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Author Topic: Prizm Useful Routines -- post here! -  (Read 3986 times) Bookmark and Share
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z80man
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Date Registered: 26 December, 2010, 10:02:50
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« Reply #60 on: 22 December, 2011, 08:16:02 »
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The size of float based routines is really quite negligible and they don't use any extra ram because the entire executable is stored in flash. You could use a fixed point float in this situation but I would advise against them in this situation as the best way to write them out would be to use pre-defined macros such as TWO_POINT_FIVE which would be 0x00028000 in a 32 bit fixed point notation. The other alternative here is to specify when calling the function what size you would like to scale it to instead of providing a scale factor. Perhaps in this situation 2 different functions ought to be developed. One for rather straightforward scales that can be easily implemented such as x.5, x2, x4 and so on. This would be called as 2 raised to the x power. For example passing 0 as the scale will result in a sprite with no change in size while 1 will be x2, 2 as x4, 3 as x8, and so on. That would also mean that -1 would be .5, -2 as .25 and so on. The second routine would require much more overhead and be called with either a float factor or specify the new image size. If this sounds good I can start work on the first routine and have that out in not too long.
Bump-bi-di-bump the topic for asking someone to realize zoo-msacled sprite drawing function. That could be very useful to some animations..
I think always that 2^factors would be easier and faster to use...

moderator edit: fixed
For shrinking sprites factors of 2 would be much faster while for enlarging there wouldn't be a difference. What could be done is that the routine checks if a factor of 2 is used and then resizes using the proper routine. It isn't too hard to check whether an integer is a factor of 2 or not especially if you limit the the scale size to something like x16
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List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)
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