Author Topic: Artistic 2.0  (Read 6039 times)

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Harrierfalcon

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Artistic 2.0
« on: October 01, 2007, 03:09:00 pm »
Shocked into action by PyroEdit 4.0 (and now Implicit), I've been working on Artistic 2.0.

For those watching my sig, I'm currently working on the easy parts, i.e. coding the sprite editor, etc.  The projected features thus:
  • Plugins, which you manually install, which add something either to the sprite or the picture editor.  For specific parameters in one of my subroutines, you can't have more than 9 plugins at a time.  I might add something to that subprog that allows you to have more than 9, but that's a no-go ATM.
  • Sprite editing, any combo of 8 or 16, with sprite code generation.
  • Picture editing, including a HUGE variety of functions and tools that I won't include for the sake of bandwidth.  Suffice to say, it will cover your picture-editing needs.
And it's more graphical than Artistic 1.0.  Look!
user posted image
Sorry about the delay in typing the plugin name, I had a brain fart and forgot which key theta was.  XDsmiley.gif

Obviously, it's not that far yet, but it's getting there.  Oh yeah, and whenever you see a black screen with white text like when it's loading, any text that you think would cause a domain error doesn't.  :)smile.gif  Look!
user posted image

Offline DJ Omnimaga

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Artistic 2.0
« Reply #1 on: October 01, 2007, 03:55:00 pm »
So Celtic is handling the plugins I guess? Very nice! I assume it uses xLIB too, rigth?

As for the text not causing errors, do u actualy use xLIB scrolling functions?

Harrierfalcon

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Artistic 2.0
« Reply #2 on: October 01, 2007, 04:09:00 pm »
  1. (Celtic) Yes.
  2. (xLIB) Yes.
  3. (Scrolling...) Tada! YES!

The Game is pretty much dead ATM...Q_Q

Offline DJ Omnimaga

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Artistic 2.0
« Reply #3 on: October 01, 2007, 04:18:00 pm »
well Super Speler said he will prbly not work again on it, since the calc crash, and idk if SilverCalcKnight will pick it up like he said.

Metroid I and II use scrolling like this for the credits, altough Zeromus/CDI made it scroll one pixel at a time (he did the credit section)

Harrierfalcon

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Artistic 2.0
« Reply #4 on: October 02, 2007, 01:19:00 am »
I've never been able to tolerate the speed enough to beat Pure... :(sad.gif

Offline DJ Omnimaga

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« Reply #5 on: October 02, 2007, 04:17:00 am »
Nonono I meant the original CDI Metroid, using xLIB, which was the prequel to mine. But the speed was much worse than Pure though in both xLIB Metroid anyway so you wouldn't like it.

But I guess that and the insane amount of features compared to both Pure BASIC Metroids can justify Metroid II speed
user posted image

Please don't post this map outside Omnimaga btw, it is exclusive to Omnimaga visitors and it doesn't contains any map from version 2.0

EDIT: The pic is 1/4 scaled because the 3352x2448 one didn't really had its place in a forum post

Harrierfalcon

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Artistic 2.0
« Reply #6 on: October 02, 2007, 10:27:00 am »
This hasn't been going as fast as I'd like it to,  but it's making progress.  Currently, I'm planning on how to implement saving, and I'm working on tile interaction.

Offline DJ Omnimaga

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Artistic 2.0
« Reply #7 on: October 02, 2007, 10:48:00 am »
Metroid Pi 2 or Artistic? If it's metroid Pi then I'm glad you're still working on it, else I hope you resume it soon :)smile.gif and keep up the good work on Artistic.

Harrierfalcon

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Artistic 2.0
« Reply #8 on: October 02, 2007, 11:23:00 am »
D'oh! Wrong topic.  Well, Artistic is just getting all it's main parts done, like drawing lines and such.

Oh, and btw, yiour configuration and plugins are saved in a hidden and unused part of your calc :)smile.gif.

