Author Topic: xLIB 84C Edition  (Read 44311 times)

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Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #240 on: November 03, 2013, 05:09:14 pm »
Yeah I noticed that x.x. That said it might be good to clarify it on the DCS wiki in case more people get confused.

On a side note, how goes bug fixing?
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Offline tr1p1ea

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Re: xLIB 84C Edition
« Reply #241 on: November 03, 2013, 06:30:07 pm »
Yeah ill be sure to update the wiki once its released. The bug fixing is going well, im nearly there i think :).
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Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #242 on: November 03, 2013, 07:32:10 pm »
Good to hear. Hopefully it can come out soon with the official DCSE release. As the 1st 84+CSE shell with xLIBC combined, it should hopefully become mainstream as 84+CSE program, since it will pretty much run every hybrid and ASM game.

Also as seen on IRC, I'm glad you added a load tile into temp RAM feature. For games that only uses a few sprites this should be handy, since we won't be wasting an entire 8192 bytes of RAM just for 12 sprites. :)
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Offline tr1p1ea

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Re: xLIB 84C Edition
« Reply #243 on: November 03, 2013, 08:52:40 pm »
Yeah that features should be handy although it will take some understanding of how sprites are structured in memory from a data perspective, but i can help out with that :).

Also the conversion tool now does nearest colour matching with the xLIB palette as well.

I have also made the DRAWSTRING_VALUE function return the converted value as a string in Ans if anyone would find that useful.

I am busy testing everything as much as i can prior to release, if anyone has any other bugs etc can they please let me know. Also if anyone just wants to test out random functions to see if they work i would be grateful as well :).
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Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #244 on: November 03, 2013, 09:19:25 pm »
Sounds cool. I wonder if returning the converted DRAWSTRING_VALUE to Ans could pose problems in certain situations though? That said, I guess we can just temporarily store the old value elsewhere in case we need it afterward.

So far I found no other bug, btw. I need to try some functions I didn't use yet, though.
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Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #245 on: November 05, 2013, 03:22:54 pm »
Tr1p1ea, I found a bug with DrawSpriteBGB D:

:real(0,1,1
:real(5,0,0
:
:"000102030405060708091011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859
:Ans+Ans+Ans+Ans+Ans→Str0
:For(Z,0,1
:real(3,0,0,0,20,10,0,0,19,14,1
:End
:real(1,1,0,76
:real(1,1,1,56
:While 1
:real(4,5,0,1,2,2,0,0,160,0,20,10
:real(2,2,0,1,1,1
:real(4,1,0,1,1,1,0,0,112,1,0,21
:End

Basically, no matter the value of uservar #1 (which I use as Y value), the background will always display the same row of tiles from the tilemap, like if the tilemap Y always started at zero. X works fine, though. When I use TI-OS values, I don't have this problem. For example, the following code works fine:

:real(0,1,1
:real(5,0,0
:
:"000102030405060708091011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859
:Ans+Ans+Ans+Ans+Ans→Str0
:For(Z,0,1
:real(3,0,0,0,20,10,0,0,19,14,1
:End
:real(1,1,0,76
:real(1,1,1,56
:While 1
:real(1,0,0->A
:real(1,0,1->B
:real(4,4,A,B,2,2,0,0,160,0,20,10
:real(2,2,0,1,1,1
:real(4,1,0,1,1,1,0,0,112,1,0,21
:End

???
EDIT: Nvm, fixed. It's because map width is an uservar too, but wiki didn't specify that.
« Last Edit: November 05, 2013, 04:01:25 pm by DJ Omnimaga »
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Offline tr1p1ea

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Re: xLIB 84C Edition
« Reply #246 on: November 05, 2013, 04:12:44 pm »
We spoke on irc about this issue, and at least it isnt really a bug, rather the documentation needs to be more descriptive :embarrassed:.

For others looking on the MAPWIDTH argument also needs to be a uservar reference when calling the B version of DrawSpriteTileBG.

