Author Topic: xLIB enhancements idea thread  (Read 23355 times)

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Offline Spellshaper

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xLIB enhancements idea thread
« on: November 06, 2005, 02:14:00 am »
This thread is dedicated to pooling ideas on how to make xLIB better...
suggestions on syntax, programs to be integrated go here...

(note that I won

CDI

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xLIB enhancements idea thread
« Reply #1 on: November 06, 2005, 10:08:00 am »
I want to be able to define the size of my sprites for my tilemap... (i.e. 1 is 8x8 2 is 16x16 3 is 24x24 and so forth)

woods_dragon

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xLIB enhancements idea thread
« Reply #2 on: November 06, 2005, 01:18:00 pm »
somethin where you could desiginate a specific sprite(s) and have it move w/o having to program in the code for movement...

something like Zcom would be nice too....

dragon__lance

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xLIB enhancements idea thread
« Reply #3 on: November 06, 2005, 01:46:00 pm »
i agree with CDI, that way if u use a tilemap of 16*16 sprites, it won't require that much matrix memory.  

Offline necro

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xLIB enhancements idea thread
« Reply #4 on: November 06, 2005, 03:36:00 pm »
Well, you could always make a 16X16 tile map your self you know...

(this if for 16X16)
-loop for Y and X till screen drawn
-check matrix at Y/X->T
-truncate T/6->R
-T-R->C
-draw 8X8 sprite for C,R at X,Y
-draw 8X8 sprite for C+1,R at X+1,Y
-draw 8X8 sprite for C,R+1 at X,Y+1
-draw 8X8 sprite for C+1,R+1 at X+1,Y+1
-END

If you don't understand...to bad...
-------------------------------
any ways, what Id like is the ability to "generate" a basic programs from another, and to be able to combine them together, ect.

Also, generaly being able to use true strings of asm code would be nice.

Like the app vars in Finance, it would be nice to have extra strings at our disposal as well as sprite scaling.

Finaly, the line/circle/box commands would be nice...especialy if they had dithered options and you chose when to update the lcd.
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Offline DJ Omnimaga

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xLIB enhancements idea thread
« Reply #5 on: November 07, 2005, 02:11:00 am »
sound nice, altough for 16x16 maps I would rather make myself a 12x8 map of 8x8 sprites, from which the 8x8 sprites are parts of 16x16 sprites, but that might still be an idea. I dunno if tr1p1ea will see this thread soon though because he doesnt visit boards other than maxcoderz very much and he's quite busy atm. :/
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dragon__lance

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xLIB enhancements idea thread
« Reply #6 on: November 07, 2005, 10:18:00 am »
thats wat i do at the moment too

CDI

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xLIB enhancements idea thread
« Reply #7 on: November 07, 2005, 11:11:00 am »
Well, I do what Kevin does too, but for some of my projects it get's a little rough, ya know?

In other ideas, I want to be able to have something like

real(1,SprX,SprY,SprPic#(instead of X,Y here),SprGSPic#(for 3 lvl GS, it'd automatically combine the first and 2nd pic #'s for good GS :Dbiggrin.gif), ect...

Offline tifreak

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xLIB enhancements idea thread
« Reply #8 on: November 07, 2005, 11:19:00 am »
Here would be a nice function:

I tell the calc what I want it to build, and it does it in asm! That would make me happy then. LOL
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dragon__lance

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xLIB enhancements idea thread
« Reply #9 on: November 07, 2005, 12:54:00 pm »
QUOTE
I tell the calc what I want it to build, and it does it in asm! That would make me happy then.

LOL >Dgni.gif

Offline DJ Omnimaga

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xLIB enhancements idea thread
« Reply #10 on: November 07, 2005, 01:00:00 pm »
QuoteBegin-dragon__lance+7 November 2005, 18:54-->
QUOTE (dragon__lance @ 7 November 2005, 18:54)
QUOTE
I tell the calc what I want it to build, and it does it in asm! That would make me happy then.

LOL >Dgni.gif

 ROFL :imbeciles:morons.gif
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CDI

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xLIB enhancements idea thread
« Reply #11 on: November 08, 2005, 01:56:00 pm »
the best one yet... if in a tilemap matrix (when drawing) the number is negitive then just draw the tile the positive number goes with, but flipped!

Offline DJ Omnimaga

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xLIB enhancements idea thread
« Reply #12 on: November 08, 2005, 02:03:00 pm »
sound nice
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Offline necro

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xLIB enhancements idea thread
« Reply #13 on: November 09, 2005, 07:45:00 am »
what would be realy nice is if it alowed you to have 2 or 3 graphic buffers...draw onto one as a background and have another as fore ground...use it as a way to generate gray scale...possibly a few psuedo 3D things could be done this way (like drawing the horizon on a layer, 2 layer mid-ground, 2 layer fore-ground, then manualy drawing the hud and such...)

also, true sprite rotation would be very cool (25, 45, 90 degrees, ect.)
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Offline tr1p1ea

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xLIB enhancements idea thread
« Reply #14 on: November 15, 2005, 08:29:00 am »
necro, you can already draw up to 10 tilemaps ontop of each other and scroll them at independant rates (only tile scrolling though).

360 degree sprite rotation would be very difficult and slow to implement, ive never even seen it done in asm really.

variable size tiles for use with the tilemap routine would acutally be rather difficult to implement. The only ways to do that would either slow it down or make it twice as big ... ill look into it.

I like the idea about flipped tiles in tilemaps but unfortunately the tiles are taken as unsigned. If you want the routine to take them as signed values then it would cut your tile count in half (limit you to 127 tiles).

Ive been thinking about adding 16-bit tile index support. It would make things a little different but only from my perspective ... so i suppose that wont bother too many people :)smile.gif.

Oh and ill implement tifreak8x's suggestion rofl! :Dbiggrin.gif.

(I also added 255 PIC support with reading from archive support too).
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