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That's what backbuffers are for so you don't have to save it every time you draw the sprite.
Coming Soon:I'm thinking of having a "command freeze" very soon. I'm a little overwhelmed right now with fixing the stuff I already have and I think I want to start working more on the parser itself to make it more efficient and add all those cool features like app compiling, error scrolling, long names for labels/static pointers, making the syntax more loose, many more optimizations, safety modes, on breaks; you get the point, the list goes on for a while and these are things I've been avoiding becasue I wanted to make the parser more functional first. Right now, I think its pretty decent, so its time I start working on those other features until I get a good chunk of them done. There might still be some new commands, but not very many between updates. These will be the 0.3.x updates.
For(F,0,15{Pic0+F} xor 255->{Pic0+F}End
If you want to actualy change the sprite data itself, you could run this:Code: [Select]For(F,0,15{Pic0+F} xor 255->{Pic0+F}Endand then the sprite will stay inverted forever after.