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Omnimaga
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hex to sprite converter!
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Topic: hex to sprite converter! (Read 3239 times)
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
hex to sprite converter!
«
on:
February 28, 2006, 05:25:00 pm »
I am proud of myself, after 4 failed attempts, I finally got the bloody thing to work!!
http://tifreakware.calcgames.org/downloads/bspritedemo.zip
What do you think? Run prgmE to make it work... It will display 2 preloaded 16x16 sprites.
Now this motivates me to get back onto Pokemon... Also, this program is just to give an idea on what the NPCs and what not will look like, and will hopefully be replaced by Kerm's asm routine...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
kalan_vod
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Posts: 2715
Rating: +10/-0
hex to sprite converter!
«
Reply #1 on:
February 28, 2006, 05:48:00 pm »
I tried it, but seems rather slow. Check with DA or Javaman about the way they draw their sprites. Other than that it is great!
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
hex to sprite converter!
«
Reply #2 on:
March 01, 2006, 02:07:00 am »
Weregoose optimized it. I will post it later...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
kalan_vod
LV11
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Posts: 2715
Rating: +10/-0
hex to sprite converter!
«
Reply #3 on:
March 01, 2006, 05:20:00 am »
Great I saw that and your code had seemed a little bloated. Glad he could help, he is the best IMO on basic optimizations
.
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
hex to sprite converter!
«
Reply #4 on:
March 01, 2006, 05:42:00 am »
Well, I had some ideas, but I didn't get them posted, because it was really late at night. What I had was the first version, and I had planned on improving upon it. No need now though...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
hex to sprite converter!
«
Reply #5 on:
March 15, 2006, 05:32:00 pm »
i thought I would be helpful and optimize your sprite routine. I am not sure if you wanted any help or if you wanted to know any optimizations, but I still did it. There are several optimizations that can be done in the entire program, but since last time I helped you optimize AOD you didn't use it I hope you use this at least....
QUOTE
:I→C:J→U
:For(θ,1,length(Str4
:inString("123456789ABCDEF",sub(Str4,θ,1
:If 7
:Pxl-On(U,C
:If 3<8fPart(Ans/8
:Pxl-On(U,C+1
:If 1<4fPart(Ans/4
:Pxl-On(U,C+2
:If fPart(Ans/2
:Pxl-On(U,C+3
:C+4→C
:U+(Ans=I+16→U
:If C=I+16:I→C:End
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
hex to sprite converter!
«
Reply #6 on:
March 16, 2006, 01:59:00 am »
That is because I was busy with Pokemon, I have yet to get AOD83+ back out to do anything with. I might do that tonight though... And thanks, I will see what the differences are and might add them...
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
hex to sprite converter!
«
Reply #7 on:
March 16, 2006, 08:45:00 am »
Well I noticed a little difference in speed and along with saveing a few bytes.
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hex to sprite converter!