Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: Demon on July 11, 2006, 03:49:00 pm

Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on July 11, 2006, 03:49:00 pm
I am still making my sprite editor.  I've already made one but now I am making it better with a GUI and everything.

EDIT:  Updated. Screenshots are below.
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on July 12, 2006, 12:48:00 am
wow that look cool!, how big is it so far? That reminds me omnicalc font editor ^^
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on July 12, 2006, 07:45:00 am
It's pretty big, yet it's pretty small.
Acutally, the only big thing is it's chain of dependencies, which has become as bad as a Linux program's.  The good thing about this is that it saves a crapload of space.  With [shared] dependencies like this, I think a package manager is in order :)smile.gif

------------------------------------------------------------------------------
Dependencies and Space Info
------------------------------------------------------------------------------
Total RAM required: 6500 (including temp usage)
Total FlashROM required: 16K (for XLIB)
Dependencies: 26 as of 7/13/06
------------------------------------------------------------------------------
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on July 12, 2006, 12:50:00 pm
still its cool, can all the programs be in RAM? Because then you could bundle them all in a BASIC builder app? That way if you need to test your game when you are not using the editor you have all your RAM back
Title: Pyro-Sprite Sprite and Image Editor
Post by: bfr on July 13, 2006, 12:38:00 pm
That looks pretty neat  B)cool.gif .
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on July 13, 2006, 01:16:00 pm
wow I never seen a sprite editor looking that great before on calc O_Oshocked2.gif so much sutff as well.  
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on July 15, 2006, 06:46:00 am
Yep.  And I improved it again in the last two days.

user posted image
EDIT:  Note - updated.  But this is the most recent animated screenshot, and I'll update it soon.  You can download the beta release below.

- It's smaller and faster.  It now it uses up only 3346 bytes of RAM (Without any mods, and excluding xLib).  Half of what it used to.
- It saves your batteries when idle.
- You can do things more a whole bunch of sprites at once.
- Except for xLib, it now uses nothing but my own subroutines (unless you use the ONBLOCK mod).
- You can now easily mod the editor to how you like it by inserting code in the "mod files".  This is a better idea compared to making changes to the editor itself 'cause if you mess up, you just take out the buggy code in the mod file and the editor will work again.
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on July 15, 2006, 09:54:00 am
wow that keep getting better and better O_Oshocked2.gif its the best editor i ever seen!
Title: Pyro-Sprite Sprite and Image Editor
Post by: Dragon__lance on July 15, 2006, 11:02:00 am
looks extremely great!! Awesome work! :thumb:thumb.gif Lolje's got some competition ;)wink.gif
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on July 17, 2006, 12:20:00 pm
New features:
- A better intro screen.
- Detects whether xLIB is installed and whether you have enough RAM to run.
- The pixel editor has been optimized a little bit more, and uses up a little bit less room.  And it has been made modable so you can add your own keyhooks.
- The program and it's libraries clean up after themselves dynamically, saving you memory as you go (and just in case of a crash, there isn't much to clean up - otherwise, just rerun the program and exit and that will clean up most of the tempvars used.

Removed features:
- The move feature because it can overwrite itself and delete part of your sprite sheet (or at least the selection).  Use the copy function instead and delete parts you don't need.

Currently:
Writing the instructions.  The editor is expected to be released this week.
Title: Pyro-Sprite Sprite and Image Editor
Post by: Dragon__lance on July 17, 2006, 12:59:00 pm
ahhhh, very nice!! Can't wait to give it a run! :thumb:thumb.gif
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on July 17, 2006, 04:16:00 pm
Here it is!  Finally!
It is a beta, and has no bugs that I know of (but tell me if you find any problems or wieirdness.  I'll keep doing tests tonight and probably add more features before I finalize the release).
I have not gotten the Mod Developing guide finished, but I have gotten all of the base instruction, two mods, and how to install them.

Once I get that finished, and I probably will tonight, then I will repackage and release the editor on ticalc.org.

