculously fast sprite routine by me
« Reply #9 on: May 25, 2006, 01:34:00 pm »
First you try to see the lines (and individual pixels if you can find groups of 2) in the sprite, but without overlapping if possible.
Second you use a for loop to transform half the lines to the other half.

if you have one extra line or one extra pixel, stick that outside the loop.

if you have both, just put the line inside the loop, and make it so the start and endpoint are the same second time around.

Offline Ranman

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1354
  • Rating: +83/-0
    • View Profile
ridiculously fast sprite routine by me
« Reply #10 on: May 25, 2006, 06:27:00 pm »
QuoteBegin-elfprince13+May 25 2006, 05:55 PM-->
QUOTE (elfprince13 @ May 25 2006, 05:55 PM)
I just wrote a routine which can display 96 8*8 sprites in 20 seconds in pure Basic.  :Ptongue.gif

 Did you achieve this on a TI-83+? Or, are we talking about the faster Z80 calcs (TI-83+SE, TI-84+, TI-84+SE)?

I'm just curious.  :)smile.gif
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

elfprince13

  • Guest
ridiculously fast sprite routine by me
« Reply #11 on: May 25, 2006, 06:59:00 pm »
84+SE. feel free to fiddle and come up with your own times, but 84+s have clocks which makes it easier.

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
ridiculously fast sprite routine by me
« Reply #12 on: May 26, 2006, 11:31:00 am »
does it means it doesnt work on 83+/SE? (assuming you talk abou t clocks)

Offline kalan_vod

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2715
  • Rating: +10/-0
    • View Profile
    • kalanrock.us
ridiculously fast sprite routine by me
« Reply #13 on: May 26, 2006, 11:41:00 am »
QuoteBegin-xlibman+May 26 2006, 05:31 PM-->
QUOTE (xlibman @ May 26 2006, 05:31 PM)
does it means it doesnt work on 83+/SE? (assuming you talk abou t clocks)  

 No, he is just saying when he was testing it he timed it useing the t states.

elfprince13

  • Guest
ridiculously fast sprite routine by me
« Reply #14 on: May 26, 2006, 01:02:00 pm »
exactly. all the timing code has been removed.