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Omnimaga
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basic spriter
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Topic: basic spriter (Read 6392 times)
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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.
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Re: basic spriter
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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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Re: basic spriter
«
Reply #17 on:
June 19, 2013, 12:29:34 am »
http://ourl.ca/19099/351568;topicseen#new
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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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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
»
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alex99
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Re: basic spriter
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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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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.
it might use the coding that is used for jpeg or bmp photo's?
«
Last Edit: June 20, 2013, 08:53:20 am by codebender
»
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alex99
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Re: basic spriter
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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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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.
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DJ Omnimaga
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Re: Re: basic spriter
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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)
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alex99
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Re: basic spriter
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Reply #25 on:
June 20, 2013, 12:02:10 pm »
hmm then
...small question:can you use all colours in basic
?
«
Last Edit: June 20, 2013, 12:03:03 pm by alex99
»
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Streetwalrus
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Re: basic spriter
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Reply #26 on:
June 20, 2013, 12:21:47 pm »
No, just 16.
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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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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.
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DJ Omnimaga
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Re: basic spriter
«
Reply #29 on:
June 20, 2013, 10:34:46 pm »
Quote from: Streetwalker on June 20, 2013, 12:21:47 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.
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basic spriter