Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calculators
»
ridiculously fast sprite routine by me
« previous
next »
Print
Pages: [
1
]
2
Go Down
Author
Topic: ridiculously fast sprite routine by me (Read 6663 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.
Anybody interested in seeing it?
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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?
Logged
Radical Pi
LV9
Veteran (Next: 1337)
Posts: 1143
Rating: +5/-2
ridiculously fast sprite routine by me
«
Reply #2 on:
May 25, 2006, 12:23:00 pm »
That's the whole screen... o.o
but how filled in are the sprites?
Logged
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?
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.o
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.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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
Logged
Radical Pi
LV9
Veteran (Next: 1337)
Posts: 1143
Rating: +5/-2
ridiculously fast sprite routine by me
«
Reply #5 on:
May 25, 2006, 12:52:00 pm »
Ohh, I want to see it in action!
Logged
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.
and for download:
http://rancidmoose.unitedti.org/members/software/ticalc/RTSPRITE.zip
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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
in 10x10 you would only lose 3 pixel height and 5 pixel width with a 6x9 map
Logged
Radical Pi
LV9
Veteran (Next: 1337)
Posts: 1143
Rating: +5/-2
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?
Logged
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.
Logged
Ranman
LV10
31337 u53r (Next: 2000)
Posts: 1354
Rating: +83/-0
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.
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.
Logged
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.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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)
Logged
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
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.
Logged
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.
Logged
Print
Pages: [
1
]
2
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calculators
»
ridiculously fast sprite routine by me