Omnimaga
Calculator Community => Other Calculators => Topic started by: Tribal on September 26, 2008, 11:50:13 am
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I downloaded this awhile back and thought it was rather nice, if only you could retain high-level grayscale with animated sprites.
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Yeah I didn't even remembered we had this. There'S also a version by CDI/Zeromus for 3 and 4 lv. BOth use different approach than our new GS kit in the works though. Kalan's technique for 5 lv grayscale is to draw a checkered pattern similar to 3 lv grayscale, erase it, then draw the second checkered pattern frame, then erase it, and so on. FOr light gray it's turned white when erased and for dark gray it's turned black. For middle gray it just keeps moving every frame like my old 3 lv grayscale technique. Easier to draw sprites/tiles for such method, but the grayscale quality is questionable (middle gray looks great, though). CDI technique uses a modified technique since it's 4 level, but the quality isn't too good either and it appears to be for an older version of xLIB.
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i've used a five level grayscale before in a target game
the more towards the center the darker that every other ringwas. the others were white and the crosshair was black
it used a repeat:recallpic1:recallpic2:recallpic3:recallpic4:recallpic5:recallpic6:clrdraw:end kind of thing
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The method I use in the Grayscale Package uses Celtic/xLIB to create non-destructive xor logic sequences so that the grayscale can be rendered without destroying the static sprites. This makes it possible to use it in situations where the display may change, such as an rpg or tile-based map.
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im not really a xlib or celtic fan (probably because i have no idea how it works) so i dont know what you're talking about but the only grayscale i have ever been able to make was a recallpic...clrdraw loop kind
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Well that method was used in some games before but it flickers extremly badly. With xlib Recallpic function you can overwrite the entire screen with a pic so you doN't need to clear it before recalling a pic, meaning flickerless animations and/or grayscale that is close to flickerless. But I only recommend xLIB and Celtic for those who mastered TI-BASIC because even myself after 4 years of BASIC programming ended up checking the xLIB readme everytime using a function
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yeah i know the flickers suck
but ive been programming for like almost 10 months so, uhh, yeah, not for me man
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That's about when I starting using it and it's pretty amazing it takes a while to get used to but it rocks.
Edit:Wewt 200 posts!!
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ok nevermind
time to start searching how to use xlib
*sighs*
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The readme is a great place to start an there is a small tut on it.
http://tibasicdev.wikidot.com/xlib-tutorial
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sweet thanks
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Keep in mind Celtic has most xLIB compatibility and more functions, just ask if you have any issues.
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so which one is better and/or easier
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CelticIII is much better not quite as easy but it has sooo much stuff to work with.
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so which one is better and/or easier
Considering Celtic III has identical commands to xLIB, plus all of it's other routines (once Iambian fixes a bug (or two?)), and since those other routine's don't make it worse, that means Celtic III >= xLIB. Actually, (I think it was on IRC) Iambian said some of his xLIB-compatibility commands are faster than xLIB's.
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keep in mind that no matter which one you use, please backup often, on the PC or group files, in case you do something wrong and accidentally crash the calc while testing your game (and RAM clear)
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ok sweet i will first become aquainted to xlib then celtic
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Most commands are, due to optimizations. Pattrick made it back in 2005 :P, at which he only had Desolate under his belt (which was big, but he is remaking it totally in 8lvl GS and it will be smaller on calc!)..Celtic atm with the bugs kills me, since all my games/programs use decimals ;) (guess I can just Int([A] and run the command as Ans/whatever..)
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since all my games/programs use decimals ;) (guess I can just Int([A] and run the command as Ans/whatever..)
So I'm not alone! I submitted a bug report to Iambian, and he said the next release of Celtic III should have that problem fixed.
How many different decimal values do you use? I've been thinking (for Chip's Challenge) that for the string tilemapper to sort of code them into the hex value. For example, in CC there are 10 tiles that are walkable that either do nothing or have miscellaneous effects (like switches or the guy that takes your items) and 3 tiles that are walkable but change the tile to a blank space (like dirt) (items fall into another category although they would fit here). I could make it so that the high-order nibble of the hex location being "0" indicates it's one of these 13 tiles, and if the low-order nibble is >=A then change the ground. I still don't have all this mapped out, but so far it seems like a pretty good substitute for decimals.
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Well I use a new decimal for every action, and if I want it to do different things I can add more decimals to the end of it.