Author Topic: xLIB 84C Edition  (Read 50719 times)

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Re: xLIB 84C Edition
« Reply #45 on: June 21, 2013, 06:03:21 pm »
Ah I see, and yeah I saw on the page that it was kinda too much, according to the description. I should try your two RPG demos at one point, though. They look quite good.

Offline Adriweb

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Re: xLIB 84C Edition
« Reply #46 on: June 21, 2013, 06:37:06 pm »
I haven't had the chance to say congratz, it looks awesome ;)

I wonder if other well-known libs are going to be updated too for the 84C....
Oh well, as long as the best ones do :P
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Re: xLIB 84C Edition
« Reply #47 on: June 22, 2013, 02:22:49 am »
Question, for xLIB GRAM updates, will we be able to specify when we want the LCD view to be updated without necessarily having to draw anything? It would be nice if we could switch between both GRAM areas as we see fit, for example if we're doing a lightning animation and the sky has to flash between two colors very fast.

Otherwise, will there be a screen shift command like LCDTOOLs? It lets you move the screen around in both 160x240 and 320x240 mode. This might be anothere option, while also allowing some kinds of scrolling animations or earthquake effects.

Offline tr1p1ea

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Re: xLIB 84C Edition
« Reply #48 on: June 22, 2013, 03:53:26 am »
Yes you can switch gram at any time, scrolling is only a few lines of code so no problem
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


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Re: xLIB 84C Edition
« Reply #49 on: June 22, 2013, 01:34:59 pm »
Good to hear :D

Two things I am thinking about are flashing animations such as lightning spells that requires heavy speed to update the entire screen, along with cinematic sequences that requires fast animation such as running or moving background, like in Zelda Dark Link Quest. Of course those would not be full screen in order to save space, though. (kinda like NES/SNES/Turbographx movie-like sequences)

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Re: xLIB 84C Edition
« Reply #50 on: June 24, 2013, 09:13:05 am »
Did some sprite tests on a tilemapped background:



Left screenie is with no transparency, right is with the transparent colour specified.

The tilemap is drawn as a background and the sprites are drawn over it. The tile that the sprite is over is redrawn every offscreen frame to effectively 'clear' the sprite. The map is not drawn every frame, rather it serves as a background.

This is looking really nice Tr1p. Speed looks quite good here. :)

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Re: xLIB 84C Edition
« Reply #51 on: June 25, 2013, 09:18:46 pm »
By the way, will xLIB 84C support the the ability to display colored fonts over the home screen? Currently, in BASIC, only monochrome stuff can be done on the home screen.

Will we be also able to change the color of the text background on the graph screen to something else than white and gray? (it switches to gray when using white, yellow or light gray text)

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Re: xLIB 84C Edition
« Reply #52 on: June 25, 2013, 09:52:53 pm »
Coloured fonts are part of the plan :).
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


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Re: xLIB 84C Edition
« Reply #53 on: June 25, 2013, 11:01:24 pm »
Cool to hear. One thing that would be nice is if there was a command to replace Text(, but used transparent text like on the HP-39gII and also used some sort of custom 5x7 font (maybe the ones by TI lol) instead of the default ones, since with the default ones you can fit like 13 characters per line with large fonts :P (in small res mode).

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Re: xLIB 84C Edition
« Reply #54 on: June 26, 2013, 12:21:52 am »
I think transparent backgrounds on text would definetly be nice. :)

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Re: xLIB 84C Edition
« Reply #55 on: June 26, 2013, 04:19:15 pm »
Also I think that text should use monospace fonts, unlike the small TI fonts. It kinda sucks to have to display each char one by one on older models in order to ensure that each chars are at equal spaces and it's slower. With monospace fonts we can just display like 25 chars at once in a line then use the speed at our advantage to add shadow effects and stuff by drawing white text over black one (like I did in my HP 39gII tunnel)

Offline tr1p1ea

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Re: xLIB 84C Edition
« Reply #56 on: June 27, 2013, 12:17:56 am »
So you mean that fonts are 'fixed-width' in that every character occupies the same space? As opposed to variable width fonts where 'W' and 'I' take up a different amount of space?

There are advantages to both kinds i guess, in actuality it should be easy enough to specify which method you want to use.
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Re: xLIB 84C Edition
« Reply #57 on: June 27, 2013, 03:58:24 am »
Indeed that's what I mean. Granted, without that we don't end up with huge gaps between short chars, but it's really annoying for game development sometimes, particularly for NPC convos in RPGs that use a text/dialog engine.

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Re: xLIB 84C Edition
« Reply #58 on: July 03, 2013, 07:20:59 pm »


Here is an incredibly crappy quality screenshot showing  16x16 sprite (with transparency) moving around. It appears to run a little slower than on calc (due to capture issues).

The 16x16 sprite is made up of 4 * 8x8 tiles. You can specify which tiles in a PIC make up the sprite, and they dont have to be in order in the PIC either.

For example you could say that tiles 1,2,3,4 make up your sprite, or if you say want to have the same body but a different head on the sprite you can say that 55,56,3,4 make up the sprite etc (if that makes sense).

The screenshot is actually drawing 2 16x16 sprites since the 4 tiles that are 'behind' the main sprite are calculated and drawn every off-screen-frame in order to clear the sprite. This saves having to clear and redraw the entire screen ... which would be very slow!
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Re: xLIB 84C Edition
« Reply #59 on: July 03, 2013, 08:40:23 pm »
By the way do you use a tripod for those screen captures? They're much better quality than many Youtube vids.

Also I like the idea of using 4 8x8 sprites but via a list to show all of them at once. Sometimes, we want to use large sprites, but don't need to update every square, thus, we waste space and speed. Only displaying the necessary parts this way will be better :)