Author Topic: HARRY POTTER  (Read 6868 times)

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Offline DJ Omnimaga

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Re: HARRY POTTER
« Reply #15 on: June 12, 2009, 05:40:08 pm »
lol why do you ask this question? You posted a poll asking what you should make, Harry Potter was in the choices, as well as other choices, so everyone is entitled to vote what they want. If you didn't want me to vote HP you should just not have put HP in the options. I personally voted HP because I felt as a first calc project it would be more suitable, considering you're still new. HP would most likely be a puzzle game or a RPG, meaning it would require much less speed and be easier to optimize. Also I kinda like RPGs and the like and I like Harry Potter as well. This is why I voted for it

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Re: HARRY POTTER
« Reply #16 on: June 12, 2009, 10:04:53 pm »
oh

Offline Eeems

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Re: HARRY POTTER
« Reply #17 on: June 13, 2009, 12:26:57 am »
well I'll start typing up the tutorial tomorrow, but here is a quick rundown for you. In basic the only way you can do effective greyscale is with an ASM lib. greyscale is just two (for 2 layer) or 3 (for 3 layer) or 4 (for 4 layer) etc sprites that are being displayed in each others place fast enough to kind of merge the sprites together, so I will start with a quick example using 2 layer greyscale (since it is easiest)

to display a white pixel you will leave the pixel blank in all the sprites
to display a grey pixel you will leave the pixel blank in only one sprite
to display a black pixel you will have the pixel on in all of the sprites

{0}{1}{0}{1}   pixel 1
{0}{0}{1}{1}   pixel 2
--------------
  0   1   1  2     darkness

3 layer just adds more intensities of grey that you can use. I'll actually start a tutorial tomorrow, and maybe DJ could post some of the code he used.
/e

Offline Eeems

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Re: HARRY POTTER
« Reply #18 on: June 13, 2009, 12:57:57 pm »
ok so for this I will use xLib I guess, which will also work for Celtic III.
so the simplest way to do greyscale with xLib is to recall a picture, then recall another over top of it repeatedly. so the simplest way would be like this:
Code: [Select]
:Delvar K
:While Not(K
:getkey->K
:real(3,<pic1>,0
:real(3,<pic 2>,0
:End
to add more depth to the image you can just add another real(3 statement
now to do greyscale sprites is a bit harder, the sprite command would be too slow on the calculator, so the easiest way would be to use real(2 (the DrawTileMap command). [quote="DrawTileMap Syntax]real(2,Matrix_name,x_offset,y_offset,Width,Height,SStartX,SEndX,SStartY,SEndY,Pic#,Logic,TileSize,Update_LCD)[/quote]
so the earlier code would be modified to work like this:
Code: [Select]
:Delvar K
:While Not(K
:getkey->K
:real(2,<matrix 1>,0,0,5,0,5,<pic with tiles>,0,8,1
:real(2,<matrix 2>,0,0,5,0,5,<pic with tiles>,0,8,1
:End
now this code will only draw a 5*5 map on the screen, if I did my syntax right....and this will have 2 level greyscale, now for 3+ level greyscale you just add more real(2 commands.
/e