Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: alex99 on May 08, 2013, 02:58:39 pm

Title: basic spriter
Post by: alex99 on May 08, 2013, 02:58:39 pm
hey there it is my new project
please say me what you think!!!

   Readme:
prog:basic spriter
from alex99
table of contence
----------------
1.installation
2.how to use?
3.bugs
4.future planning
5.thanks
6.copirights

1.Installation
--------------
to install this simply send basicpic.8xp and copy.8xp to your z80 calc.
IMPORTANT:
the source is in axe written!
you only can open with an prog that opens .8xp files

2.How to use?
-------------
simply run basicpic.
first it asks to insert a progname so input the name of the prog where you want store the sprites
WARNING:if the prog exists it gets overwritten!!!!
then it asks to make a: ".do that because of compatibility
you have  the following keys:

up-->move pixel up
down-->move pixel down
left-->move pixel left
right-->move pixel right
2nd-->insert pixel
mode-->exit whithout saving
clear-->delete all pixels
enter-->store

if you use enter the prog asks you under which name it shall be storen.when it asks you
if you want to make another answear whith yes or no.if yes then you can make another.if no
it stores all to the prog: "asdf".
to use the sprite insert: "(name of your sprite)"-->str7:prgmASDF:
and your sprite is running.
WARNING: after every running of basicpic.8xp and storing to prgmASDF are the old
information of prgmASDF deleted!!!!

3.Bugs
-------
1. mabey ram clear at y3=
2. than more pixels you inserted than slower the brog is...
if you find other bugs send an email to "[email protected]

4.Future planning
------------------
1.Fix all bugs

5.Thanks
---------
big thanks to Runner112;Hayleia and the other out of omnimaga!!!

6.copyrights:
-------------
this is an open source project.


don´t blame for my english!!!


download link:

http://www.ticalc.org/archives/files/fileinfo/453/45344.html    (http://www.ticalc.org/archives/files/fileinfo/453/45344.html)

screeny at ticalc
Title: Re: basic spriter
Post by: Stefan Bauwens on May 08, 2013, 03:10:48 pm
I'm not a Z80 BASIC programmer, but it looks like a handy program people would use. :)
The screenshot looks nice.
Title: Re: basic spriter
Post by: alex99 on May 08, 2013, 03:11:55 pm
thank you :P
Title: Re: basic spriter
Post by: DJ Omnimaga on May 08, 2013, 03:37:39 pm
I saw this on ticalc earlier and it seems nice. How does sprite data looks like by the way?
Title: Re: basic spriter
Post by: TheBassetHound on May 08, 2013, 09:52:56 pm
Hmmm... prgmASDF, huh?
    "EVERYBODY DO THE FLOP" 
Title: Re: basic spriter
Post by: Hayleia on May 09, 2013, 01:58:26 am
So this is what you needed help for ? Well I am glad it turned out well :)
However, there is only one "n" in "Runer112" so you might have to update your readme ;)
Title: Re: basic spriter
Post by: alex99 on May 09, 2013, 07:55:49 am
I saw this on ticalc earlier and it seems nice. How does sprite data looks like by the way?

what do you mean?how does it looks in the prog or in the graph or what???

@Hayleia :i ´going to update the readme in the next version...it comes in a few days :D


ps: does somebody know how i fix the ram cleard bug:it is ram clearing if i type the Y= button
Title: Re: basic spriter
Post by: Stefan Bauwens on May 09, 2013, 10:42:52 am
I saw this on ticalc earlier and it seems nice. How does sprite data looks like by the way?
what do you mean?how does it looks in the prog or in the graph or what???
...
I think he means how do you store it. And based on your gif, I guess it stores every pixel with a pt-on.
Title: Re: basic spriter
Post by: alex99 on May 09, 2013, 11:18:26 am
I saw this on ticalc earlier and it seems nice. How does sprite data looks like by the way?
what do you mean?how does it looks in the prog or in the graph or what???
...
I think he means how do you store it. And based on your gif, I guess it stores every pixel with a pt-on.

yeah and in the next version i maby include pt-off( and maby pxl-on( and mabey pxl-off(
mabey i also port it for the ti 84+cse
Title: Re: basic spriter
Post by: Streetwalrus on May 09, 2013, 01:53:11 pm
The crash is most likely due to writing in incorrect RAM areas. Also make sure that you have the latest version of Axe as I remember a bug caused by the compiler itself when using OS vars.
Title: Re: basic spriter
Post by: alex99 on May 10, 2013, 05:37:57 am
ahm which version is the latest???
Title: Re: basic spriter
Post by: Streetwalrus on May 10, 2013, 05:41:34 am
The latest Axe is 1.2.1a. Check that in the bottom right corner of the app.
Title: Re: basic spriter
Post by: alex99 on May 10, 2013, 05:55:31 am
oh i´ve 1.0.5.where can i download it ??`ticalc has only my ver.?
Title: Re: basic spriter
Post by: Hayleia on May 10, 2013, 06:02:32 am
See why I said on Cemetech that it was better to ask about Axe on Omnimaga ? Because this is where Axe is developped. And this is where you can find the latest updates (http://ourl.ca/4060/329713) ;)

And on the contrary, it would be better to ask about DoorsCS on Cemetech for example, but that is not the topic.
Title: Re: basic spriter
Post by: alex99 on June 18, 2013, 02:34:22 pm
Ok tis is the next version o basic spriter  ;D ;D ;D ;D


