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Author Topic: Axe Pictures -  (Read 625 times) Bookmark and Share
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Spenceboy98
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« on: 17 March, 2012, 22:16:54 »
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Does anyone know how to compile pictures with Axe? I used SourceCoder 2.5 to parse the file. I don't know what to do with all those numbers. What do I do?

Numbers:

PART_1:
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFBFFFFFFFFFFFF
FFFFFFFFFFF7FFFFFFFFFFFF
FFFFFFFFFFE7FFFFFFFFFFFF
FFFFFFFFFFF3FFFFFFFFFFFF
FFFFFFFFFFF8FFFFFFFFFFFF
FFFFFFF063FC7FFFFFFFFFFF
FFFFFF3FDF3E7FFFFFFFFFFF
FFFFFDC003F67F03FCFFFFFF
FFFFF600003A60FE3FCFFFFF
FFFFD800000E2580007BFFFF
FFFF60000006B200000EFFFF
FFFEC0000001F80000077FFF
FFFD80000001FC000001BFFF
FFFB0000000078000001DFFF
FFFE00000000E00000006FFF
FFF6000000018000000037FF
FFEC00000000E00000001BFF
FFEC00000000E00000001BFF
FFD800000000E00000000DFF
FFD800000003F00000000DFF
FFF000000000E000000006FF
FFB000000001E000000006FF
FFB00000039A9FC0000006FF
FFB000000BCF8D60000006FF
FFB000001F5FA7F0000002FF
FFB000002725A730000006FF
FFB000002747C3B0000006FF
FFB0000019818F70000006FF
FFF0000011C7D620000006FF
FFF000000BCBCFC0000006FF
FFD80000057CEE8000000DFF
FFD8000001C87E0000000DFF
FFF800000000200000001FFF
FFEC00000000000000001BFF
FFF600000000000000003FFF
FFF6000000000000000037FF
FFFB00000003F00000006FFF
FFFF8000000710000000DFFF
FFFFC0000006D0000001FFFF
FFFFE0000005D8000003FFFF
FFFFF0000007FC000007FFFF
FFFFD800001BC600000DFFFF
FFFFEE000015F900003BFFFF
FFFFF38000EFF4800077FFFF
FFFFFDE003DDF07007DFFFFF
FFFFFF3C1FBBF81FFE7FFFFF
FFFFFFE7FCFFFFF807FFFFFF
FFFFFFFE0FFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF

PART_2:
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFF9FFFFFFFFFFFFFFF
FFFFFFC000FFFFFFFFFFFFFF
FFFFFE00000FFFFC03FFFFFF
FFFFF8000007FF00003FFFFF
FFFFE0000001FA000007FFFF
FFFF80000001FC000001FFFF
FFFF00000000FC000000FFFF
FFFE00000000F80000007FFF
FFFC00000000F00000003FFF
FFF800000000700000001FFF
FFF800000000600000000FFF
FFF0000000000000000007FF
FFF0000000000000000007FF
FFE0000000000000000003FF
FFE0000000000000000003FF
FFC0000000000000000001FF
FFC0000000000000000001FF
FFC000000061E000000001FF
FFC000000731F380000001FF
FFC0000007A1DB80000001FF
FFC0000013FBDB80000001FF
FFC0000013F9BF00000001FF
FFC0000007FFF780000001FF
FFC000000FFDBFC0000001FF
FFC0000007FDBF80000001FF
FFE0000003F91F00000003FF
FFE0000000300000000003FF
FFE0000000000000000003FF
FFF0000000000000000007FF
FFF8000000000000000007FF
FFF800000000000000000FFF
FFFC00000000000000001FFF
FFFC00000000E00000003FFF
FFFE00000001E00000003FFF
FFFF00000003E00000007FFF
FFFF80000003E0000000FFFF
FFFFE0000007F8000003FFFF
FFFFF000000FFE000007FFFF
FFFFFC00001FFF00000FFFFF
FFFFFE00003FFF80003FFFFF
FFFFFFC0007FFFE001FFFFFF
FFFFFFF803FFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF
FFFFFFFFFFFFFFFFFFFFFFFF


That's the code for four level GrayScale. Help Please!
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« Reply #1 on: 17 March, 2012, 22:20:36 »
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That's the hex data for your picture. You can put it in your program as [FFFF ... FFF].

