Author Topic: 4-level grayscale sprite editor  (Read 16475 times)

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Offline Darl181

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Re: 4-level grayscale sprite editor
« Reply #30 on: November 28, 2010, 01:06:38 am »
Months, now...I've been through countless RAM clears...
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Offline squidgetx

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Re: 4-level grayscale sprite editor
« Reply #31 on: November 28, 2010, 09:40:12 am »
Garbage collect/defrag in order?

Offline Darl181

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Re: 4-level grayscale sprite editor
« Reply #32 on: November 28, 2010, 01:54:05 pm »
Defrag on a calc?
I thought that was what a garbage collect did...
In any case, sometimes I've had an obscene amount of garbage collects, one for every hour or so.

Isn't defrag a PC term?
« Last Edit: November 28, 2010, 01:54:23 pm by Darl181 »
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Offline squidgetx

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Re: 4-level grayscale sprite editor
« Reply #33 on: November 28, 2010, 02:28:53 pm »
Defrag=garbage collect except for App pages. Same process, different area of memory. Occurs automatically whenever you delete an app

Offline DJ Omnimaga

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Re: 4-level grayscale sprite editor
« Reply #34 on: November 28, 2010, 03:31:36 pm »
alright, so i decided i'm actually going to do something with this. first thing is i need suggestions on the in-editor menu. it'll look, generally, as the attached picture. hopefully it's intuitive enough. you select an option, and a submenu comes up (that's what the dashes indicate). note that under the File tab, after you select New or Open and a size, the Monochrome, 3Lvl Gray, 4Lvl Gray and Masked submenu is implied. anyway, what are some suggestions for it? for example, for the Turn menu should i have it be Clockwise and CC, or Right and Left? i'm leaning to Right and Left because CC is too short but Counterclockwise is too long.
I like the menu layout so far. One thing, though, for the first one, would it be best to split it in half, if it uses F1? Because I wonder if it will be hard to implement scrolling in it with that many options?

Also I like the options so far. Sounds really promising :)
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Offline nemo

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Re: 4-level grayscale sprite editor
« Reply #35 on: November 28, 2010, 03:35:06 pm »
yes, the first one will use F1. the way it's set up is this. you choose an option from New, Open, Save, Quit. say you select Open. it will open a new menu to the right of the first one (like a computer does), and say 8x8, 16x16, 8x8 Set, 16x16 Set. once you select one, it will open a third and final menu which will contain Monochrome, 3Lvl Gray, 4Lvl Gray, and Masked. after you select that, it'll show all of the sprites with that type currently saved, and you can select one to edit.


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Re: 4-level grayscale sprite editor
« Reply #36 on: November 28, 2010, 03:40:17 pm »
Ah ok, will you be able to fit everything in the screen?
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Offline nemo

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Re: 4-level grayscale sprite editor
« Reply #37 on: November 28, 2010, 03:51:20 pm »
just experimented a little, and no. but if i change Monochrome to B/W and move the menus up a little bit, then yes it'll fit on screen


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Re: 4-level grayscale sprite editor
« Reply #38 on: November 28, 2010, 03:56:25 pm »
Ah ok. Anyway good luck with this project and I hope you can manage to keep it small so it can easily be used for developing large games too :D
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Offline Mohammad

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Re: 4-level grayscale sprite editor
« Reply #39 on: December 07, 2010, 06:18:14 pm »
 :-\ sorry this may sound really stupid...but i want to use grayscale in my game that i am making and i cannot figure it out. i downloaded this program but how do i implement two sprites into one pt mask command(should i even use pt-mask?)?
 the app provides two sprites after i press clear. i assume one for the front buffer and one for the back...
 how do i put both into one sprite? i am confused about pt-mask also...
can someone please give an example of how you would use this program??
« Last Edit: December 07, 2010, 06:22:00 pm by Mohammad »

Offline nemo

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Re: 4-level grayscale sprite editor
« Reply #40 on: December 07, 2010, 06:26:35 pm »
Pt-Mask isn't for four level grayscale. you get output from my program. here's what would display the sprite:
Code: [Select]
/*my program's output*/->Pic1
Repeat getKey(15)
Pt-On(0,0,Pic1)
Pt-On(0,0,Pic1)r
DispGraphrr
End


Offline Mohammad

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Re: 4-level grayscale sprite editor
« Reply #41 on: December 07, 2010, 06:32:53 pm »
Pt-Mask isn't for four level grayscale. you get output from my program. here's what would display the sprite:
Code: [Select]
/*my program's output*/->Pic1
Repeat getKey(15)
Pt-On(0,0,Pic1)
Pt-On(0,0,Pic1)r
DispGraphrr
End
thnk you so very much!
is "my programs output" like this:

:[hex]->pic1
:[hex2]

or this

:[hex][hex2]->pic1

or this?

:[hexhex2]->pic1
« Last Edit: December 07, 2010, 06:37:05 pm by Mohammad »

Offline nemo

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Re: 4-level grayscale sprite editor
« Reply #42 on: December 07, 2010, 06:35:46 pm »
pt-mask if for when you want to mask sprites. my editor does not output the data to do this. standard level grayscale works like this. you have a buffer pixel and a back buffer pixel. together, they determine what shade of gray is displayed. imagine the first pixels i the buffer and the second is the back buffer. 00 is white, 01 is light gray, 10 is dark gray, 11 is black. in pt mask, 00 is transparent (whatever is behind the sprite is shown), 01 is white, 10 is gray, 11 is black.


Offline Mohammad

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Re: 4-level grayscale sprite editor
« Reply #43 on: December 07, 2010, 06:38:15 pm »
pt-mask if for when you want to mask sprites. my editor does not output the data to do this. standard level grayscale works like this. you have a buffer pixel and a back buffer pixel. together, they determine what shade of gray is displayed. imagine the first pixels i the buffer and the second is the back buffer. 00 is white, 01 is light gray, 10 is dark gray, 11 is black. in pt mask, 00 is transparent (whatever is behind the sprite is shown), 01 is white, 10 is gray, 11 is black.
ty again :)

Offline Darl181

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Re: 4-level grayscale sprite editor
« Reply #44 on: December 07, 2010, 07:02:14 pm »
OK, after I re-sent the OS it works now.
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