README
-------
BASICSPRITER
BY
ALEX99
-------
INDEX
-------
1.INSTRUCTIONS
2.HISTORY
3.CREDITS
4.BUGS
##############################1.ISTRUCTIONS
-HOW TO INSTALL?
To install this simply send
BASICPIC.8xp  and  COPY.8xp
to your calc and run BASICPIC
-HOW TO USE?
To use this, run BASICPIC on
your calc you must follow the following steps:
1. It asks you in which
program you want to store
your sprite . Insert now
your progname.
2. It wants that you make an
' " '    you need to make this ,
because of compitability.
3. Draw your pic with the
following keys:
2nd---insert or clear pixel
arrows---move
ALPHA---changing pixels
CLEAR---clear all pixels
ENTER---compile sprite

4.It is asking  you  if you want to have a  fast picture.
A fast picture is a sprite that
is only including pxlon not
pixl on    and   pixl off.
Answer with yes and no.
5.It asks you what the sprite name is.
Please look at the Example for more info.
6.It is asking you if you want to have another pic.answer with yes or no
##############################
HISTORY
-------
VER:0.1
i addet the drawing of pixels
ver:0.5
it stores the pixel into a
string
ver:0.9
copy into a defined prog
addet
ver:1.0
fixed some small bugs
wanted to publish this
version ,but then Runner112
posted a copy program wich copy into a
no defined prog so you can
make your own prog and i
published ver1.1   .
ver 1.2
fixed RAM cleared bug with
the  help of Hayleia  and others from Omnimaga.
ver 1.3
totally rewrite of the code
and better performance :P
ver 1.4
added  pixel - point changing
ver 1.5
fixed small bugs
##############################
CREDITS
-------
THANKS TO:

Runner112---he made this
copy prog

Hayleia --- helped me with
very informative posts

www.OMNIMAGA.org ---
with the community 

YOU---you have
downloadet this

and to all the others that
i've forgot
##############################
BUGS:
-----

I did not found any bugs. If
you find some bugs feel free to send me a mail at:
[email protected]
or say it to ALEX99 on 
OMNIMAGA.org  or
CEMENTECH.net   



well i´m glad this is almost done  ;)   :w00t: :w00t: :w00t:
i m going to make now some menus in it... mabey also a hexadecimal device...
AND mabey i port it for the TI84+ CSE

i´m going to post the ticalc download link soon
but you can download it down here



 
Title: Re: basic spriter
Post by: DJ Omnimaga on June 18, 2013, 05:03:17 pm
A CSE version would definitively be nice. Most that is required would probably be moving stuff around on the screen. Also on the CSE you can turn ON 3x3 squares in one Pt-On command, so displaying scaled up sprites wouldn't be too hard.
Title: Re: basic spriter
Post by: Sorunome on June 18, 2013, 05:57:20 pm
speaking of a cse spriter, will xlib be ported to the cse?
Title: Re: basic spriter
Post by: TIfanx1999 on June 19, 2013, 12:29:34 am
http://ourl.ca/19099/351568;topicseen#new
Title: Re: basic spriter
Post by: alex99 on June 19, 2013, 11:04:35 am
well i have not much expirience whith the cse...got it 1 week ago...
can someone explain to me how does the hexadecimal sprite system work???
Title: Re: basic spriter
Post by: DJ Omnimaga on June 20, 2013, 03:39:08 am
Do you mean how to dechiper hexadecimal data? If so, then this might be helpful, but this only applies to the TI-83 Plus series, not the color model: http://www.omnimaga.org/index.php?action=articles;sa=view;article=93

Just remember that in hex:

10 displays as A
11=B
12=C
13=D
14=E
15=F

(which the tutorial doesn't explain)
Title: Re: basic spriter
Post by: alex99 on June 20, 2013, 08:51:23 am
hmmm thank you
the colour model does not applies hexadrecimal???what does it applie?
Title: Re: basic spriter
Post by: Joshuasm32 on June 20, 2013, 08:52:31 am
it would be hard to use hex for color.  :P  it might use the coding that is used for jpeg or bmp photo's?
Title: Re: basic spriter
Post by: alex99 on June 20, 2013, 08:57:32 am
hmm mabey the hex string will be longer and it is going to have a number for every pixel and avery colour:

for example
F is black and
1 is white
red will be 7
then

the code could be
[000000070F00000(pixels)000007000ff0000(colours)]
Title: Re: basic spriter
Post by: Streetwalrus on June 20, 2013, 10:08:18 am
On the CSE you have 16bit color so it's four hex chars per pixel. ;)
Title: Re: Re: basic spriter
Post by: DJ Omnimaga on June 20, 2013, 11:56:42 am
For the CSE it will depend of what Axe and xLIB support, because I think the respective authors planned 256 colors at once that sprites can choose from, so one sprite pixel would be most likely be made of a value from 00 to FF (0 to 255, which is 8-bits)
Title: Re: basic spriter
Post by: alex99 on June 20, 2013, 12:02:10 pm
hmm then O.O O.O O.O...small question:can you use all colours in basic ????
Title: Re: basic spriter
Post by: Streetwalrus on June 20, 2013, 12:21:47 pm
No, just 16.
Title: Re: basic spriter
Post by: alex99 on June 20, 2013, 01:35:44 pm
let me think this is really a small diffrence
Title: Re: basic spriter
Post by: Streetwalrus on June 20, 2013, 05:30:16 pm
Err, I meant that you have 16 colors instead of all 65536 ones.
Title: Re: basic spriter
Post by: DJ Omnimaga on June 20, 2013, 10:34:46 pm
No, just 16.
15 actually, since the 16th one has no color assigned to it (it's reserved for pixels OFF state, which means transparency). In ASM you have 65536, but xLIB will use 256 to save memory.