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TI Z80 / Re: xLIB 84C Edition
« on: September 16, 2013, 07:19:31 pm »
Oh yeah, there is setPixel and getPixel as well. There are 2 versions of these routines, ones that set one of the standard 256 colours, and ones that set 16-bit colours.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 121
TI Z80 / Re: xLIB 84C Edition« on: September 16, 2013, 07:19:31 pm »
Oh yeah, there is setPixel and getPixel as well. There are 2 versions of these routines, ones that set one of the standard 256 colours, and ones that set 16-bit colours.
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TI Z80 / Re: Spaze Invaders for TI-84+CSE« on: September 16, 2013, 07:16:09 pm »
Will the enemies be more than 1 colour? If so then you could possibly even use 1-bit sprites if need be?
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TI Z80 / Re: Spaze Invaders for TI-84+CSE« on: September 16, 2013, 01:25:33 am »
Interested in how you are handling drawing, are you buffering at all?
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TI-BASIC / Re: xLIB-BASIC ERR:DIM« on: September 15, 2013, 09:18:24 pm »
You still have X then Y, Y needs to come first:
If [A]((Y/8)+1,(X/8)+1)=0:Then Code: [Select] :ClrDraw
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TI-BASIC / Re: xLIB-BASIC ERR:DIM« on: September 15, 2013, 08:48:37 pm »
Just out of interest, where are you adding 1?
You only need to do it in the matrix check: If [A]((Y/8)+1,(X/8)+1)=0:Then 126
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 15, 2013, 06:19:35 pm »
Yeah i agree, you shouldnt limit yourself to sprites. Perhaps you can have a small data structure that can be parsed when drawing animations which can reference sprites, lines, ASCII (or a combination) for its frames.
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TI-BASIC / Re: xLIB-BASIC ERR:DIM« on: September 15, 2013, 05:50:12 pm »
Remember that matrices on the 83+ are column first, so it should be [A](Y,X).
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites« on: September 12, 2013, 09:20:22 pm »
Looking pretty sweet!
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TI Z80 / Re: xLIB 84C Edition« on: September 12, 2013, 05:32:10 pm »
Yeah there was a little bug in there that has since been fixed .
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TI Z80 / Re: xLIB 84C Edition« on: September 12, 2013, 07:00:57 am »Here is a demo of the screen shift function, used for a simple earthquake effect. 131
TI Z80 / Re: xLIB 84C Edition« on: September 12, 2013, 02:06:55 am »
DJ suggested that i implement a RAND function since the TIOS Rand is reputed to be quite slow. It will give you a random number between 0 and the upper bound you specify (<=255).
I did a rough test drawing 1000 rectangles, TIOS came in at 1m57sec, xLIB was 52sec which is enouraging. Here are 2 screenies side by side drawing 100 random rectangles. Left is TIOS Rand, right is xLIB Rand. 132
TI Z80 / Re: xLIB 84C Edition« on: September 11, 2013, 02:36:00 am »
I have implemented drawLine and drawRectangle (which just uses drawLine ). I havent tested drawing offscreen that much but it should work.
Simple screenie of a basic program randomly drawing rectangles... Now to do fillRectangle! 133
TI Z80 / Re: GLIB a graphics axe 3d librairy« on: September 09, 2013, 06:38:24 pm »
Its very good, but its strange that when zoomed out the fps doesnt change? Although the cube appears to rotate quicker/is more responsive.
Either way its amazing, and the speed is great! 134
TI Z80 / Re: GLIB a graphics axe 3d librairy« on: September 09, 2013, 05:23:00 pm »
Magnificent!
The speed looks really good (although the fps counter doesnt seem to change?). Awesome work! |
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