Omnimaga
Calculator Community => TI Calculators => Axe => Topic started by: nemo on November 24, 2010, 06:39:55 pm
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edits 8x8 sprites.
[2nd] to toggle the buffer pixel
[Alpha] to toggle the backbuffer pixel
[clear] to quit and export hex to Str1
hex is formatted like so:
[(buffer hex)](newline)[(backbuffer hex)]
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great! 8x8?
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yes, 8x8. edited in.
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yes, 8x8. edited in.
Already trying :)
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perfect, ill download tonight ;)
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I saw you talking about this on IRC for Downsider.
I might try it out later :)
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Already tried looks great, I suggest setting one key to a specific colour, so that I don't have to press alpha 3 times :S
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can't get onto my calc, can't send stuff :(
can you give the source?
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Well done! Works excellent. This will be a huge, huge use to me in the future :D
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Nice, but is it normal that I got this when trying to recall a string? ???
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I'll have to try this out. When I ever get around to making a greyscale game in Axe.
Which will be like 2020.
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/me hopes it is sooner D: (well... after IQ is finished of course :P)
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Yeah....I really need to have like a month with no school, then IQ will be perfected. Xmas break is my planned finishing time, but who knows?
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Nice, but is it normal that I got this when trying to recall a string? ???
hmm I see nemo stores it as tokens...
that's what I had before, I thought his would store as hex or something. Well, then mine is betterer, it's easier to use, and has cool features like invert areas, scroll right/left/up/down, auto dither an output as B&W only. I was just hoping he could show me a quick way to output the string in chars :(
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Nice, but is it normal that I got this when trying to recall a string? ???
Dj, that is pretty odd. i have no idea what the problem is. if you recall the string in a program, it works perfectly, though. and there really isn't a reason to recall the string to the homescreen if you're using it for Axe anyway, so i don't think i'm going to investigate the problem.
Ashbad, outputting a hex string as tokens or ASCII is the same because you're only using 0-9 and A-F, which have the same token/ASCII values. or in my case i'm also adding in a newline token for Downsider's ease of use.
as for exporting the hex into a string, well, that's easy:
GetCalc("Str1",32)->P
"0123456789ABCDEF"->Str1
For(Y,0,7
For(Z,0,1
0->C->D
For(X,0,3
e^(3-X)*pxl-Test(Z*4+X,Y)+C->C
e^(3-X)*pxl-Test(Z*4+X,Y)r+D->D
End
{C+Str1}->{Y*2+Z+P}
{D+Str1}->{Y*2+Z+P+16}
End
End
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oh, thanks man. I was doing some weird other thing, since I was making my own routine to read nibbles (I can't get axe 0.4.5 onto my calc) and my way involved changing my memory buffers from a 64 byte map into two 64 byte maps into two 8 byte hex sprites, into two strings, into one string O.o
Though I guess pixel testing on the buffers for me would also work as well.
Thanks again. :)
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Nice, but is it normal that I got this when trying to recall a string? ???
Dj, that is pretty odd. i have no idea what the problem is. if you recall the string in a program, it works perfectly, though. and there really isn't a reason to recall the string to the homescreen if you're using it for Axe anyway, so i don't think i'm going to investigate the problem.
Ashbad, outputting a hex string as tokens or ASCII is the same because you're only using 0-9 and A-F, which have the same token/ASCII values. or in my case i'm also adding in a newline token for Downsider's ease of use.
as for exporting the hex into a string, well, that's easy:
GetCalc("Str1",32)->P
"0123456789ABCDEF"->Str1
For(Y,0,7
For(Z,0,1
0->C->D
For(X,0,3
e^(3-X)*pxl-Test(Z*4+X,Y)+C->C
e^(3-X)*pxl-Test(Z*4+X,Y)r+D->D
End
{C+Str1}->{Y*2+Z+P}
{D+Str1}->{Y*2+Z+P+16}
End
End
Ah ok, well, before the junk, it seemed to show an hex string anyway, so it should be ok I guess. Note that I was using TI-83+SE OS 1.13 though, so that might be why. :P
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oh, thanks man. I was doing some weird other thing, since I was making my own routine to read nibbles (I can't get axe 0.4.5 onto my calc) and my way involved changing my memory buffers from a 64 byte map into two 64 byte maps into two 8 byte hex sprites, into two strings, into one string O.o
Though I guess pixel testing on the buffers for me would also work as well.
Thanks again. :)
You can't get Axe0.4.5, why?
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oh, thanks man. I was doing some weird other thing, since I was making my own routine to read nibbles (I can't get axe 0.4.5 onto my calc) and my way involved changing my memory buffers from a 64 byte map into two 64 byte maps into two 8 byte hex sprites, into two strings, into one string O.o
Though I guess pixel testing on the buffers for me would also work as well.
Thanks again. :)
You can't get Axe0.4.5, why?
He doesn't have a link cable :(
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...that works with my calc, my mini usb port is busted, and radioshack didn't have anything that could remotely work. I'l try best buy/ office depot.
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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.
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I think that it would be really cool if each individual menu comes up with F1, F2, F3 or something (Like 2.53 MP :P) That way we can look at the sprite and the menu at the same time. (especially necessary for the Draw menu commands)
As for Clockwise/CC vs Right/Left, Right/Left is probably better
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that's how i have it set up (: the menu system is nearly completed (it's basically the tabs and then one subroutine which crafts a subroutine based on r1-r6), so i thought i'd post about it now
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wow :D
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Umm...I'm using this and it doesn't put anything in Str1...the key is [clear] right?
Was there an update or something?
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hmm.. what calculator/OS?
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84PBE, 2.43, with omnicalc and calcutil installed.
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hmm... i'm not sure why it doesn't work on your calculator. there was no update or anything
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Well, my calculator's been kind of screwed up lately...
I'd have 10 apps on it, ~50000 archive free...
I'd put another 1-page app on it and stuff screws up and it says zero archive left.
On an 84...
It's probably just my calc being odd again :(
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Well, my calculator's been kind of screwed up lately...
I'd have 10 apps on it, ~50000 archive free...
I'd put another 1-page app on it and stuff screws up and it says zero archive left.
On an 84...
It's probably just my calc being odd again :(
O.o Tried RAM clearing? That sounds pretty messed up. How long was it like that?
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Months, now...I've been through countless RAM clears...
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Garbage collect/defrag in order?
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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?
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Defrag=garbage collect except for App pages. Same process, different area of memory. Occurs automatically whenever you delete an app
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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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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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Ah ok, will you be able to fit everything in the screen?
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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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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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:-\ 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??
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Pt-Mask isn't for four level grayscale. you get output from my program. here's what would display the sprite:
/*my program's output*/->Pic1
Repeat getKey(15)
Pt-On(0,0,Pic1)
Pt-On(0,0,Pic1)r
DispGraphrr
End
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Pt-Mask isn't for four level grayscale. you get output from my program. here's what would display the sprite:
/*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
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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.
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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 :)
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OK, after I re-sent the OS it works now./me likes
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Heya Mohammad, welcome on the forums. Good luck with Axe programming and I hope you enjoy your stay! :)