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Thanks. Won't that only clear seven rows though? I thought tokens were 5*7. But I don't think that'll work if I support different sprite sizes.
I kinda dislike when I download BASIC programs and it doesn't turn them OFF automatically. I think it is a bad coding practice (although automatically turning them off and not turning them back ON on game exit tend to annoy certain people in math classes)
:StoreGDB 1:AxesOffChange window settings....Code here....:RecallGDB 1:DelVar GDB1
GDB keeps the graph zoom/window/axe settings? I thought it only kept the equations and the like.
Wow pretty small. I also like the control. However, what do you mean by 8x7? Does it means doing 8x8 sprites (the standard in Axe Parser) is impossible right now?
██████ This 6*6 sprite will be exported like...████████████████████████████████████__ this. A 8*6 sprite.██████__ So the resulting hexadecimal code is FCFCFCFCFCFC██████__██████__██████__██████__
Quote from: DJ Omnimaga on August 18, 2010, 12:24:31 pmWow pretty small. I also like the control. However, what do you mean by 8x7? Does it means doing 8x8 sprites (the standard in Axe Parser) is impossible right now?No, no, no. I didn't mean it like that. Say you are making a 7*7 sprite. Since hexadecimal, or at least the way I'm doing it, reads four pixels at a time it doesn't fit into seven nicely. So it will just push the sprite width wise to eight columns to help it compensate for that. So 5*5 will be exported as 8*5, as will 6*6, and 7*7. Right now it does a check to do the fix but I'm thinking now that I can shorten it to it doesn't have to. I'll look at the code later since I don't work today. Basically though:Code: [Select]██████ This 6*6 sprite will be exported like...████████████████████████████████████__ this. A 8*6 sprite.██████__ So the resulting hexadecimal code is FCFCFCFCFCFC██████__██████__██████__██████__Does that make sense?