If those are 96x64 (or 96x63), you're probably better off downloading them as .8xi files (picture variables) and importing them into your program as [Pic#]. It would save you the time of typing all that into your calculator.

If you're going to be typing it in, you'd probably better use SourceCoder or TokenIDE to convert that into an .8xp file for you, so you don't have to type it all into your program character by character.
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« Reply #2 on: 17 March, 2012, 22:23:06 »
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That's the hex data for your picture. You can put it in your program as [FFFF ... FFF].

If those are 96x64 (or 96x63), you're probably better off downloading them as .8xi files (picture variables) and importing them into your program as [Pic#]. It would save you the time of typing all that into your calculator.

If you're going to be typing it in, you'd probably better use SourceCoder or TokenIDE to convert that into an .8xp file for you, so you don't have to type it all into your program character by character.
Speaking of TokenIDE...where can I get TokenIDE? I can't find a download anywhere...
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Pushpins 'n' stuff...

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« Reply #3 on: 17 March, 2012, 22:23:48 »
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What about the PART_1 and PART_2? Would I type those in too? Also, would it be [FFFF......FFFF]→Pic1? Or something else?
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« Reply #4 on: 17 March, 2012, 22:26:14 »
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Speaking of TokenIDE...where can I get TokenIDE? I can't find a download anywhere...
http://merthsoft.com/Tokens.zip
What about the PART_1 and PART_2?
Those are just labels. PART_1 is what goes on the buffer and PART_2 what goes on the back-buffer for grayscale.
Also, would it be [FFFF......FFFF]→Pic1? Or something else?
Yep.
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« Reply #5 on: 17 March, 2012, 22:31:50 »
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How would I make it display? How would I make it display with PART_1 and PART_2? Would I put part 2 as a separate pic like this?

1
2
[FFFF....FFFF]→Pic1
[FFFF....FFFF]→Pic2
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« Reply #6 on: 17 March, 2012, 22:34:12 »
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Yep. And then you can do DispGraph(Pic1,Pic2) (if they're both 96x64-ish), or copy the data to the buffers (as in Copy(Pic1,L6,768):Copy(Pic2,L3,768)) if you want to draw on them.
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« Reply #7 on: 17 March, 2012, 22:45:18 »
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It says "Invalid Token" then it sends me to the line that says DispGraph(Pic1,Pic2)
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« Reply #8 on: 17 March, 2012, 22:46:22 »
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Whoops, I meant DispGraph(Pic1,Pic2)r.
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« Reply #9 on: 17 March, 2012, 22:48:57 »
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How do I make it pause so that I can actually see the pic?
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« Reply #10 on: 17 March, 2012, 22:50:17 »
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Repeat getkey(15)
DispGraph(Pic1,Pic2)r
End
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« Reply #11 on: 18 March, 2012, 20:03:05 »
+1

Thanks! It works now! I made two.

Apple From Fringe:


Me:
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« Reply #12 on: 18 March, 2012, 21:46:02 »
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:O looks nice Cheesy
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« Reply #13 on: 18 March, 2012, 23:37:39 »
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By the way, if you happen to be using 4-level grayscale instead of 3, make sure to add two r's to the DispGraph instead of one.
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« Reply #14 on: 19 March, 2012, 00:03:12 »
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Yep. And then you can do DispGraph(Pic1,Pic2) (if they're both 96x64-ish), or copy the data to the buffers (as in Copy(Pic1,L6,768):Copy(Pic2,L3,768)) if you want to draw on them.

I used this method when I was failing for days to display an image I redrew of an old C64 game.
I currently have the PICs stored from another program, which I need to ask about: is there a way to get the pics and display code together?


* flimbocalc.png (2.02 KB, 96x64 - viewed 66 times.)
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