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Axe / Re: Sprite Editor
« on: June 25, 2010, 10:49:03 pm »
Yeah, I'm the only one working on this project, though others help find bugs/suggest features. And yeah, there's only one "N" in my name.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 2146
Axe / Re: Sprite Editor« on: June 25, 2010, 10:49:03 pm »
Yeah, I'm the only one working on this project, though others help find bugs/suggest features. And yeah, there's only one "N" in my name.
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Axe / Re: Sprite Editor« on: June 25, 2010, 10:11:06 pm »
Yeah everybody glances at the name and calls me Runner, after almost 6 years of being addressed as Runner I've gotten used to it.
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Axe / Re: Sprite Editor« on: June 25, 2010, 09:55:31 pm »
Yeah, I'd really like to make it an App. Then I can also add more features, like sprite copying, changing gray level, making project groups, adding back the help screen I had to remove to save space...
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Axe / Re: Sprite Editor« on: June 25, 2010, 09:08:40 pm »
Yeah, the main drawing features I'd like to add are filling and lines, but with the program at something like 8060 bytes already and pushing the maximum size limit, it would be difficult to add them.
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Axe / Re: Sprite Editor« on: June 25, 2010, 04:55:32 pm »
So you said you get to the gray level prompt screen? What happens then?
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Axe / Re: Sprite Editor« on: June 25, 2010, 03:10:41 pm »
If you're just looking at the sprite and not changing it, the only thing happening is checking keypresses and displaying the screen, so the grayscale updates pretty fast and looks pretty good on an actual calculator.
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Axe / Re: Sprite Editor« on: June 25, 2010, 10:31:43 am »The reason the gray looks bad on wabbit is that this grayscale was from an older version of Axe that had the slow routine. I compiled it for 0.3.1 and the gray looks perfect on both settings with "Game Gray 7". You have to remove the SetupEditor command to compile from source though since its not needed anymore. It looks much nicer on calc as well. My included compiled program was compiled with Axe 0.3.1 2153
Axe / Re: Sprite Editor« on: June 25, 2010, 12:52:30 am »
By the way nice screenshot, I need to get around to making one of my own but I'm too lazy
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Axe / Re: Sprite Editor« on: June 25, 2010, 12:44:41 am »WOW! I must say I am impressed, and this gotta be the best sprite editor I ever tried on my calc. It has most stuff someone would need. I am going to make a screenshot soon. There is only one thing I wonder, though: Oops, I forgot to document that! Use + and - to switch the active sprite. 2155
Axe / Re: Sprite Editor« on: June 24, 2010, 11:26:33 pm »
Try it again maybe? It's had some bug/compatibility fixes since the first release.
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Axe / Re: Sprite Editor« on: June 24, 2010, 10:06:34 pm »
Inverting colors works for each buffer individually, flipping all the bits corresponding to that buffer. That means in a black and white image, it will simply invert the colors. However, in images like 4-level grayscale sprites, you can either invert all the colors (black to white, white to black, gray to dark gray, dark gray to gray) by inverting both buffers, or you can invert only one buffer.
EDIT: I just realized, I never tested color inverting for 16x16 sprites, only 8x8. I need to check to make sure it works for 16x16. EDIT 3: Fixed. 2157
Axe / Sprite Editor« on: June 24, 2010, 09:57:50 pm »
I made a post for the sprite editor I made a while back, but it was in the middle of a topic that has since floated to the bottom of the list and is hard to find in that topic even if you found the topic itself. So, I'm making a new topic just for my sprite editor! It's a whopping 8060 bytes, but that's because it has all of this:
><FEATURES>< -8x8 or 16x16 -Black and white, 3-scale grayscale, or 4-scale grayscale -Multiple zoom views visible at once -Realtime sprite hex display -Hex input -Invert colors -Flipping horizontally or veritcally -Rotating clockwise or counterclockwise -Create, edit, and save as many sprites as memory allows -Delete sprites ><INTERFACE>< In the top-left corner will be the number of the current sprite being edited. If a grayscale sprite is being edited, below that will be an indicator as to which buffer is currently active. In 8x8 mode, the sprite will be displayed at 1x, 2x, and 6x, zoom, with the hex data for the active buffer displayed at the bottom of the screen. In 16x16 mode, the sprite will be displayed at 1x and 4x zoom, with the hex data for the active buffer being displayed on the right side of the screen. ><COMMANDS>< Code: [Select] |A| = Works in all modes ** If you find any bugs, want to suggest any features/changes, or just want to say how great of a guy I am for making this, please post here and tell me about it! ** 2158
Axe / Re: The Case of the Missing RAM« on: June 24, 2010, 02:50:36 pm »
I'm looking at the bottom of this page http://tibasicdev.wikidot.com/hexcodes for information about hex codes involving turning off the calculator. They say the hex code you're using should do what you want, but there's another hex code that it sounds like your code is producing the behavior of. I'm thinking perhaps the two got mixed up and the one you really want is 3E01D303FB76FDCB09A6C9.
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Axe / Re: The Case of the Missing RAM« on: June 24, 2010, 02:43:21 pm »Because, the "calc off" command doesn't really turn off the calc. It just turns off the LCD, but the processor moves forward onto the next instruction. So when you press ON, the Pause 1000 is already done, so now "HI" is on the screen. This hex only turns off the LCD: 3E02D310C9 The hex he's using turns off the entire calculator and halts processing. 2160
Axe / Re: The Case of the Missing RAM« on: June 24, 2010, 02:32:59 pm »
Try this hex instead maybe: 3E01D303FB76FDCB09A6C9
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