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Messages - Matrefeytontias
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241
« on: July 11, 2014, 02:38:45 pm »
I used the little image I did in 3.14 seconds to demonstrate n2DLib's drawSpriteRotated function. Attached ; it gave me this :
//Generated from example.bmp (output format: n2dlib) static uint16_t example[] = {16, 16, 0x0, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0x0, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0x0, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0xf81f, 0xf81f, 0xf81f, 0x0, 0xd5d5, 0xd5d5, 0x0, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0x0, 0xd5d5, 0xd5d5, 0x0, 0xf81f, 0xf81f, 0x0, 0xd5d5, 0xd5d5, 0x0, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0x0, 0xd5d5, 0xd5d5, 0x0, 0xf81f, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0xf81f, 0x0, 0xd5d5, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0xf81f, 0xf81f, 0x0, 0xd5d5, 0xd5d5, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0xf81f, 0xf81f, 0xf81f, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0x0, 0x0, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0xd5d5, 0x0, 0x0, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0xf81f, 0xf81f, 0xf81f, 0xf81f, 0xf81f, };
As you can see, I usually use 0xf81f as transparent color.
242
« on: July 11, 2014, 02:31:41 pm »
It's not available. I use 0x0000 in my image. Also, personally I would rather want the tool to use the top-left corner pixel as transparent color, because all of my images I ever used did that.
243
« on: July 11, 2014, 02:25:58 pm »
Oh sorry. Actually it can't be used in another way.
ConvertImg --format=[n2dlib | ngl | nsdl] in [out]
244
« on: July 11, 2014, 02:21:22 pm »
Of course it's not, it's a proper executable, exactly how I like them
245
« on: July 11, 2014, 02:15:24 pm »
Okay so I tried this with --format=n2dlib, and it doesn't set the correct transparency value. Actually, it doesn't set any value at all, it keeps being 0x0. nSDL format works fine though, thanks for this =]
246
« on: July 11, 2014, 01:31:31 pm »
Hi guys, This is something I could have done a while ago, but since Hayleia reminded me about it, I do it now. So what is it, you ask. Well, it's an axiom that lets you draw scaled sprites, either clipped (for safety) or not clipped (for speed). Beware though, it only lets you draw sprites as a fraction of their size, that means that you can't widen sprites, only shrink them - but look at dem specs : it works for sprites up to 256*256 and have a precision of 0.4 in the resizing ratio. Though this time again, I didn't do much ; like with AxeJh3D, I just ported ASM routines to axiom form. Code and appvar attached. So here's how it works. The commands can be found near the Z entry of the catalog [2nd][0][2]. Command (token) | Usage | Effect | Scaled-On (Zoom In) | Scaled-On(X * 256 + Y, original height * 256 + original witdh IN BYTES, scale factor, sprite) | OR-s a sprite scaled to a fraction of its original dimensions on the graph buffer. Does no clipping, very fast. The scale factor goes from 1 to 256 (or 0 to 255, but keep reading). 1 is 0.4%, 128 is 50%, 256 (aka 0) is 100%. | Scaled-XOR (Zoom Out) | Scaled-XOR(X * 256 + Y, original height * 256 + original width in bytes, scale factor, sprite) | XOR-s a sprite scaled to a fraction of its original dimensions on the graph buffer. Does no clipping, very fast. | ScaledClip-On (ZoomFit) | ScaledClip-On(X * 256 + Y, original height * 256 + original width in bytes, scale factor, sprite) | OR-s a sprite scaled to a fraction of its original dimensions on the graph buffer. Does clipping, but still very fast, trust me. | ScaledClip-XOR (ZoomRcl) | ScaledClip-XOR(X * 256 + Y, original height * 256 + original width in bytes, scale factor, sprite) | XOR-s a sprite scaled to a fraction of its original dimensions on the graph buffer. Does clipping, but still very fast, trust me. |
Original routines : http://www.ticalc.org/archives/files/fileinfo/192/19230.htmlEnjoy =]
247
« on: July 11, 2014, 12:18:07 pm »
No, it's just that for nSDL, there should be this before pixel data :0x2a01, width, height, 0x0000,
248
« on: July 11, 2014, 11:19:53 am »
And the now-4th byte must be 0x0000 (in place of the transparent color).
249
« on: July 11, 2014, 11:17:58 am »
Exactly.
250
« on: July 11, 2014, 11:10:41 am »
Yeah that would be cool, moreover having a single conversion tool would be easier =] so I leave it to you ?
251
« on: July 11, 2014, 10:45:29 am »
Well I'll take care of that then. A quick C + SDL program will do it (have to do things first though).
252
« on: July 11, 2014, 10:43:43 am »
I mean, I certainly want to use it, but I don't want to install extra stuff. That's why a simple .exe is better.
253
« on: July 11, 2014, 10:40:01 am »
Well thanks for that, but I don't like asking users to have Python installed to run things - for example I don't have Python installed.
EDIT : wait I do have it, but I don't have that Pillow thing
254
« on: July 09, 2014, 05:08:24 pm »
@Streetwalrus : I remember saying "Y U never think it could be your own fault" or something like that, and you said "yeah sorry" or kinda. ANYWAY what about you don't call that a versus because it's not one, and someone deletes the posts that have to be deleted ? I got enough drama for a while. Also that looks great does it still work on GS calcs which use the 3.1 version of Ndless, since you now use another executable format ?
255
« on: July 09, 2014, 03:10:43 pm »
<off-topic again sorry, but got to clear that up>
Okay so I finally have a computer again, so I worked on n2DLib after several days when I couldn't. So I tried to implement your suggestions as good as I could. Looks better, but still a lot to improve! (any branch per pixel, for instance if(has_color) definitely needs to go!)
Although I find it a good idea, I can't afford inverting the buffer only when updateScreen-ing depending on the screen model, because maybe one day someone will not want to erase the buffer each frame and that will give weird results.
That's the reason nGL allocates a third buffer on monochrome calcs (yup, one on CX and three on non-CXs)! 320*240*2 = ~155KB, that's almost nothing.
Well, you answered yourself to the problem I'll do that too, coming from the z80 scene I'm always very afraid of allocating lots of memory. First, sorry for being angry like this. I know it's ridiculous and shit, but I just had enough of seeing people implying the lib was supposedly slow. (and Vogtinator I never meant you, I know aeTIos kept saying it some time ago although he stopped now ; or maybe I'm just being too proud or paranoid, don't know which). Well, then I wonder why you posted here.. To tell everybody my lib was slow as well/as fast as yours?
That "by the way, it's faster than n2DLib" just sitting here without any further development really made me upset. Anyway, well, it's a lib, so compile flags are up to the user.
Yeah, but then you should use the correct flags for your example, it's an example after all..
Woops, I actually forgot that. So I guess that's it, sorry for the off-topic, sorry for being upset, sorry for saying stupid shit, things like that.
Back on-topic, when testing the last version on an emulated TI-Nspire CX CAS with Ndless 3.1 r914, I noticed you couldn't swim in water nor lava, is that intended ?
No, definitely not! You can't swin in lava and water needs to be at least two blocks deep to swin in. I just tested and it works for me :-/
Ah, it wasn't 2 blocks deep, but I thought that in the original Minecraft, you could swim on top of a water cube even if it was all alone ; here it just jumps. Edit: Is it permitted to double-post to seperate a release announcement from the rest?
Yep.
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