Omnimaga

Calculator Community => TI Calculators => Axe => Topic started by: SirCmpwn on January 05, 2011, 10:40:11 pm

Title: SirCmpwn's Sprite Editor
Post by: SirCmpwn on January 05, 2011, 10:40:11 pm
YAASE ;)

I spent some time while grounded working on a 4-level grayscale sprite editor.  It shows you a large view and a small view, and allows you to edit a sprite sheet (a large number of sprites used for a single purpose, such as a tilemap).  That much is not very impressive.  The impressive part is that you can export the entire sprite sheet into an Axe-formatted library program, and immediately add an "include" to your program that uses the sprites.  When using the editor, the grayscale is a little slow, but it is easy to see the colors.  Attached is a screenie and the program itself, enjoy!  I will release source code at a later time.
Title: Re: SirCmpwn's Sprite Editor
Post by: ztrumpet on January 05, 2011, 10:42:48 pm
Awesome!  This is great!
Thanks Sir!! ;D
Title: Re: SirCmpwn's Sprite Editor
Post by: Eeems on January 05, 2011, 10:47:22 pm
I like the intro :)
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on January 05, 2011, 10:48:55 pm
Thanks Eeems, but the important part is the editor :P what do you think of it?
Title: Re: SirCmpwn's Sprite Editor
Post by: Eeems on January 05, 2011, 10:50:15 pm
I think something like the intro should be displayed while KOS boots up :)
The editor is nice too :) I myself wouldn't probably use it because I think I've completely gone to the assembly side, but it looks great and easy to use as well as feature filled :)
Title: Re: SirCmpwn's Sprite Editor
Post by: DJ Omnimaga on January 06, 2011, 01:58:03 am
Nice! I like how it can export entire sprite sheets.
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on January 06, 2011, 05:23:56 pm
Yeah, it was a bit of a pain getting the tokenized stuff working, because it isn't just plain ASCII, but importing the sprite sheets again was more of a pain.
Title: Re: SirCmpwn's Sprite Editor
Post by: yunhua98 on January 06, 2011, 05:29:58 pm
I second the intro in KOS, but also an option to skip it

nice, I definitly will be using this.  ;)  HEXPIC's just kinda slow for me...  :P
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on January 06, 2011, 05:33:30 pm
Sounds great, yunhua98!  If you are concerned about the possibility of loosing your data due to crashes, you can keep your sprite sheet archived, and the editor will seamlessly import it, and can re-archive it on export if you change the setting.
Title: Re: SirCmpwn's Sprite Editor
Post by: Binder News on January 06, 2011, 06:10:52 pm
If anyone wants a smaller version of Hexpic I wrote, you can find it here (https://docs.google.com/leaf?id=0Bw00_I2xsVk3MTE4ZjZmNzEtNzg2ZS00ZjQ1LTkyMDEtMzlkOTJlYTI5ZTkx&hl=en&authkey=CMrNntgO).
I think it's under 1000 bytes (anyone using an 83+?)
(Not trying to undermine you Sir. This is mainly for people with not a lot of memory.)
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on January 06, 2011, 06:17:56 pm
Naw, it's totally cool.  I once wrote a very simple sprite converter program for minimalistic programmers that was something like 50 bytes.
Title: Re: SirCmpwn's Sprite Editor
Post by: Binder News on January 06, 2011, 06:19:42 pm
O.o That's tiny
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on January 06, 2011, 06:20:05 pm
Quick modify ftw.  It's good to be a moderator.
Title: Re: SirCmpwn's Sprite Editor
Post by: yunhua98 on January 06, 2011, 06:20:56 pm
yeah, that's exactly what id did lol.  XD  :P
Title: Re: SirCmpwn's Sprite Editor
Post by: Michael_Lee on January 06, 2011, 09:12:21 pm
Quick modify ftw.  It's good to be a moderator.
yeah, that's exactly what id did lol.  XD  :P
???

Also, I think this should be moved to calc projects - anybody concur?