EDIT:  Updated.  This is the second beta release.  Some things have been fixed.
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on July 17, 2006, 05:30:00 pm
Bug I've already found:

I found an bug in the copy function.  I think I forgot to set part of it up for the 4-pixel stepping of the cursor, so it copies more than it should.  But the stepping is being set back to 8 pixels since I just added a feature that will let you see where traversing lines meet up so there will be no need for 4-pixel stepping.
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on July 18, 2006, 02:43:00 am
wow awesome I'll give this a try whenever I get some time! :D *cough*unreal tournament*cough*
Title: Pyro-Sprite Sprite and Image Editor
Post by: Dragon__lance on July 18, 2006, 08:10:00 am
lol,xlibman! :)smile.gif anyways, i tried out the editor,it's great! I really like it that you can zoom and edit the pixels.One side note-i wish there were some hotkeys,and maybe custom size pixel editor,supports 16*16? Other than that, i love it :thumb:thumb.gif
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on July 18, 2006, 08:38:00 am
QUOTE
i tried out the editor,it's great!

>> Thanks! :)smile.gif
QuoteBegin
-->
QUOTE
One side note-i wish there were some hotkeys

>> You could make a mode for this.  But I'm still working on the development guide...
QuoteBegin
-->
QUOTE
...custom size pixel editor...

>> Hmm... that could be done, since the editor is a bit dynamic (only one variable needs to be changed to resize the whole thing).
QuoteBegin
-->
QUOTE
...supports 16*16?

>> I tried 16 by 16 support once.  It's awesome but it is hella-slow to load (and not to mention the memory requirements would go up substantially).  But I'll play around with the editor again and maybe make it ask if you're editing an 8x8 or a 16x16 and then resize accordingly.

On a side note, the 4x4 bug got fixed.

EDIT:  Whatever of these I can figure out I will include in the next release.  The new release (below) has bugfixes and will give you time to test drive it while I work on the third release.
Title: Pyro-Sprite Sprite and Image Editor
Post by: mdjenkins86 on July 18, 2006, 09:28:00 am
your avatar is awesome
Title: Pyro-Sprite Sprite and Image Editor
Post by: Spellshaper on July 18, 2006, 09:32:00 am
QuoteBegin-mdjenkins86+Jul 18 2006, 10:28 PM-->
QUOTE (mdjenkins86 @ Jul 18 2006, 10:28 PM)
your avatar is awesome  

 and animated :lol:laugh.gif
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on July 18, 2006, 03:33:00 pm
Here is the second beta release. The bug has been fixed. Two new features added including inserting text. Some subs have been changed. More has been added to the instructions. Still havent finished the modding development guide, but I've come up with some tips if "...the 'Beast of BASIC' within you can't wait...".

It should also be on ticalc.org soon...
EDIT:  It is:  http://www.ticalc.org/archives/files/fileinfo/389/38925.html
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on July 19, 2006, 03:38:00 am
wow thats great, I'just tried it, only problem is that pressing "F" like said in the readme (to flip sprite) didnt do anything :(sad.gif, just wanted to let you know about this
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on July 19, 2006, 07:16:00 am
The 'F'-key flip only works from the pixel editor.

If you're on the editing screen, hit second twice on the sprite you want to flip (or second, then drag with the arrow keys and second again if you want to flip a bunch of sprites) and select 'Flip' from the menu.

---

QUOTE
....custom size pixel editor...supports 16*16?

Feature has been added.  You will be able to choose from 8x8, 16x18, 16x8, and 8x16 sprites. (On a normal TI-83+, note that each multiple of eight will take four extra secodnds to load).
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on July 19, 2006, 08:54:00 am
sound cool ^^
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on July 21, 2006, 03:43:00 pm
Attached:  Force-save Mod.
Description:  This lets you force-save a pic.  Usually the editor saves as soon as soon as you make a change (or when you save changes in the pixel editor), but someone told me it was having some problems with high pic numbers, so I made this mod.

Install it by sending it to your calc and adding the following line to XPSE2:

prgmXPSE2FSV

To use it, press 'S' and you should see the screen flash twice when it saves.

