Omnimaga
Calculator Community => TI Calculators => Axe => Topic started by: nemo on June 22, 2010, 06:32:55 pm
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i'm trying to figure out an algorithm in Axe that's quick and efficient for converting a list of numbers to a sprite. assume the hex data (which is stored in base 10) is located in L1. since there are 4 pixels in a byte i figured you could check for each pixel separately to turn it on. the left most pixel can be checked with If X>7 (X being the nibble being drawn) and the right most one can be checked with
!If X^2. but i'm unsure how to check whether the middle pixels should be turned on (other than comparing X to a list of possible values) i get the feeling i'm doing this completely wrong.
edit: i reread and decided that may be a little hard to understand so here's an example:
the hex string 00050A132346D6FF would be stored as Data(0,0,0,5,0,10,1,3,2,3,4,6,13,6,15,15)
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There are 8 pixels in a byte. The hex data is ASCII? If so, then you can convert it to a real sprite fairly easily. If it is the actual sprite data, then just use Pt-On(X,Y,L1
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that doesn't work, but it made me realize that i can just store the data little bit differently and get it to work. thanks.
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Sure thing.
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Do you want to just convert sprites to data? If so, SirCmpwn made a program that is included in Omnimaga download section called Tilemap to Hex, I believe. It could maybe do what you want in that case.