Author Topic: basic spriter  (Read 6395 times)

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Offline DJ Omnimaga

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Re: basic spriter
« Reply #15 on: June 18, 2013, 05:03:17 pm »
A CSE version would definitively be nice. Most that is required would probably be moving stuff around on the screen. Also on the CSE you can turn ON 3x3 squares in one Pt-On command, so displaying scaled up sprites wouldn't be too hard.

Offline Sorunome

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Re: basic spriter
« Reply #16 on: June 18, 2013, 05:57:20 pm »
speaking of a cse spriter, will xlib be ported to the cse?

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Offline TIfanx1999

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Re: basic spriter
« Reply #17 on: June 19, 2013, 12:29:34 am »

Offline alex99

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Re: basic spriter
« Reply #18 on: June 19, 2013, 11:04:35 am »
well i have not much expirience whith the cse...got it 1 week ago...
can someone explain to me how does the hexadecimal sprite system work???
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Offline DJ Omnimaga

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Re: basic spriter
« Reply #19 on: June 20, 2013, 03:39:08 am »
Do you mean how to dechiper hexadecimal data? If so, then this might be helpful, but this only applies to the TI-83 Plus series, not the color model: http://www.omnimaga.org/index.php?action=articles;sa=view;article=93

Just remember that in hex:

10 displays as A
11=B
12=C
13=D
14=E
15=F

(which the tutorial doesn't explain)
« Last Edit: June 20, 2013, 03:40:04 am by DJ Omnimaga »

Offline alex99

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Re: basic spriter
« Reply #20 on: June 20, 2013, 08:51:23 am »
hmmm thank you
the colour model does not applies hexadrecimal???what does it applie?
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Offline Joshuasm32

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Re: basic spriter
« Reply #21 on: June 20, 2013, 08:52:31 am »
it would be hard to use hex for color.  :P  it might use the coding that is used for jpeg or bmp photo's?
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Offline alex99

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Re: basic spriter
« Reply #22 on: June 20, 2013, 08:57:32 am »
hmm mabey the hex string will be longer and it is going to have a number for every pixel and avery colour:

for example
F is black and
1 is white
red will be 7
then

the code could be
[000000070F00000(pixels)000007000ff0000(colours)]
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Offline Streetwalrus

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Re: basic spriter
« Reply #23 on: June 20, 2013, 10:08:18 am »
On the CSE you have 16bit color so it's four hex chars per pixel. ;)

Offline DJ Omnimaga

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Re: Re: basic spriter
« Reply #24 on: June 20, 2013, 11:56:42 am »
For the CSE it will depend of what Axe and xLIB support, because I think the respective authors planned 256 colors at once that sprites can choose from, so one sprite pixel would be most likely be made of a value from 00 to FF (0 to 255, which is 8-bits)

Offline alex99

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Re: basic spriter
« Reply #25 on: June 20, 2013, 12:02:10 pm »
hmm then O.O O.O O.O...small question:can you use all colours in basic ????
« Last Edit: June 20, 2013, 12:03:03 pm by alex99 »
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Offline Streetwalrus

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Re: basic spriter
« Reply #26 on: June 20, 2013, 12:21:47 pm »
No, just 16.

Offline alex99

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Re: basic spriter
« Reply #27 on: June 20, 2013, 01:35:44 pm »
let me think this is really a small diffrence
« Last Edit: June 20, 2013, 01:36:13 pm by alex99 »
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Offline Streetwalrus

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Re: basic spriter
« Reply #28 on: June 20, 2013, 05:30:16 pm »
Err, I meant that you have 16 colors instead of all 65536 ones.

Offline DJ Omnimaga

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Re: basic spriter
« Reply #29 on: June 20, 2013, 10:34:46 pm »
No, just 16.
15 actually, since the 16th one has no color assigned to it (it's reserved for pixels OFF state, which means transparency). In ASM you have 65536, but xLIB will use 256 to save memory.