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ridiculously fast sprite routine by me
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Topic: ridiculously fast sprite routine by me (Read 6512 times)
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elfprince13
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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?
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DJ Omnimaga
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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?
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Radical Pi
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ridiculously fast sprite routine by me
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Reply #2 on:
May 25, 2006, 12:23:00 pm »
That's the whole screen... o.o
but how filled in are the sprites?
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elfprince13
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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.
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DJ Omnimaga
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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
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Radical Pi
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ridiculously fast sprite routine by me
«
Reply #5 on:
May 25, 2006, 12:52:00 pm »
Ohh, I want to see it in action!
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elfprince13
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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
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DJ Omnimaga
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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
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Radical Pi
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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?
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elfprince13
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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.
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Ranman
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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.
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Ranman
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elfprince13
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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.
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DJ Omnimaga
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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)
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kalan_vod
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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.
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elfprince13
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ridiculously fast sprite routine by me
«
Reply #14 on:
May 26, 2006, 01:02:00 pm »
exactly. all the timing code has been removed.
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