Author Topic: xLIB enhancements idea thread  (Read 25677 times)

0 Members and 1 Guest are viewing this topic.

Offline necro

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1295
  • Rating: +17/-2
  • +3 vaporal mustache
    • View Profile
xLIB enhancements idea thread
« Reply #30 on: November 16, 2005, 10:56:00 am »
QuoteBegin-xlibman+16 November 2005, 14:44-->
QUOTE (xlibman @ 16 November 2005, 14:44)
if you add text will it use OR/XOR/LD/AND logic?  

 Would be awsome if we could specify
I'm like a woot burger with awesome fries


VB.Net, C#, C++, Java, Game Maker

dysfunction

  • Guest
xLIB enhancements idea thread
« Reply #31 on: November 16, 2005, 02:37:00 pm »
QuoteBegin-xlibman+16 November 2005, 14:44-->
QUOTE (xlibman @ 16 November 2005, 14:44)
if you add text will it use OR/XOR/LD/AND logic?  

 tr1p said previously that it wouldn't since the TI-OS text routines don't support that, so he would have to make his own text sprites himself, which would take up too much space.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
xLIB enhancements idea thread
« Reply #32 on: November 17, 2005, 02:36:00 am »
yeah, he talked about adding one anyway, I dont remember how much space left he had in the app page tho

KermMartian was working on a 3x4 font text routine (XORed) but I dont know what happened to it

Offline Spellshaper

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1690
  • Rating: +0/-0
  • This is me. Or maybe not.
    • View Profile
xLIB enhancements idea thread
« Reply #33 on: November 17, 2005, 05:24:00 am »
what I

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
xLIB enhancements idea thread
« Reply #34 on: November 17, 2005, 05:28:00 am »
the X coordinate needs to be multiple of 8 due to ASM and hardware limitations

Offline Spellshaper

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1690
  • Rating: +0/-0
  • This is me. Or maybe not.
    • View Profile
xLIB enhancements idea thread
« Reply #35 on: November 17, 2005, 07:10:00 am »
huh? but left/right pixel scrolling works?. :urecrazy:fou2.gif:alien:alien2.gif

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
xLIB enhancements idea thread
« Reply #36 on: November 17, 2005, 07:23:00 am »
yeah but thats a different thing, which doesnt involve sprites/maps I think.

Offline tr1p1ea

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 647
  • Rating: +110/-0
    • View Profile
xLIB enhancements idea thread
« Reply #37 on: November 17, 2005, 09:46:00 am »
You really have to know how data is stored in memory to understand the reason behind the x position and sprite width stuff.

The way it is now IS correct and thats how it will stay.
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


CDI

  • Guest
xLIB enhancements idea thread
« Reply #38 on: November 17, 2005, 10:07:00 am »
well I LOVE xLIB... tr1p rules

dragon__lance

  • Guest
xLIB enhancements idea thread
« Reply #39 on: November 17, 2005, 10:31:00 am »
agreed :)smile.gif

Offline necro

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1295
  • Rating: +17/-2
  • +3 vaporal mustache
    • View Profile
xLIB enhancements idea thread
« Reply #40 on: November 17, 2005, 04:31:00 pm »
QuoteBegin-xlibman+17 November 2005, 11:28-->
QUOTE (xlibman @ 17 November 2005, 11:28)
the X coordinate needs to be multiple of 8 due to ASM and hardware limitations  

 actualy, couldn't you load the sprite, shift it so many pixels to the left, and cut off (make not vissible) the part of the right that would leave you with an any size sprite?  That would be a lot slower though...
I'm like a woot burger with awesome fries


VB.Net, C#, C++, Java, Game Maker

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
xLIB enhancements idea thread
« Reply #41 on: November 18, 2005, 03:25:00 am »
i think its better to have all our sprites aligned on the sprite sheet, it look more clean and easier to use

dysfunction

  • Guest
xLIB enhancements idea thread
« Reply #42 on: November 18, 2005, 06:56:00 am »
I agree. Soon we'll have 255 pictures available to use for sprites, who cares if some is wasted becasue we have to align the sprites to an 8x8 grid? The only place we will still be limited by number of sprites (3 pics worth) is the map rendering, and since all those sprites have to be 8x8 anyways, it doesn't matter that they have to be aligned to an 8x8 grid.

GO, TR1P1EA, GO! :Dbiggrin.gif

axcho

  • Guest
xLIB enhancements idea thread
« Reply #43 on: November 19, 2005, 11:51:00 am »
How about adding support for CATs?

I started a http://www.unitedti.org/index.php?showtopic=3947 about it on UTI, but it might be better to integrate it in xLIB rather than to make another program for it.

Offline necro

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1295
  • Rating: +17/-2
  • +3 vaporal mustache
    • View Profile
xLIB enhancements idea thread
« Reply #44 on: November 19, 2005, 02:01:00 pm »
CATs?
I'm like a woot burger with awesome fries


VB.Net, C#, C++, Java, Game Maker