Author Topic: Implicit: Graphic Engineer  (Read 11781 times)

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Offline DJ Omnimaga

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Implicit: Graphic Engineer
« Reply #60 on: November 17, 2007, 12:57:00 pm »
QuoteBegin-nitacku+17 Nov, 2007, 16:33-->
QUOTE (nitacku @ 17 Nov, 2007, 16:33)
I should release a readme :Dbiggrin.gif

 And password protect the program, like Metroid II Last Chozo and Zelda: Dark Link Quest 1.01

Liazon

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Implicit: Graphic Engineer
« Reply #61 on: November 17, 2007, 01:40:00 pm »
QuoteBegin-DJ Omnimaga+17 Nov, 2007, 18:57-->
QUOTE (DJ Omnimaga @ 17 Nov, 2007, 18:57)
QuoteBegin-nitacku+17 Nov, 2007, 16:33-->
QUOTE (nitacku @ 17 Nov, 2007, 16:33)
I should release a readme :Dbiggrin.gif

And password protect the program, like Metroid II Last Chozo and Zelda: Dark Link Quest 1.01  

 ^^ that usually helps

Offline nitacku

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Implicit: Graphic Engineer
« Reply #62 on: December 26, 2007, 07:00:00 pm »
alright, I've got a few updates on this  :)smile.gif

After realizing that packaging this into an app would be impossible, I have managed to pack everything into an AppVar instead. This means that you will only need 2 files on your calc, one of which is kept permanently archived, never to be seen except in the memory menu.

So in the file I have attached are 4 programs. (Celtic2, Implict + AppVar, and xLIB)
Send them all to you calc, and make sure to archive the AppVar.

I don't have a readme created yet because I just want to get this update out here first, but I will be releasing everything officially soon.

I still have a program version for those of you who would like to see the source or want the option to choose what to install.

That's about all for now.
Let me know of any bugs and please share your suggestions.

Here's some things to try:
Press Mode while editing a picture or a map for a cool menu.
Try pressing Alpha in all the editors.
Try pressing and holding alpha.
Enter always goes back.
Clear always quits.
See if you can figure out the different modes in the sprite editor.
Check out the automatic greyscale checkered pattern generator in the sprite/pic editors.
Test out the picture filters. (Press Mode while editing a pic)
Try changing the mode from 8x8 to 16x16 or b/w to greyscale
Store a map as a pic.
Render a scene.
Blur a pic using the provided mod.
Merge two layers together using your choice of logic.
Transform an image.
Try figuring out recursive sprite manipulation to create cool effects using the Duplicate feature.
Use the filters to give an sprite on a pic a shadow effect.


Thanks,
-nitacku

Offline DJ Omnimaga

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Implicit: Graphic Engineer
« Reply #63 on: December 26, 2007, 07:47:00 pm »
This is awesome, I will try as soon as possible :)smile.gif

glad you found an alternative to BasicBuilder :)smile.gif

Liazon

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« Reply #64 on: December 27, 2007, 06:19:00 am »
i guess basic builder has limits...

will try this when I have time.

Offline nitacku

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« Reply #65 on: December 28, 2007, 11:11:00 am »
I've made some minor changes to the program.

The program clears the keypress buffer after selecting a picture so that the first loops in paste/load/duplicate are not bypassed.

Added a few error messages dealing with memory and missing files.

Fixed a little glitch when importing external mods.
(The program didn't overwrite the graphscreen with the current pic prior to executing the mod)

All mods now have the ability to return back to Implicit without activating the affirmation message by returning 0 for 'no' (any other constant number will be assumed as 'yes')

In order to run the main menu of Implicit without getting a memory error, you must have at least 6580 bytes of RAM available. Only 4000 of the bytes are actually used, but almost of them are needed during the unpacking of the subprograms.

Things I might consider:
Using xLIB to check if Celtic2 exists, otherwise an error is returned.
(I'm still considering the benefits over the memory usage of this feature)

I'm also considering making all text uppercase in order to reduce the memory usage.

I might consider release a no eye candy version where all the unessential xLIB shape commands are removed. This will probably reduce the size of the program by 2000 bytes I'm guessing, however, this won't significantly reduce the amount of RAM needed since the 2000 bytes is spread out across the 8 different programs in the AppVar.

Problems that I am aware of:
In order to prevent memory errors, I have the sprite layers loaded at 16x16 even in 8x8 mode. This is so that the memory doesn't run out if the user were to switch to 16x16 mode with insufficient RAM. By doing this, 2315x3 = 6954 bytes of memory are used just on the sprite layers (2 active layers and 1 swap layer for doing operations such as rotate). So if you are ever wondering why the sprite editor uses so much RAM, this is why. I'll see if I can come up with a memory checking routine so that the sprite layers can be loaded based on the settings instead of always loading them at the maximum setting.

So check out this latest compile and let me know what you think.
Your suggestions/comments are very much appreciated, without them, it is difficult to create a utility that will meet the needs of it's users.

Thanks,
nitacku

Offline dinhotheone

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« Reply #66 on: December 28, 2007, 11:30:00 am »
good work, ill defenitely keep this handy.