Offline DJ Omnimaga

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Artistic 2.0
« Reply #9 on: October 02, 2007, 11:28:00 am »
how do u do this? o.oblink.gif I thought running hidden programs was impossible, unless celtic can detect them?


Holy f***ing s***, if celtic can detect hidden programs I'm so gonna put this in Metroid II: Evolution so there is only one sub routine that shows up when you go in the PRGM menu (after running/exiting the game at least once)!

Harrierfalcon

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Artistic 2.0
« Reply #10 on: October 02, 2007, 12:05:00 pm »
AFAIK, RUNNING hidden progs is impossible.  However, with 2 subroutines from PyroEdit 4.0, you can quickly copy them to a temp prog.  Celtic2 can access hidden programs :)smile.gif, but AFAIK, only if you created the programs with a symbol rather than an alphanumberic character as the first letter. (You have to use Celtic for that :(sad.gif).

Liazon

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Artistic 2.0
« Reply #11 on: October 02, 2007, 12:07:00 pm »
o.oblink.gif that's a big map.  and it'd be pretty insane if artistic could handle it.

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Artistic 2.0
« Reply #12 on: October 02, 2007, 12:09:00 pm »
hehe thanks. But i dont understand what u mean with harrierfalcon. Do you mean with celtic2 i would need to rename my metroid programs with a special characters to make them recognizable by celtic when hidden or something? Could you explain in further details or is it all in the readme?

Basically what I mean is would it be possible for example, to make the metroid launching program hide all Metroid sub routines when exiting, then when you rerun the program it immediately reveal them again? Just so that people who don't like having massive amount of sub routines show up in PRGM menu when they're not playing only have the Metroid launching program visible.

Harrierfalcon

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Artistic 2.0
« Reply #13 on: October 02, 2007, 12:18:00 pm »
It's not at all in the readme.  However, I will make an attempt to enlighten :)smile.gif.

Typically I hide programs the reliable way--not with MOS, but manually with DCS.  A program whose name starts with a space or anything with a lower value (I use '.') is automatically hidden and irretrievable by most shells.  This not only renders it hidden from the program menu, but also by the typical user.  There are 2 ways to access it from here: 1. With Celtic2 or prgmPROG2STR or 2. With DoorsCS.

To prevent the latter, I added "Ans" as the first line of the programs, and used Celtic2 to archive them.  This makes it totally hidden to all but the most savvy users.

To reference the programs with Celtic2, PROG2STR, or STR2PROG, use the same name you created it with.  It will access it.

For example, write and execute this code (with Celtic2 in RAM, of course):c1-->
CODE
ec1:4→Θ
:".XXXTEMP→Str0
:Asm(prgmCELTIC2c2
ec2This will create the program ".XXXTEMP".  To access it, use any of the above-mentioned methods.

Normally, this would not only take a chunk of RAM, but it would also be lost in a RAM clear.  So I archive it, solving both issues.

----------------------------------------

As for hiding ALL those subroutines...it would be highly inefficient.  It would take a long time with Celtic2.  If you really want to, I suggest getting your hands on PyroEdit 4.0 and stealing prgmPRGM2STR and prgmSTR2PRGM.

When you run prgmPRGM2STR, the name of the program in Ans as a string is taken as input (It's the same name you'd use with Celtic2), and it converts that entire program to a string, complete with newline tokens.  Those look like spaces.  But be careful--recalling them anywhere but in the program editor causes minor but potentially huge issues.

When you have that string, you can have fun with it.  It's a string!

But with prgmSTR2PRGM, you can convert that string back to a program, FAST.  When you run it, it takes the name of a program in Str7, the program string in Ans, and overwrites any preexisting program whose name is the same as Str7 with the program string you inputted.  It doesn't really care if it's archived or not, it works either way :)smile.gif.

Offline nitacku

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Artistic 2.0
« Reply #14 on: October 02, 2007, 12:22:00 pm »
Sweet! Awesome! :thumbup:google.gif
I'm going to try this out.

Btw, how did you figure out that programs that didn't start with a letter were hidden?