Hmm, 4-scale, huh?  Maybe I can finally try making a 4-scale game!
Title: Re: SirCmpwn's Sprite Editor
Post by: Eeems on January 06, 2011, 09:17:07 pm
Hmm, I'm not sure, this is an axe parser specific project...
Title: Re: SirCmpwn's Sprite Editor
Post by: turiqwalrus on January 06, 2011, 09:23:03 pm
this looks great, especially the intro. As SirCmpwn said, the grayscale is a little slow on the editor, but that doesn't really matter. I'm hoping for the source.
EDIT: ok. I'll remember that---------------^
thanks for the source. I don't have a connect utility at the moment while I wait for my laptop to come.
I'm resorting to SourceCoder and manual typing.
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on January 06, 2011, 09:41:24 pm
Let's keep this in the Axe Parser subforum.  turiqwalrus, thanks for the positive feedback, and I'd prefer if my name was spelled "SirCmpwn" or "Sir Cmpwn", but no underscore, thanks!
Source code, right.  Forgot about that.  Attached.
Title: Re: SirCmpwn's Sprite Editor
Post by: ztrumpet on January 06, 2011, 09:56:50 pm
Quick modify ftw.  It's good to be a moderator.
yeah, that's exactly what id did lol.  XD  :P
lol, me too. ;D
Title: Re: SirCmpwn's Sprite Editor
Post by: Munchor on January 07, 2011, 02:25:46 pm
I love the intro SirCmpwn XD. The program looks great, a very professional sprite editor.
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on January 07, 2011, 04:44:29 pm
Thanks ScoutDavid!
Title: Re: SirCmpwn's Sprite Editor
Post by: DJ Omnimaga on January 08, 2011, 08:14:59 pm
Yeah I think sprite editors should probably be kept in their respective sub-forums, unless they're universal. Otherwise it will be hard to figure out which one is for Axe and which one is for ASM.
Let's keep this in the Axe Parser subforum.  turiqwalrus, thanks for the positive feedback, and I'd prefer if my name was spelled "SirCmpwn" or "Sir Cmpwn"
You should have seen how Quigibo spelled your nickname and Michael_Lee's in the contest results when he sent them to me. O.O

Anyway nice job :D
Title: Re: SirCmpwn's Sprite Editor
Post by: ZippyDee on March 26, 2011, 09:06:09 am
You, SirCmpwn, are an amazing individual :3 This program will be used often, I'm sure.
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on March 26, 2011, 11:27:31 am
Holy necropost :P
Thank you very much.  I personally use this program almost every day.
Title: Re: SirCmpwn's Sprite Editor
Post by: ZippyDee on March 27, 2011, 02:52:05 am
I figured resurrection was worth it. :P I got a game idea a few days ago and I was like "Damn...I'm gonna have to make all the sprites for this...I NEED A TOOL!!"

And then I found one.
Title: Re: SirCmpwn's Sprite Editor
Post by: leafy on March 27, 2011, 03:02:03 am
There's a couple of bugs and I wish there was a black-and-white mode, but I use this the most over any other sprite editor :)
Title: Re: SirCmpwn's Sprite Editor
Post by: Munchor on March 27, 2011, 08:24:55 am
There's a couple of bugs and I wish there was a black-and-white mode, but I use this the most over any other sprite editor :)

I don't use sprite editors anymore, I do it by hand, but I used to use this one.
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on March 27, 2011, 11:46:34 am
I might add a b&w mode if I have some spare time.  leafiness0, what are those bugs?
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on March 27, 2011, 10:20:51 pm
Hey,
I've been working on this tonight, and added the ability to import and export black and white sprites.  I'll upload it as soon as I can.
Title: Re: SirCmpwn's Sprite Editor
Post by: leafy on March 27, 2011, 10:43:05 pm
Er deleting a sprite causes the first row of the next sprite to glitch up
adding comments into the sprite program causes all sprites after the comment to glitch up

Also stuff I would like to see:
If you change the picture pointer in the program, it doesn't automatically change it back to Pic1

Great work, though.
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on March 27, 2011, 10:51:06 pm
I can't reproduce the glitchy first row problem :/
As for the adding comments, I couldn't think of a good way of importing sprites where I differentiate between data, code, maps, sprites, etc, so it just takes anything A-F and 0-1 and assumes it is the next nibble.
I'm also considering adding the option to specify the picture variable it uses.
Title: Re: SirCmpwn's Sprite Editor
Post by: leafy on March 27, 2011, 10:52:00 pm
If I remember correctly, it changes the first row of black pixels to greyscale.
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on March 27, 2011, 10:55:48 pm
Still can't reproduce it.  Perhaps I fixed it a while ago and don't remember.
Title: Re: SirCmpwn's Sprite Editor
Post by: leafy on March 28, 2011, 12:06:49 am
Eh maybe. the only thing that matters is it got fixed, of course :)
I saved your heathen soul from a double post!
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on March 28, 2011, 09:13:25 pm
Okidoki, here's version two, with the bugs fixed and the requested features added.  Here's a breakdown of the new features in this version:
-Import/Export Black & White Sprite Sheets
-Specify a Pic variable to export as
-On import, if it finds that sprites are being stored to a Pic variable, it will set that one as the default

These features address the following:
Black and White:
I wish there was a black-and-white mode

Pic variable features:
If you change the picture pointer in the program, it doesn't automatically change it back to Pic1