NOTE:  You WILL have trouble saving to pics 250 and up, as these are reserved for ZCGS.
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on July 22, 2006, 12:50:00 am
oooh sound nice I'll try asap
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on July 22, 2006, 08:06:00 am
Info about the next version:

- It will lust for speed, trying to use as less RAM as possible.  I've optimized the hell out of it.  Movement is pretty fast on the normal 83+, and this thing should blaze on the SE's and the 84.

- Frills (like the animated intro/exit screens, etc.) are being removed to save space and speed things up.  The UI will take some getting used to.

- Those APSEn files have been removed.  Mods can be added by editing PSEK (for keyhooks) and APSE (for anything you need to run at startup/exit/in the getKey loop).  Just remember to back up just in case you screw up.

- TI-OS's getKey is not used anymore, but xLIB's is.  Much faster.

- A tilemapper is being made.  The cursor navigation and map scrolling is split up so it goes hella-fast.

- You will be able to directly edit a sprite without having to go into the pixel editor.

-16 x 16 sprite and tilemap support.

- It's possible that I may add grayscale and animation support to let you preview how your B/W or GS sprites and how animated sprites will look against different backgrounds.  Again, I said the word "possible".

- The mod development guide (finally).
Title: Pyro-Sprite Sprite and Image Editor
Post by: Dragon__lance on July 22, 2006, 09:30:00 am
cool,another thing to do....no offense...but i doin't really like the TI-OS menues,it'd be cool to see a custom menu :)smile.gif but sounds sweet anyways! i'd love to see the animation backgrounding,that'd be awesome! :)smile.gif
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on July 22, 2006, 09:48:00 am
Unfortunatly I probably won't add a custom menu because even though it looks nice, it's not as fast, would add uneeded dependencies (and use more RAM).
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on July 23, 2006, 06:24:00 am
it doesnt really matter i think, especially if its a tool to make basic images/sprites/etc otherwise it would take too much space for nothing, unless ti os menu cause ERR:MEMory
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on August 04, 2006, 11:52:00 am
how is it progressing?
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on August 04, 2006, 11:53:00 am
It's been a while but I got the tilemapper made, and I'm working on the greyscale stuff.
The mapper uses internal subs and the editor program back and forth when selecting sprites, so it is kind of slow but it's really nice 'cause you can edit a sprite before you select it.
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on August 04, 2006, 11:55:00 am
YOU HAVE GRAYSCALE??????????????????????????????? o.oblink.gifO_Oshocked2.gif great!
Title: Pyro-Sprite Sprite and Image Editor
Post by: Dragon__lance on August 04, 2006, 03:33:00 pm
that sounds uber sweeet! :thumb:thumb.gif keep it up! *screenie of awesome gs!
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on August 04, 2006, 06:56:00 pm
That reminds me, I need to go complile PinderTI (again?! - why can't I stay with ONE OS!?).

Here are some ideas I want to or am trying to implement right now:
>> Make the editor let you edit and preview in B&W or 3- and 4-layer grayscale modes without having to select sprites and animate them to see how they will look.  Plus you won't have to worry about trying to figure out how to make the pics that make up your grayscale sprite look because you would be able to edit them all at once when you are editing the sprite, hitting 2nd for a lighter shade of gray.  Also I want to do this with the tilemapper, too.

>> Three-screen editing.  The first screen will be the editing screen, the second will give information or maybe show you the real command for the selected sprite or something, and the third will be the homescreen, where prompts and other info, and menus, etc will show up.  The will make grayscale more possible on the normal 83+ since it won't have to keep updating the whole screen.  This will be done for the tilemapper, too.

>> Put powersaving back in 'cause the GS will probably eat the hell out of your batteries.
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on August 05, 2006, 01:05:00 am
very cool ideas, when finished do you think I could add it to the RPG programming tools archive here? It look like it would be a great addition to the download section, i cant wait to try the new version ^^.
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on August 07, 2006, 07:32:00 am
Sure.
---
Progress

1.  I decided to make it full-screen.  And fullscreen grayscalle seems to be still pretty fast even on the normal 83+.
2.  You can already get different shade pixels by pressing 2nd, mode, or del, and it will turn them on on the correct pic.
3.  There's a mouse, finnally, but it goes way too fast and needs to be slowed down.
4.  Got rid of a bunch of subs.  The whole editor only uses up around 2- and 3k right now.