Also HOORAY! DCSE8.0 has been released! Remember, remember! The Fifth of November! :D.
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Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #247 on: November 05, 2013, 11:29:11 pm »
Indeed, I was happy when I saw it was out. :D
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Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #248 on: November 16, 2013, 11:21:40 pm »
Some clarification:

Real(10 is actually Real(9 since xLIBC merged into DCSE. It was just not updated in the doc. This is why Real(10 didn't do anything. >.<
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Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #249 on: November 20, 2013, 09:12:50 pm »
Feature suggestion for the map functions: A mode which supports 1-bit tiles. That way, people who only uses two kind of tiles per map would have much smaller map data. There could be an extra argument allowing the use of three kind of tiles, where you would choose a 3rd tile for walls (rather than just floor and ceiling). Both the ceiling and floor would be 0, while the floor would be 1, and whether a wall or ceiling tile appears would be determined based on if the tile right below it is a floor tile.

Maybe an option to have a cliff tile instead of wall (displaying below the floors instead of above) would be nice too.

Illusiat 6, 7, 9, 10, 11, 12, as well as Mystique and many parts of Mana Force 2 and the Reign of Legends series used such map format and Illusiat 12/Mana Force 2/ROL series used the triple tiles trick. Most maps in those games were stored inside pictures (8xi files), in which each tile were 1-bit.

I would definitively be helpful, otherwise if me or someone was to ever port Illusiat 12 to the 84+CSE, for example, map data would be 8 times larger O.O
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Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #250 on: November 26, 2013, 12:14:36 am »
Note that all xLIBC development from me is now halted until further notice. Don't ask why, I'll just know Friday if it continues or not. For the time being I'll simply focus on bug testing and posting feedback.
« Last Edit: November 26, 2013, 12:18:00 am by DJ Omnimaga »
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Offline Sorunome

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Re: xLIB 84C Edition
« Reply #251 on: January 17, 2014, 08:17:02 am »
It isn't really flooding as double (tripple, quadruple, ...) etc posts are allowed if the last post is more than a day ago, which is clearley the way in this case.

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Offline TIfanx1999

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Re: xLIB 84C Edition
« Reply #252 on: January 17, 2014, 08:50:55 am »
On a side note tr1p1ea, since xLIB is starting to get old, a lot of younger TI-Z80 programmers are probably unaware of what the original version was, here. So as a suggestion, I would change the topic title to xLIB 84C - fast ASM lib for BASIC programmers or something like that, to attract more people. :P
Wasn't it that you have to put stuff in ans and then call Asm(prmXLIB ?

And nice thingy, the xlib for the cse!
i /really/ should get one...........

indeed you should.
i have one!!!!! :evillaugh:

OH, and omnimaga?( :mad:)
hate to be critical, but what you are doing IS FLOODING.
O.O
since its only fair, pls use the modify button.

As Sorunome said, it isn't flooding. Even if it were, you need to be more polite when saying things to people. Furthermore, you should let staff deal with posts if there is a problem. Thank you.

Offline DJ Omnimaga

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Re: xLIB 84C Edition
« Reply #253 on: January 17, 2014, 11:22:06 am »
What Soru and Art said. You are beginning to sound trolling/provocative there (since it is the 2nd time in a week). I find it ironic that people who constantly double-post or get warned for spamming suddenly starts reprimanding others for doing the same thing. They should start improving first before telling others what to do.
« Last Edit: January 17, 2014, 11:23:07 am by DJ Omnimaga »
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Offline dreamdragon

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Re: xLIB 84C Edition
« Reply #254 on: January 23, 2014, 06:05:30 pm »
What Soru and Art said. You are beginning to sound trolling/provocative there (since it is the 2nd time in a week). I find it ironic that people who constantly double-post or get warned for spamming suddenly starts reprimanding others for doing the same thing. They should start improving first before telling others what to do.

fine.
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i have never been the popular one.
why dont everyone - this post so i will NEVER get any bloody +s?!?!?

at least someone understands my past.... :rolleyes:

fine.
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« Last Edit: January 23, 2014, 06:11:10 pm by dreamdragon »