Author Topic: 96*64 image  (Read 8138 times)

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Offline Keoni29

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96*64 image
« on: May 30, 2011, 01:20:27 pm »
I made my first game using axe. It's called TI-jump. It's based on the popular papijump.
I need a titlescreen for it. I can sprite it myself, but I wanna know how to draw a 96*64 image since sprites are 8*8
Do I have to make tons of little sprites or is there a code for it?
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Offline aeTIos

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Re: 96*64 image
« Reply #1 on: May 30, 2011, 01:24:09 pm »
You have to have a 768-byte code in a var like "pic1" then do pic1 (or anything) -> dispgraph
Code: [Select]
[hex code here]->pic1
pic1->dispgraph
Hope this helps!
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Offline Aichi

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Re: 96*64 image
« Reply #2 on: May 30, 2011, 01:24:27 pm »
Store the title screen as an OS Pic (Pic0 for example) and use [Pic0] -> Pic0 in your source. Axe Parser copies the OS Pic in your code and links the Pic0 Pointer to the first byte.

Offline ztrumpet

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Re: 96*64 image
« Reply #3 on: May 30, 2011, 01:25:42 pm »
You can absorb the pic into the Axe source and then display it, like this:
Code: [Select]
[Pic#]->GDB1
GDB1->DispGraph
Or, if you wanted to change what the titlescreen looks like by drawing text/lines/anything else on it, you can use this code:
Code: [Select]
[Pic#]->GDB1
Copy(GDB1,L6,768) // Note that this should be 756 if the picture has only 63 rows, like most pics on the calc.
...
DispGraph

Good luck!

Offline Keoni29

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Re: 96*64 image
« Reply #4 on: May 30, 2011, 01:28:20 pm »
Are there editors for images this size?
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Offline Aichi

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Re: 96*64 image
« Reply #5 on: May 30, 2011, 01:29:18 pm »
You can use MS Paint. TI Connect is able to convert these files to pic variables.

Offline Keoni29

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Re: 96*64 image
« Reply #6 on: May 30, 2011, 01:31:49 pm »
Is bmp okay?
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Offline Aichi

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Re: 96*64 image
« Reply #7 on: May 30, 2011, 01:33:01 pm »
Bmp is fine, you should only use black and white of course.

Offline Darl181

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Re: 96*64 image
« Reply #8 on: May 30, 2011, 01:38:11 pm »
Something you can also do if you want to put a bit more work into it but have it directly part of the source (rather than needing the picvar every compile)...
Make a new Axe Source program, name it whatever
then do something like this:
Code: (Axe) [Select]
[Pic#]→Q
GetCalc("prgmZPICRCL",768)→P ;doesn't really matter what the name is
Copy(Q,P,768)
After running that, you should now have a program which you could
1) call as a sub-program
2) 2nd + Rcl --paste directly into the source

Hope this helps ;D

EDIT: if you want to convert a PC image to a TI image, sourcecoder can do it if you don't have ti-connect, from bmp, gif or png
You'll have to manually put in the brackets tho
« Last Edit: May 30, 2011, 01:44:03 pm by Darl181 »
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Offline Builderboy

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Re: 96*64 image
« Reply #9 on: May 30, 2011, 01:42:37 pm »
Something you can also do if you want to put a bit more work into it but have it directly part of the source (rather than needing the picvar every compile)...
Make a new Axe Source program, name it whatever
then do something like this:
Code: (Axe) [Select]
[Pic#]→Q
GetCalc(ZPICRCL,768)→P ;doesn't really matter what the name is
Copy(Q,P,768)
After running that, you should now have a program which you could
1) call as a sub-program
2) 2nd + Rcl --paste directly into the source

Hope this helps ;D

That won't work for 2 reasons.  1) GetCalc takes a string of the form "prgmNAME" in order to work, and 2) copying the data directly into the program will *not* give you Hex strings, it will most likely give you gibberish, you would need a special converting program that takes data and converts it into Hex strings.

Offline Darl181

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Re: 96*64 image
« Reply #10 on: May 30, 2011, 01:44:38 pm »
Odd, I've gotten it to work before...don't exactly remember how I did it tho (it was in december or something)
« Last Edit: May 30, 2011, 01:45:14 pm by Darl181 »
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Offline Keoni29

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Re: 96*64 image
« Reply #11 on: May 30, 2011, 01:54:17 pm »
This is what I made. When the hi-scores are done I'll upload the final version of the game!

Edit:Ti connect said that my calc wasnt compatible with bmp. Why aint it converted by ti connect?
« Last Edit: May 30, 2011, 01:56:38 pm by Keoni29 »
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Offline aeTIos

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Re: 96*64 image
« Reply #12 on: May 30, 2011, 01:54:45 pm »
looks cool! well done!
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Offline Aichi

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Re: 96*64 image
« Reply #13 on: May 30, 2011, 01:56:07 pm »

Offline JosJuice

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Re: 96*64 image
« Reply #14 on: May 30, 2011, 02:01:04 pm »
This is what I made. When the hi-scores are done I'll upload the final version of the game!

Edit:Ti connect said that my calc wasnt compatible with bmp. Why aint it converted by ti connect?
You need to load it into TI Connect's image converter thingy first.