I'll put a screenshot as soon as I figure out why I can't keep the mouse in drag & select mode.
Title: Pyro-Sprite Sprite and Image Editor
Post by: Dragon__lance on August 07, 2006, 10:58:00 am
sweet! a mouse! Great work Pyro xp2k! :thumb:thumb.gif I'm very anxious to see how the GrayScale works! :Dbiggrin.gif
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on August 07, 2006, 02:05:00 pm
Here is a screeenshot.  I had to thin the frame count to make it under to max file size so it goes a little faster than it should.  Yeah, it kind of sucks because I don't have a TI-84+SE and there's not an emulaor besides tilem that will mess with an 83+SE rom image.

And, yes, that is freakti8x's example spritesheet from the grayscale guide.
Title: Pyro-Sprite Sprite and Image Editor
Post by: kalan_vod on August 07, 2006, 03:47:00 pm
PTI can do all the 83+/SE/84 lines, and I think that is kevins spritesheet though that tifreak8x put online :Ptongue.gif. Looks good though, I just don't see how the mouse is moving too fast XDsmiley.gif.
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on August 08, 2006, 10:37:00 am
hmm why does it flash all the time? I guess its cuz the lcd is updated sometimes when the screen dissapear right?
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on August 08, 2006, 11:15:00 am
1.  Probably 'cause I have the momentum setting on PTI too high.
2.  It's a TI-83+. :)smile.gif  If I could get the 83+SE rom to work with PindurTI (or if I find one for an 84+/SE) then it would probably work better.
3.  It save changes as you make them, so it recalls the proper layer, draws, and saves.
-----
Progress

- You can now draw ovals, and you can control the precision at which it draws them.

- You can make the mouse jump to specified coordiantes on the screen.

Todo
- Make all basic geometric shapes availible (like triangles and stars, etc.)

- Get the tilemapper back up and going and with GS support.
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on August 08, 2006, 11:45:00 am
yea pti and other emu make things flicker a lot sometimes, even at SE speed, on calc it must look much better :)smile.gif the features planned sound very cool
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on August 08, 2006, 03:51:00 pm
I was messing with the circle drawing routine and I found out how to draw circles with lines instead of dots, so it draws polygons.

c1-->
CODE
ec1:real(0
:57→A:31→B
:10→C:10→D
:A→N:B→I%
:C→PV:D→Fv
:30→PMT
:While 1
:For(θ,1,360,PMT
:real(12,0,int(N+PVsin(θ)),int(I%+Fvcos(θ)),int(N+PVsin(θ-PMT/1.1)),int(I%+Fvcos(θ-PMT/1.1
:End
:End
:Pause
:ClrHomec2
ec2

Problem with this code is it does not draw very accuratly.  The lines appear connected together, but there are a few overshots here and there depending on the precision (last number in the For command), and plus it's not "even" (some sides or edges end up longer than others and it looks weird).
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on August 09, 2006, 01:38:00 am
i c, any screenie demonstrating it ?
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on August 09, 2006, 07:54:00 am
Never mind, I got it, and plus I made it way, way, better.  It will take care of triangles, squares, circles, and you can create some awesome designs with it, too.  And here's some screenshots:

Technical:
The default functions I used for the circle are:
x1: A+Csin([theta]
y1: B+Dcos([theta]
x2: A+Csin([theta]-U
y2: B+Dcos([theta]-U
Where U is the increment in the For loop, so let me know if thisis incorrect.

user posted image
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on August 09, 2006, 09:04:00 am
wow O_Oshocked2.gif that look like ti os ones O_Oshocked2.gif nice job on it!
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on August 12, 2006, 06:34:00 am
The Good News:  Yay, I finished both the editor and the tilemapper last night and had them both ready to be realeased.

