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xLIB 84C Edition
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Topic: xLIB 84C Edition (Read 52602 times)
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tr1p1ea
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Re: xLIB 84C Edition
«
Reply #270 on:
April 27, 2014, 08:46:06 pm »
It could be possible, but it might be a little tricky ... ill check it out.
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DJ Omnimaga
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Re: xLIB 84C Edition
«
Reply #271 on:
April 30, 2014, 05:52:54 pm »
By the way tr1p1ea, in the following screenshot showcasing the new Rectangle color shift feature (that wraps the color palette around by a value you want)
Is that the actual processing speed or did you add delays to prevent the screenshot from going too fast and skipping frames?
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rw24
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Re: xLIB 84C Edition
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Reply #272 on:
April 30, 2014, 08:17:42 pm »
Mr. Pumpkin???
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tr1p1ea
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Re: xLIB 84C Edition
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Reply #273 on:
April 30, 2014, 08:31:53 pm »
That is slow due to the way the test is ... its really bad lol:
each frame:
draw sprite
draw fullscreen rectangle with rotated colours
draw fullscreen black rectangle to destroy previous frame
Here is one with just the sprite:
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DJ Omnimaga
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Re: xLIB 84C Edition
«
Reply #274 on:
April 30, 2014, 09:49:17 pm »
Oh ok lol. Now that looks fast
Also I think that's a Secret of Mana enemy, right?
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tr1p1ea
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Re: xLIB 84C Edition
«
Reply #275 on:
May 02, 2014, 05:55:58 am »
Ive added support for 32 colour 160x120 images (scaled to fullscreen). These images are 12000bytes for image data + 32 bytes for the palette.
The 32 colours are not predefined and can be made up from a selection of the 256 colour xLIBC palette.
Example images:
Looks pretty sweet oncalc and offers more flexibility than the 80x60 bg images without taking up too much size*.
«
Last Edit: May 02, 2014, 06:04:14 am by tr1p1ea
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Streetwalrus
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Re: xLIB 84C Edition
«
Reply #276 on:
May 02, 2014, 06:44:28 am »
Yeah, pretty nice although it would look far better with pixel art.
Also, why the * ?
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tr1p1ea
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Re: xLIB 84C Edition
«
Reply #277 on:
May 02, 2014, 07:08:14 am »
The * is because some people might not think that 12kb is a low size for an image
.
Yeah they are just quick image tests, if you were actually designing an image with 32 colours in mind it would look much better.
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DJ Omnimaga
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Re: xLIB 84C Edition
«
Reply #278 on:
May 03, 2014, 12:13:55 pm »
Awesome tr1p1ea
. This might be handy for some title screens. Also this reminds me Sega Genesis and Game Boy color material.
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Sorunome
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Derpy Hooves
Re: xLIB 84C Edition
«
Reply #279 on:
May 04, 2014, 09:46:47 am »
Those image tests look sweet
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DJ Omnimaga
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Re: xLIB 84C Edition
«
Reply #280 on:
May 05, 2014, 01:37:25 am »
By the way, something that would be cool for images if if besides their default palette, you could display that image with a custom palette too. Before calling the function, you would just store a string containing the palette in Ans or Str0 (preferably Ans) and if the function detects a valid string in there, it displays the image using the custom palette instead of the one inside the appvar. It could be handy if someone wants to re-use an image multiple times under different colors.
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tr1p1ea
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Re: xLIB 84C Edition
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Reply #281 on:
May 05, 2014, 01:50:50 am »
Hhmmm... due to the way xLIBC draws data to the LCD it might prove difficult, but i can look into it.
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DJ Omnimaga
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Re: xLIB 84C Edition
«
Reply #282 on:
May 20, 2014, 09:39:42 pm »
Feature suggestion: Chained DrawShapes.
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DJ Omnimaga
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Re: xLIB 84C Edition
«
Reply #283 on:
May 22, 2014, 12:52:36 am »
Bug report with xLIBC's DrawSpriteList8x8A command:
If you try to display a sprite and its X position is higher than 128 on the screen, it will not show up. For example, real(4,2,1,0,0,26,1,127,95,0 will work, but not real(4,2,1,0,0,26,1,128,95,0.
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tr1p1ea
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Re: xLIB 84C Edition
«
Reply #284 on:
May 22, 2014, 01:25:07 am »
Nice work DJ i found the issue! I was doing treating the coordinates as 8-bit and sign extending into 16-bits ... this means that 128 gets changed to -128 :S!
Great work on finding this one, I have implemented the fix
.
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xLIB 84C Edition