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identity(5,"HEXSTRING",x,y,w,h,logic,flip,update_lcd)Works just like the xLIB command real(1,...) except that the Pic and the coordinates on that Pic file are notdefined.Instead, a string consisting of hex digits is used todefine the sprite as inline data. For example, if youwanted to draw a black 8*8 block at the top-left corner ofthe screen with XOR logic and drawn immediately... identity(5,"FFFFFFFFFFFFFFFF",0,0,1,8,3,0,1) Useful for those that want to display sprites without theuse of bulky image files. For large sprite, each byte goes LEFT first, then DOWN,so specifying "8FF0180000180000180FF01" would relate tosuch a perfect box 3 bytes wide and 4 pixels down. Note that any missing arguments will default to the valueof zero (0) instead of 32 as in xLIB.
Here's a simple tutorial that should explain it. This is a good program for making hex sprites.You should use Celtic III or DCS7 with hex sprites. I would recommend DCS7 if you have the memory, since it has all of Celtic's functions and fixes a few of the graphical glitches Celtic has.To use hex sprites with Celtic/DCS, you can use the identity(5 function:Quoteidentity(5,"HEXSTRING",x,y,w,h,logic,flip,update_lcd)Works just like the xLIB command real(1,...) except that the Pic and the coordinates on that Pic file are notdefined.Instead, a string consisting of hex digits is used todefine the sprite as inline data. For example, if youwanted to draw a black 8*8 block at the top-left corner ofthe screen with XOR logic and drawn immediately... identity(5,"FFFFFFFFFFFFFFFF",0,0,1,8,3,0,1) Useful for those that want to display sprites without theuse of bulky image files. For large sprite, each byte goes LEFT first, then DOWN,so specifying "8FF0180000180000180FF01" would relate tosuch a perfect box 3 bytes wide and 4 pixels down. Note that any missing arguments will default to the valueof zero (0) instead of 32 as in xLIB.Edit: Ninja'd....
So... DSC7 is faster than xLib?