The Bad News:  I tried to rename something in MirageOS, accidentally hit 2nd (butterfingers), and wiped everything out!  :cryveryloud:pleure.gif  And to make  me feel worse, I never even bothered to back up after I finished making changes, so now I got to start all over again... :banghead:banghead.gif
Title: Pyro-Sprite Sprite and Image Editor
Post by: Dragon__lance on August 12, 2006, 07:08:00 am
awwwwwwwwww,that sux big time! I was really lookin forward to the new tilemapper and editor :Dbiggrin.gif always remember to back up next time ;)wink.gif
(*Dl glares at mirageOS,hugs CrunchyOS)
Title: Pyro-Sprite Sprite and Image Editor
Post by: Spellshaper on August 12, 2006, 07:10:00 am
uuuhm. ouchie? o.oblink.gif

I hope you get back on track soon...
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on August 12, 2006, 08:36:00 am
Phew, well, luckily I found a more-recent-than-backup copy on the computer, so I'll work on it in Graphlink and PTI -- like I should be doing in the first place, and would of been finished weeks ago if had done so -- and try to finish it very, very fast.
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on August 13, 2006, 10:37:00 am
ouch i hoppe yoiu didnt lost too much stuff :(sad.gif keep it up tho :)smile.gif
Title: Pyro-Sprite Sprite and Image Editor
Post by: Zeromus on August 15, 2006, 09:15:00 am
Just to add my personal opinion. I think it has never been safe to have MirageOS + BASIC programs. So I generally warn people not to use MirageOS and BASIC programs, unless I am completely missing what you where doing
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on August 15, 2006, 09:54:00 am
thats true, I used to make all my BASIC games mos compatible (even ROL3 is mirage OS compatible), but there have been lot of problems with basic  + mirage in the past, and even if all bugs were fixed we never know when one may strike while doing some weird BASIC operations. It's even less safe if you use asm libs in your program (like ROL3)

sometimes I ponder deleting mirage os from my calc. Nowaday I mostly play new asm games on emu anyway and the only time where I use mirage os is when editing one of my very very old BASIC games that was locked from mirage OS (now its not a pb anymore cuz I dont lock my BASIC programs anymore)
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on August 15, 2006, 10:37:00 am
The only reason I even use MirageOS is because of the renaming support.  If someone writes a program that lets you easily rename anything on your calc without all at grouping and Rcl business, then I would happily switch back to CrunchyOS.
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on August 15, 2006, 10:50:00 am
oooh I c, yeah I forgot about that I hate how you cant rename some programs from groups and I like how in mirage you can rename progs without having to copy code to new one (which take lot of ram and can lead to problems when you have low memory)
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on August 17, 2006, 11:54:00 am
I really need to start working on something else - especially my contest entry, so I am going to prerelease the editor and let everyone else who wants to take a shot at adding things to it as soon as I write a short guide.

As for the tilemapper, I do not have the whole tilemapper code any longer, but I do got the part that imports and the keyhooks.
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on August 18, 2006, 10:03:00 am
i hope it wont die, good luck on your projects pyro , that editor sound near I tried the previous version and whenever I get the time I may even add it to the rpg archives (the other part of the omnimaga website)
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on August 22, 2006, 01:45:00 pm
QUOTE
Pyro's Sprite Editor v1.0b3 (PyroEdit)
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on August 22, 2006, 01:54:00 pm
:(sad.gif sorry to hear, dont give up on the coding tho, seeing your skills you could do really awesome stuff for calcs (you alerady did with this editor ;)wink.gif )
Title: Pyro-Sprite Sprite and Image Editor
Post by: kalan_vod on August 22, 2006, 06:28:00 pm
Just set this on hold, and work on a side project. It has come such a long way, and it is getting better each update!
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on August 23, 2006, 02:22:00 am
yeah I would recommend that, maybe later you'll find motivation to work on this again, even if it take a while ;)wink.gif
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on August 24, 2006, 11:27:00 am
Well... I know I said I was giving up on it, but I guess not now 'cause I'm back working on it again.  I'm finally doing sprites now, but the editor started getting on my nerves, plus I got like 2-something games all packed into CrunchyOS -- yay, I finally switched! :lol:bounce2.gif -- and I didn't think about the fact that I was going to have to back up (doh!).  Now I got to make it and my spites fit in the 10k of archive space I have left :Ptongue.gif
Title: Pyro-Sprite Sprite and Image Editor
Post by: Dragon__lance on August 24, 2006, 02:12:00 pm
cool, good to hear more work on it! Glad to hear you made the switch to CrunchyOS, i love it and it's the best! :Dbiggrin.gif
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on September 01, 2006, 12:13:00 pm
Newly added features:

