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Omnimaga
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xLIB 84C Edition
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Topic: xLIB 84C Edition (Read 50937 times)
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tr1p1ea
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Re: xLIB 84C Edition
«
Reply #75 on:
July 23, 2013, 07:28:22 am »
Here is a colour polygon test, this is NOT optimised but the speed seems ok (a lot smoother on calc):
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Sorunome
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Derpy Hooves
Re: xLIB 84C Edition
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Reply #76 on:
July 23, 2013, 12:36:05 pm »
wow, just wow
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Keoni29
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Re: xLIB 84C Edition
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Reply #77 on:
July 23, 2013, 12:41:50 pm »
This is the palette of xLIB C
Tr1p1ea posted it in the mockups topic, but here is where it belongs.
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DJ Omnimaga
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Re: xLIB 84C Edition
«
Reply #78 on:
July 23, 2013, 06:11:04 pm »
It supports polygons??
Btw how is the progress on the main routines such as tilemapping, sprites, copying archived programs to RAM, screen shifting? Do you still plan scanlines support?
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tr1p1ea
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Re: xLIB 84C Edition
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Reply #79 on:
July 23, 2013, 07:21:02 pm »
Tilemapping is basically complete, just adding some further functionality to it (getTile commands etc). Also need to add the ability to have different sizes aside from 20x15.
Sprites are complete, just want to add further functionality like a checkCollision between 2 sprites
Copying archived programs to RAM is done.
Screen shifting can be done (horizontally), but the results wont be as expected since xLIB uses the unseen portion of GRAM as a buffer (and thus you will shift into it).
Im not sure about scanline support, is there a big demand for this feature? It requires a rewrite of all graphics routines and a completely different method of storing graphics (and a different screen mode too)
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DJ Omnimaga
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Re: xLIB 84C Edition
«
Reply #80 on:
July 23, 2013, 07:25:38 pm »
Scanline support would be more suitable for sprites and tilemap display. It is more for people who would prefer to use two sprite sets with one of them offset by 1 pixel, so that they can mimic 160x240 mode, or for people who are in extreme need of speed and don't mind reducing graphics quality by only displaying every 2 line.
Do you think there could be a demo or something somewhere before or into the beginning of the next school year, in case new games begin being worked on and make students buy the calc more?
«
Last Edit: July 23, 2013, 07:27:35 pm by DJ Omnimaga
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tr1p1ea
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Re: xLIB 84C Edition
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Reply #81 on:
July 23, 2013, 07:38:00 pm »
Would using 2 sprite sets be overly complicated, especially for beginners? I can look into it, but like i said, it requires a complete rewriting of the entire application (which would destroy any speed benefits that already exists).
Also ... what time does the school year start in the northern hemisphere?
.
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DJ Omnimaga
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Re: xLIB 84C Edition
«
Reply #82 on:
July 23, 2013, 07:49:24 pm »
The main issue would probably be separating the sprites using images editors. It's not a big hurry, though. Maybe when xLIB is completed, that could be an extra feature addition? (Although in such case, it might be best to just use 8x16 sprites that are not scaled up lol). I would say leave things as they are for now. At first, people will probably try starting smaller anyway to get used to the new lib.
As for school start, it depends of the school, but normally it starts around August 25th-September 1st. Sometimes in mid August we get a small rush of people asking calc help, but the biggest rush is usually in October after the ACT/SAT tests. It should be September, but everyone seems too busy then. There are 2-4 weeks of vacation during Christmas holidays then people end school in May-June.
Oh and also by demo it can be closed beta or anything lol.
«
Last Edit: July 23, 2013, 07:51:27 pm by DJ Omnimaga
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tr1p1ea
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Re: xLIB 84C Edition
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Reply #83 on:
July 23, 2013, 10:03:54 pm »
Once i add a few little things i can give you a demo to try out
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AssemblyBandit
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Re: xLIB 84C Edition
«
Reply #84 on:
July 24, 2013, 12:57:55 am »
Looks awesome tr1p1ea. That ploygon test looks especially amazing, I can see it used in first person games. Thanks for the tip on the color convention. I'm probably going to use it in IViewer as an 'easy' image converter option. It would match up the colors as close as possible, cutting the size instantly in half! Now I know who to go to for graphics
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tr1p1ea
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Re: xLIB 84C Edition
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Reply #85 on:
July 24, 2013, 02:06:04 am »
Thanks
. Most images i have tried convert quite well for 256 colours which is a big bonus!
That sounds like a cool option for IViewer
.
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DJ Omnimaga
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Re: xLIB 84C Edition
«
Reply #86 on:
July 24, 2013, 02:15:52 am »
The lower palette of xLIB compared to the 16 bit one supported by the calc probably won't make much of a difference in quality when viewing the images on the calc, assuming they are dithered, because of how tiny the pixels are. So I guess it would be fine for IViewer.
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tr1p1ea
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Re: xLIB 84C Edition
«
Reply #87 on:
July 24, 2013, 09:08:19 am »
This isnt a xLIB test, but i did a small solid 3D cube test:
The capture is pretty rough and there are some issues with high-speed switching between GRAM regions that need to be ironed out. It also runs faster than the screenshot demonstrates (and smoother).
Its only some rough 3D routines so i havent added any culling or anything ... its just a test
.
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DJ Omnimaga
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Re: Re: xLIB 84C Edition
«
Reply #88 on:
July 24, 2013, 11:51:28 am »
Looks very nice. How does rotating works btw? Do you just erase the edges or do you erase the entire cube then redraw it? Also how fast does it run if each face got a different color?
Btw when xLIBCSE is officially released, I think multiple example programs such as the ones demonstrated so far should be included in a folder, much like with Axe Parser.
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Sorunome
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Derpy Hooves
Re: xLIB 84C Edition
«
Reply #89 on:
July 24, 2013, 11:54:25 am »
Wow, this is looking pretty awesome! Great job!
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xLIB 84C Edition