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Author Topic: Sprite Helpers -  (Read 6605 times) Bookmark and Share
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DJ Omnimaga
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« Reply #15 on: 08 June, 2010, 05:18:18 »
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interesting, it will be nice to have more tools for programming in Axe Smiley
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Runer112
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« Reply #16 on: 09 June, 2010, 07:22:44 »
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Still working on my sprite editor. Pretty much every actual editing feature I plan on implementing is finished (including support for black and white and both only 3-level grayscales! just kidding about 4-level, forgot I need to draw to both buffers for black so I need to accommodate for that now), although I still need to add/improve the sprite management commands such as adding new sprites or copying/pasting sprites.
« Last Edit: 09 June, 2010, 07:39:26 by Runer112 » Logged
DJ Omnimaga
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« Reply #17 on: 09 June, 2010, 07:24:53 »
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cool Cheesy keep us updated!

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« Reply #18 on: 09 June, 2010, 14:44:33 »
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Yeah, I can make a monochrome sprite editor later today, and supporting GS won't be too much more of a challenge.  I can probably have it done by the end of the day.
Mac users, all of my released PC programs are Mac and Linux compatible.  Linux users, if you don't already have mono, go to the terminal and type sudo apt-get install mono.  Mac users, I don't know how you can get Mono, but go online and look it up.
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« Reply #19 on: 09 June, 2010, 22:44:35 »
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It would be nice to include some better sprite management features like copying, but with the compiled program pushing 8 KB as it is, it will be difficult to add this. But those are finishing touches sort of features, so until I even figure out how to fit those into the program... I present the awesome features!

-8x8 or 16x16
-Black and white, 3-scale grayscale, or 4-scale grayscale
-Multiple zoom views visible at once
-Realtime sprite hex display
-Hex input
-Flipping horizontally or veritcally
-Rotating clockwise or counterclockwise
-Create, edit, and save as many sprites as memory allows
-Delete sprites

Go ahead, try it out. I attached the source and compiled versions, as well as a readme to explain how the hell to use it. If you plan on compiling the source on your calculator and don't want to use the 14,082 byte commented and indented source file, download the attached uncommented and unindented version, weighing in at only 5,714 bytes!

** If you find any glitches, want to make any suggestions, or just want to tell me how great of a guy I am for making this, tell me about it! **

** Anyone who wants to, feel free to look at the source code and suggest optimizations. A good place to start may be areas that are easier to understand without knowing the intricate structures of the specific program, namely routines that perform math/graphics operations. Rotate and flip could be good candidates for this... It's really hard for me to add features with the current features already maxing out the program's size! **


* SPRTEDIT.gif (3009.51 KB, 192x128 - viewed 301 times.)
* Runer112's Axe Sprite Editor v0.5.3.zip (17.97 KB - downloaded 54 times.)
« Last Edit: 10 June, 2010, 05:32:48 by Runer112 » Logged
yunhua98
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« Reply #20 on: 09 June, 2010, 22:55:41 »
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nice, but it won't compile on Axe 0.2.6 Huh?
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« Reply #21 on: 09 June, 2010, 22:56:32 »
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nice, but it won't compile on Axe 0.2.6 Huh?

It won't? That's what I'm compiling it on.
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« Reply #22 on: 09 June, 2010, 22:57:25 »
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nice, but it won't compile on Axe 0.2.6 Huh?

It won't? That's what I'm compiling it on.

Well, it give a BAD Symbol Error.  Is this a bug?  Quigbo?

Error at  60% first pass.
« Last Edit: 09 June, 2010, 22:58:51 by yunhua98 » Logged


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« Reply #23 on: 09 June, 2010, 22:59:28 »
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Hit PRGM to scroll to the error, what is it citing as the error?
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yunhua98
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« Reply #24 on: 09 June, 2010, 23:01:05 »
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Hit PRGM to scroll to the error, what is it citing as the error?

E OF 8X8 PIXEL -tanh-1(

and yes the CAPS are correct.
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« Reply #25 on: 09 June, 2010, 23:01:12 »
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works fine for me, at any rate.
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« Reply #26 on: 09 June, 2010, 23:05:33 »
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Wierd...
I unarchived it but it gave me out of MEM at 51%
So I rearchived it and it threw a BAD SYMBOL Error at 0% Huh?
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Runer112
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« Reply #27 on: 09 June, 2010, 23:07:27 »
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Yeah, I've noticed that Axe doesn't always read from the archive correctly. Either find a way to be able to compile it in RAM and have enough space for the compiled program or keep trying to compile the archived version until you don't get an error.
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« Reply #28 on: 09 June, 2010, 23:07:38 »
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try freeing up RAM... when run in wabbit, with three things on it: Axe, the source, and the compiled program, I had only 2KB of memory left. Maybe Axe can't handle low mem well?
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« Reply #29 on: 09 June, 2010, 23:09:30 »
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I RAM Cleared, stilled din't work, both ways.
I think I'll just send the excutable.
But I aready tried that and it didn't send... stupid TI-CONNECT.
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Spoiler for =====My Projects=====:
Minor setback due to code messing up.  On hold for Contest.

On hold for Contest.


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Have you seen any good news-worthy programs/events?  If so, PM me with an article to be included in the next issue of CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11

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