- You can copy sprites across different pics.
- The xLIB code generator is back.
- There is an option menu to turn off the splash and turn off, and confirmation messages (Expert mode)
- "Save Image" confirmation message, that are displayed after some drawing functions just in case you have butterfingers (like me) and made the wrong change.
- Deletion recovery.  If you accidentally erase your sprite pic, you can resurrect it by simply turning a pixel on and/or off.
- Sleep feature is back (was it there?)
- Easy jumping.
- Sprite moving remembers last location.
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on September 01, 2006, 01:17:00 pm
w00t awesome to see progress, nice features. Will the name change to FUll-metal sprite editor or something like that?
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on September 01, 2006, 03:24:00 pm
That does have a nice ring to it...
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on September 01, 2006, 03:40:00 pm
pyro is cool, I was just wondering since you changed your nick ^.^
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on September 11, 2006, 10:59:00 am
I worked hard yesterday, and now I'm almost done with everything.

-- Added features... --
(Global) Automatic dependency checking

Programs are archived to save RAM
"Smart" ROM->RAM extraction to save space
Combined tilemapper
-- Copy and paste
-- Map templates (right now, only two outter-wall templates).
-- Graphical input (instead of the homescreen)
-- Imports map programs and matrices
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on September 12, 2006, 01:48:00 am
nic to see new progress, I hope to see it in action soon
Title: Pyro-Sprite Sprite and Image Editor
Post by: Halifax on November 25, 2006, 10:42:00 am
I think you should give this program some features like Paint and have it like magnify the sprite by 3x and show a thumbnail true size realtime sprite on the right so then paint users can easily adapt and make it quicker when developing on calculator
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on November 25, 2006, 11:58:00 am
If only I knew ASM...
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on November 25, 2006, 12:31:00 pm
Killerplayer should teach you %)rolleyes2.gif

well it would be cool cuz you could code stuff directly on the computer, but learnign asm is overhelming x.x
Title: Pyro-Sprite Sprite and Image Editor
Post by: Halifax on November 25, 2006, 02:00:00 pm
Sure I could teach Demon in a private one on one session or something of a sort on mIRC or somewhere else but yes if he wants to then all he needs to do is ask me by putting a post up or sending me a pm because I want to see more people in omnimaga get into ASM
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on November 25, 2006, 02:32:00 pm
me too, those who got into asm threatened to leave and join maxcoderz or revsoft a while ago :'( its not how we are gonna get asm programmers here too :(sad.gif
Title: Pyro-Sprite Sprite and Image Editor
Post by: Demon on November 25, 2006, 04:23:00 pm
QUOTE
...if he wants to then all he needs to do is ask me by putting a post up...

Sure.
Title: Pyro-Sprite Sprite and Image Editor
Post by: Halifax on November 25, 2006, 05:01:00 pm
hmm ok cool demon I will be on later to help you and also xlibman people who threatened to do that are ******** because that is like being on Polyphonic digital and then saying that you are going to go to ubisoft o well I will be here til this place shuts down

OMNIMAGA FOREVER
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on November 26, 2006, 03:06:00 am
that's lot of enthusiasm o.oblink.gif at least I'm glad you are staying even if you code asm :)smile.gif.
Title: Pyro-Sprite Sprite and Image Editor
Post by: Liazon on November 26, 2006, 05:36:00 am
we've always been open to all kinds of programmers haven't we?  btw, when did the ASM programmers threaten to leave?  

xlibman and Demon:  I'm always happy to help you guys learn ASM :)smile.gif
Title: Pyro-Sprite Sprite and Image Editor
Post by: DJ Omnimaga on November 26, 2006, 07:26:00 am
Well i remember kalan vod saying he wasnt into basic anymore because he was learning asm and he kinda stopped coming here for a while when he learned it, and i believe some staff seemed interested in MC staff position when they started learning asm and i was afraid i would lose them