Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
xLIB enhancements idea thread
« previous
next »
Print
Pages: [
1
]
2
3
4
Go Down
Author
Topic: xLIB enhancements idea thread (Read 26184 times)
0 Members and 1 Guest are viewing this topic.
Spellshaper
LV10
31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
xLIB enhancements idea thread
«
on:
November 06, 2005, 02:14:00 am »
This thread is dedicated to pooling ideas on how to make xLIB better...
suggestions on syntax, programs to be integrated go here...
(note that I won
Logged
CDI
Guest
xLIB enhancements idea thread
«
Reply #1 on:
November 06, 2005, 10:08:00 am »
I want to be able to define the size of my sprites for my tilemap... (i.e. 1 is 8x8 2 is 16x16 3 is 24x24 and so forth)
Logged
woods_dragon
Guest
xLIB enhancements idea thread
«
Reply #2 on:
November 06, 2005, 01:18:00 pm »
somethin where you could desiginate a specific sprite(s) and have it move w/o having to program in the code for movement...
something like Zcom would be nice too....
Logged
dragon__lance
Guest
xLIB enhancements idea thread
«
Reply #3 on:
November 06, 2005, 01:46:00 pm »
i agree with CDI, that way if u use a tilemap of 16*16 sprites, it won't require that much matrix memory.
Logged
necro
LV9
Veteran (Next: 1337)
Posts: 1295
Rating: +17/-2
+3 vaporal mustache
xLIB enhancements idea thread
«
Reply #4 on:
November 06, 2005, 03:36:00 pm »
Well, you could always make a 16X16 tile map your self you know...
(this if for 16X16)
-loop for Y and X till screen drawn
-check matrix at Y/X->T
-truncate T/6->R
-T-R->C
-draw 8X8 sprite for C,R at X,Y
-draw 8X8 sprite for C+1,R at X+1,Y
-draw 8X8 sprite for C,R+1 at X,Y+1
-draw 8X8 sprite for C+1,R+1 at X+1,Y+1
-END
If you don't understand...to bad...
-------------------------------
any ways, what Id like is the ability to "generate" a basic programs from another, and to be able to combine them together, ect.
Also, generaly being able to use true strings of asm code would be nice.
Like the app vars in Finance, it would be nice to have extra strings at our disposal as well as sprite scaling.
Finaly, the line/circle/box commands would be nice...especialy if they had dithered options and you chose when to update the lcd.
Logged
I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
xLIB enhancements idea thread
«
Reply #5 on:
November 07, 2005, 02:11:00 am »
sound nice, altough for 16x16 maps I would rather make myself a 12x8 map of 8x8 sprites, from which the 8x8 sprites are parts of 16x16 sprites, but that might still be an idea. I dunno if tr1p1ea will see this thread soon though because he doesnt visit boards other than maxcoderz very much and he's quite busy atm.
Logged
dragon__lance
Guest
xLIB enhancements idea thread
«
Reply #6 on:
November 07, 2005, 10:18:00 am »
thats wat i do at the moment too
Logged
CDI
Guest
xLIB enhancements idea thread
«
Reply #7 on:
November 07, 2005, 11:11:00 am »
Well, I do what Kevin does too, but for some of my projects it get's a little rough, ya know?
In other ideas, I want to be able to have something like
real(1,SprX,SprY,SprPic#(instead of X,Y here),SprGSPic#(for 3 lvl GS, it'd automatically combine the first and 2nd pic #'s for good GS
), ect...
Logged
tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
xLIB enhancements idea thread
«
Reply #8 on:
November 07, 2005, 11:19:00 am »
Here would be a nice function:
I tell the calc what I want it to build, and it does it in asm! That would make me happy then. LOL
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
dragon__lance
Guest
xLIB enhancements idea thread
«
Reply #9 on:
November 07, 2005, 12:54:00 pm »
QUOTE
I tell the calc what I want it to build, and it does it in asm! That would make me happy then.
LOL >D
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
xLIB enhancements idea thread
«
Reply #10 on:
November 07, 2005, 01:00:00 pm »
QuoteBegin-dragon__lance+7 November 2005, 18:54-->
QUOTE
(dragon__lance @ 7 November 2005, 18:54)
QUOTE
I tell the calc what I want it to build, and it does it in asm! That would make me happy then.
LOL >D
ROFL :imbeciles:
Logged
CDI
Guest
xLIB enhancements idea thread
«
Reply #11 on:
November 08, 2005, 01:56:00 pm »
the best one yet... if in a tilemap matrix (when drawing) the number is negitive then just draw the tile the positive number goes with, but flipped!
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
xLIB enhancements idea thread
«
Reply #12 on:
November 08, 2005, 02:03:00 pm »
sound nice
Logged
necro
LV9
Veteran (Next: 1337)
Posts: 1295
Rating: +17/-2
+3 vaporal mustache
xLIB enhancements idea thread
«
Reply #13 on:
November 09, 2005, 07:45:00 am »
what would be realy nice is if it alowed you to have 2 or 3 graphic buffers...draw onto one as a background and have another as fore ground...use it as a way to generate gray scale...possibly a few psuedo 3D things could be done this way (like drawing the horizon on a layer, 2 layer mid-ground, 2 layer fore-ground, then manualy drawing the hud and such...)
also, true sprite rotation would be very cool (25, 45, 90 degrees, ect.)
Logged
I'm like a woot burger with awesome fries
VB.Net, C#, C++, Java, Game Maker
tr1p1ea
LV7
Elite (Next: 700)
Posts: 647
Rating: +110/-0
xLIB enhancements idea thread
«
Reply #14 on:
November 15, 2005, 08:29:00 am »
necro, you can already draw up to 10 tilemaps ontop of each other and scroll them at independant rates (only tile scrolling though).
360 degree sprite rotation would be very difficult and slow to implement, ive never even seen it done in asm really.
variable size tiles for use with the tilemap routine would acutally be rather difficult to implement. The only ways to do that would either slow it down or make it twice as big ... ill look into it.
I like the idea about flipped tiles in tilemaps but unfortunately the tiles are taken as unsigned. If you want the routine to take them as signed values then it would cut your tile count in half (limit you to 127 tiles).
Ive been thinking about adding 16-bit tile index support. It would make things a little different but only from my perspective ... so i suppose that wont bother too many people
.
Oh and ill implement tifreak8x's suggestion rofl!
.
(I also added 255 PIC support with reading from archive support too).
Logged
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."
Print
Pages: [
1
]
2
3
4
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
xLIB enhancements idea thread