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


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:

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

