Author Topic: BatLib  (Read 147095 times)

0 Members and 1 Guest are viewing this topic.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: SpriteLib
« Reply #90 on: December 04, 2010, 01:45:00 am »
Lol :P, I really need to change this to Total post ratings, though. Liked posts would have worked too if we had no downrating, but total post ratings seems more accurate than respect IMHO. Plus, negative respect can sound offensive to a member because he might think he's not welcome.
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: SpriteLib
« Reply #91 on: December 04, 2010, 07:56:24 am »
Ok, only today I found out what SpriteLib was...!!!!

It's like Celtic III and xLib, a library for TI Basic games.

Now I can post some doubts:
-Is it made in HEX?
-It's called SpriteLib, does it add any spriting functionality to TI Basic?
-A program made in Hybrid Basic with SpriteLib does not require SpriteLib to run in a shell, right?

:)

Offline JosJuice

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1344
  • Rating: +66/-14
    • View Profile
Re: SpriteLib
« Reply #92 on: December 04, 2010, 07:59:26 am »
-A program made in Hybrid Basic with SpriteLib does not require SpriteLib to run in a shell, right?
A program that uses xLib always requires xLib, even in a shell. A program that uses Celtic III always requires Celtic III, even in a shell. In the same way, a program that uses SpriteLib always requires SpriteLib, even in a shell.

The difference is that xLib and Celtic III are included in DCS, even though it's hard to notice.

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: SpriteLib
« Reply #93 on: December 04, 2010, 08:36:06 am »
-A program made in Hybrid Basic with SpriteLib does not require SpriteLib to run in a shell, right?
A program that uses xLib always requires xLib, even in a shell. A program that uses Celtic III always requires Celtic III, even in a shell. In the same way, a program that uses SpriteLib always requires SpriteLib, even in a shell.

The difference is that xLib and Celtic III are included in DCS, even though it's hard to notice.

ooh that last sentence was very useful, since I have played celtic III games in my calc and I never even saw the Celtic III application.

Maybe when SpriteLib gets very good, Kermm can include it in Doors :)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: SpriteLib
« Reply #94 on: December 04, 2010, 04:31:01 pm »
Yeah that would rule, or maybe Xeda can add the option to chain it, later, so both Doors and SpriteLib can be used together. Alternatively, he could do like Hot Dog did with Coorelation and allow the user to switch between both apps in the middle of a BASIC program by running an Asm() program. Chaining can be slow so that could be an alternative.

@Xeda, by the way the program was uploaded in the wrong directory so I moved it. It was in 83+ instead of 83+ tools.
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: SpriteLib
« Reply #95 on: December 04, 2010, 04:54:52 pm »
Yeah that would rule, or maybe Xeda can add the option to chain it, later, so both Doors and SpriteLib can be used together. Alternatively, he could do like Hot Dog did with Coorelation and allow the user to switch between both apps in the middle of a BASIC program by running an Asm() program. Chaining can be slow so that could be an alternative.

@Xeda, by the way the program was uploaded in the wrong directory so I moved it. It was in 83+ instead of 83+ tools.

Only a later version of SpriteLib (complete stable one) could have DoorsCS compatibility, if I was kerm I would only do that under those conditions :S

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: SpriteLib
« Reply #96 on: December 04, 2010, 06:21:30 pm »
Only a later version of SpriteLib (complete stable one)
You seem to think that SpriteLib isn't stable because it's programed in hex.  From what I've seen, Xeda is very good at programming in hex and I have not encountered any crashes due to SpriteLib. :)

Offline Xeda112358

  • they/them
  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: SpriteLib
« Reply #97 on: December 04, 2010, 07:02:28 pm »
Only a later version of SpriteLib (complete stable one)
You seem to think that SpriteLib isn't stable because it's programed in hex.  From what I've seen, Xeda is very good at programming in hex and I have not encountered any crashes due to SpriteLib. :)

*Zeda feels all warm and fuzzy inside (^_^)

I will try to keep it that way, too ♥
I try to only release stable programs. There are ways to crash your calc with SpriteLib, but that is because SpriteLib gives you abilities to directly edit the 32768 bytes of RAM. Plus, you can use the ASMHex command to crash it :D

@Thanks for fixing that for me, sorry. Also, I think that is an excellent alternative to changing hooks. It will have to be at a later time, so that I can look more into DoorsCS (which won't take too much). I think I will make it an actual SpriteLib command to unhook SpriteLib or replace the hook with another library. Then I will make an actual program to install it (that way you only have to use an asm program to install the hook, as opposed to having programs to uninstall and programs to install other hooks).

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: SpriteLib
« Reply #98 on: December 04, 2010, 07:03:34 pm »
Only a later version of SpriteLib (complete stable one)
You seem to think that SpriteLib isn't stable because it's programed in hex.  From what I've seen, Xeda is very good at programming in hex and I have not encountered any crashes due to SpriteLib. :)

No, it's not that. But Xeda, I think wants to add LOTS OF STUFF to SpriteLib (i hope he does) and if kerm made it work now, it would be outdated in a week. Get it?