If anyone wants any more features, post it up.  Also, bug reports would be nice.  One known bug is that occasionally, when importing a black and white sprite sheet, some of them will glitch up.
Title: Re: SirCmpwn's Sprite Editor
Post by: leafy on March 28, 2011, 10:04:44 pm
Yes! Finally! Thanks so much :) Also will it glitch up if there are both greyscale sprites and b/w, or does it just set the mode to greyscale all throughout?
This b/w mode is awesome.
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on March 28, 2011, 10:11:19 pm
It's either all b/w or all grayscale.
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on March 30, 2011, 09:08:30 pm
New version, you ask?
Features added:
*Flip sprites - Pressing * and / flip it horizontally and vertically, respectively
*Invert sprite - Press ^ to invert the whole sprite
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on May 09, 2011, 05:27:46 pm
*bump* anyone want more features?  Anyone still even use this?
Title: Re: SirCmpwn's Sprite Editor
Post by: DJ Omnimaga on May 09, 2011, 05:33:03 pm
Well the issue is that you are competing with about 100 other Axe/BASIC/ASM sprite editors on Omnimaga, so inevitably the amount of responses to new ones will be sparse.
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on May 09, 2011, 05:34:08 pm
Well the issue is that you are competing with about 100 other Axe/BASIC/ASM sprite editors on Omnimaga, so inevitably the amount of responses to new ones will be sparse.
That's true.  I think mine uniquely offers the ability to import/export pre-formatted Axe programs with the sprite sheets.
Title: Re: SirCmpwn's Sprite Editor
Post by: DJ Omnimaga on May 09, 2011, 05:35:48 pm
Yeah true. Actually I think Squidgetx's did too (although it was more a memory viewer), but yeah at one point there was a new sprite editor ccoming out every week or so, so I almost imitated Ticalc.org's 2011 April fools joke with quadratic solver folders :P (Not implying that sprite editors are useless, but there were so many O.O)
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on May 09, 2011, 05:36:57 pm
Yeah true. Actually I think Squidgetx's did too (although it was more a memory viewer), but yeah at one point there was a new sprite editor ccoming out every week or so, so I almost imitated Ticalc.org's 2011 April fools joke with quadratic solver folders :P (Not implying that sprite editors are useless, but there were so many O.O)
Nice, that would have been a good one.  I still enjoy mine the most, and think that it rises to the top of the crop for it's inclusion of Axe-specific features.
Title: Re: SirCmpwn's Sprite Editor
Post by: squidgetx on May 09, 2011, 05:44:00 pm
Haha yeah, mine was more like a mem editor with the option to edit the data as sprites instead of bytes.

This is pretty cool, and I would use it except that I already have my own regular sprite editors that I keep as source in archive, then compile when I need them. Exec-only files are hard to find on my calc, as my RAM clears so often :P and I already have my custom-tailored one for A:P
Still, I think I would back your claim that it's the best gen. purpose sprite editor out there...
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on May 09, 2011, 05:45:27 pm
Haha yeah, mine was more like a mem editor with the option to edit the data as sprites instead of bytes.

This is pretty cool, and I would use it except that I already have my own regular sprite editors that I keep as source in archive, then compile when I need them. Exec-only files are hard to find on my calc, as my RAM clears so often :P and I already have my custom-tailored one for A:P
Still, I think I would back your claim that it's the best gen. purpose sprite editor out there...
Thanks!  I appreciate it.  And I do write a lot of custom tools for each program I make - you should see how much extra software I've written to compile KnightOS.
Title: Re: SirCmpwn's Sprite Editor
Post by: ztrumpet on May 09, 2011, 06:51:42 pm
Sir, I still think this is the best editor out there as well. :)
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on May 09, 2011, 06:54:43 pm
Sir, I still think this is the best editor out there as well. :)
Aww shucks :) Thanks, I'm just hoping to add more to it if anyone wants more features.
Title: Re: SirCmpwn's Sprite Editor
Post by: ztrumpet on July 13, 2011, 12:35:55 pm
Hey Sir,
Can you add the ability to Copy the current sprite and paste it into another spot, so it's easier to make two sprites with only minute differences?  Thanks. :)
Title: Re: SirCmpwn's Sprite Editor
Post by: SirCmpwn on July 17, 2011, 07:31:53 pm
Hey Sir,
Can you add the ability to Copy the current sprite and paste it into another spot, so it's easier to make two sprites with only minute differences?  Thanks. :)
Whoops, never saw this post.  I'll be making a new version soon, with that included.

Also, source!
Title: Re: SirCmpwn's Sprite Editor
Post by: Munchor on July 24, 2011, 05:24:38 pm
After such a long time, a new update, cool Sir!