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Author Topic: Pokemon Sprites -  (Read 2728 times) Bookmark and Share
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tifreak
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Date Registered: 16 September, 2008, 05:51:59
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« Reply #105 on: 14 August, 2006, 13:45:00 »
0

QuoteBegin-Dragon__lance+Aug 14 2006, 04:12 PM-->
QUOTE (Dragon__lance @ Aug 14 2006, 04:12 PM)
After looking through the Hex->Sprite Program.I optimised it a little to shave off about 5 sec's when displaying the sprite Cheesybiggrin.gif


c1-->
CODE
ec1If not(z:return
I->C:J->U
length(Str4
Ans/(2+2(Ans>16)+4(Ans>64->O
If min(Ans/={8,16,32
Then
"FFC3A59999A5C3FF->Str4
8->O
End
length(Str4->Z
C-4->C
For(B,1,Z
C+4->C
U+(C=I+O->U
If C=I+O:I->C
inString("123456789ABCDEF",sub(Str4,B,1
If not(Ans:End
If 7Pxl-On(U,C
If 3<8fPart(Ans/8
Pxl-On(U,C+1
If 1<4fPart(Ans/4
Pxl-On(U,C+2
Pxl-On(U,C+3
Endc2
ec2

Hope this helps! Another method of speeding things up is to use a token,say "/" to represent a 16 blank pixels,since i noticed that in your sprites,there is a lot of empty space. Then in your code, just add in:
:if sub(str4,b,1="/":U+16->U
The only downside is that you might have to go back and reedit all the hex for the sprites Sadsad.gif

 Thanks, I will plug it in and see what happens. Smileysmile.gif

As to the 0's idea, I had planned on doing something like that already, thought it up last night. I was going to designate "G" for a row of 0's, which is... I don't have a clue per row.  :paf:tripaf.gif  The only problem I have with this is I wont be able to use the error detection... which I guess can be removed...


Thanks, xlibman. I am working on decreasing loading time Smileysmile.gif
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