I love HEX and understand the importance of HEX :P

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: SpriteLib
« Reply #99 on: December 04, 2010, 07:32:02 pm »
Only a later version of SpriteLib (complete stable one)
You seem to think that SpriteLib isn't stable because it's programed in hex.  From what I've seen, Xeda is very good at programming in hex and I have not encountered any crashes due to SpriteLib. :)

No, it's not that. But Xeda, I think wants to add LOTS OF STUFF to SpriteLib (i hope he does) and if kerm made it work now, it would be outdated in a week. Get it?

I love HEX and understand the importance of HEX :P
Ah, sorry, I misunderstood your post.  * ZTrumpet feeds himself to the lobster...  (We really need that as a emoticon. :P )

Regardless if it was directed at no one or not, I still stand by what I said. ;D

Offline Xeda112358

  • they/them
  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: SpriteLib
« Reply #100 on: December 04, 2010, 07:43:08 pm »
No, it's not that. But Xeda, I think wants to add LOTS OF STUFF to SpriteLib (i hope he does) and if kerm made it work now, it would be outdated in a week. Get it?

I love HEX and understand the importance of HEX :P
Oh, yeah. I plan to fill the whole 16384 bytes and I am at only about 2000 bytes. That is why I am still thinking about including BASIC Recode in there because for one I have so many wonderful calls in SpriteLib that I can make use of and two, I need to fill up more space :D
An idea that would be really neat that I do not think will ever be implemented in SpriteLib would be a 3D sprite and tilemap routine :D If I can do it, I promise I will, but I really don't believe I can. Can you imagine all the inputs required :
Z-axis rotation,Y-axis rotation,X axis rotation,Width of the map,layers/levels of the map,Tile map data,sprite data,display method layer 1,[display method layer 2...

Also, over on TIBD, BlakPilar gave the great idea of using IS>( or DS<( rather than int(. I would prefer to use these and not let them work like normal as opposed to using int( and making an exception that does make it usable.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55942
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: SpriteLib
« Reply #101 on: December 04, 2010, 09:51:44 pm »
Oh, IS and DS would be good options. Those commands aren't very useful anymore nowadays, unless they have some optimizations. The only use was on the TI-81 as replacement to For( loops, because the 81 had no For( instruction.
Now active at https://discord.gg/cuZcfcF (CodeWalrus server)

Offline AngelFish

  • Is this my custom title?
  • Administrator
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3242
  • Rating: +270/-27
  • I'm a Fishbot
    • View Profile
Re: SpriteLib
« Reply #102 on: December 04, 2010, 10:15:03 pm »
Oh, yeah. I plan to fill the whole 16384 bytes and I am at only about 2000 bytes. That is why I am still thinking about including BASIC Recode in there because for one I have so many wonderful calls in SpriteLib that I can make use of and two, I need to fill up more space :D

 :o

Quote
An idea that would be really neat that I do not think will ever be implemented in SpriteLib would be a 3D sprite and tilemap routine :D If I can do it, I promise I will, but I really don't believe I can. Can you imagine all the inputs required :
Z-axis rotation,Y-axis rotation,X axis rotation,Width of the map,layers/levels of the map,Tile map data,sprite data,display method layer 1,[display method layer 2...

*Faints*
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline nemo

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1203
  • Rating: +95/-11
    • View Profile
Re: SpriteLib
« Reply #103 on: December 04, 2010, 10:26:44 pm »
a 3-d tilemap and 3-d sprite routine would be incredible... but is it worth it? how many calculator games do you know that use 3-d tilemaps? you'd probably get lucky to find a game engine that can even handle the z-axis. plus.. this is a lib, for TI-Basic. if there's going to be a fast, full-fledged 3-d game with 3 dimensional tilemaps, it's going to be in asm, or heavily optimized axe.


Offline Xeda112358

  • they/them
  • Project Author
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 4704
  • Rating: +719/-6
  • Calc-u-lator, do doo doo do do do.
    • View Profile
Re: SpriteLib
« Reply #104 on: December 04, 2010, 10:27:07 pm »
Oh, yeah. I plan to fill the whole 16384 bytes and I am at only about 2000 bytes. That is why I am still thinking about including BASIC Recode in there because for one I have so many wonderful calls in SpriteLib that I can make use of and two, I need to fill up more space :D

 :o

Quote
An idea that would be really neat that I do not think will ever be implemented in SpriteLib would be a 3D sprite and tilemap routine :D If I can do it, I promise I will, but I really don't believe I can. Can you imagine all the inputs required :
Z-axis rotation,Y-axis rotation,X axis rotation,Width of the map,layers/levels of the map,Tile map data,sprite data,display method layer 1,[display method layer 2...

*Faints*
Hehe, I literally had to dream about that. I really don't think it will go that far because Display+Zeda doesn't work well. Garr, fine. I will add that to my list of things to do for my 5 weeks off :D. I don't plan to make a super awesome amazing thing, but it would be nice for my one year anniversary of assembly programming to make a multi-level tilemap routine that uses some 3Dish effects.