Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Spellshaper on November 06, 2005, 02:14:00 am

Title: xLIB enhancements idea thread
Post by: Spellshaper 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
Title: xLIB enhancements idea thread
Post by: CDI 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)
Title: xLIB enhancements idea thread
Post by: woods_dragon 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....
Title: xLIB enhancements idea thread
Post by: dragon__lance 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.  
Title: xLIB enhancements idea thread
Post by: necro 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.
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga 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. :/
Title: xLIB enhancements idea thread
Post by: dragon__lance on November 07, 2005, 10:18:00 am
thats wat i do at the moment too
Title: xLIB enhancements idea thread
Post by: CDI 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...
Title: xLIB enhancements idea thread
Post by: tifreak 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
Title: xLIB enhancements idea thread
Post by: dragon__lance 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
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga 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
Title: xLIB enhancements idea thread
Post by: CDI 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!
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on November 08, 2005, 02:03:00 pm
sound nice
Title: xLIB enhancements idea thread
Post by: necro 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.)
Title: xLIB enhancements idea thread
Post by: tr1p1ea 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).
Title: xLIB enhancements idea thread
Post by: dysfunction on November 15, 2005, 08:33:00 am
16-bit tile index support? What is?
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on November 15, 2005, 08:41:00 am
Now we just need rectangle libs and maybe even flash gordon or resource support :Dbiggrin.gif
Title: xLIB enhancements idea thread
Post by: tr1p1ea on November 15, 2005, 09:42:00 am
16-bit tile support is basically expending the number of tiles you can have per map. Currently you are limited to 256 different tiles per map ... with 16-bit indexes you could have 65536 different tiles (theoretically :)smile.gif).

Can flash gordon archive programs? Or does it just run archived programs?
Title: xLIB enhancements idea thread
Post by: Spellshaper on November 15, 2005, 09:56:00 am
QuoteBegin-tr1p1ea+15 November 2005, 21:42-->
QUOTE (tr1p1ea @ 15 November 2005, 21:42)
16-bit tile support is basically expending the number of tiles you can have per map. Currently you are limited to 256 different tiles per map ... with 16-bit indexes you could have 65536 different tiles (theoretically :)smile.gif).

Can flash gordon archive programs? Or does it just run archived programs?  

 1. WOW!
2. flash gordon can
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on November 15, 2005, 09:59:00 am
i think resource support might be an idea, since its more versatile
Title: xLIB enhancements idea thread
Post by: Spellshaper on November 15, 2005, 10:00:00 am
and for rectangle function: just include CODEX... B)cool.gif
Title: xLIB enhancements idea thread
Post by: CDI on November 15, 2005, 10:02:00 am
I'd like to see an option for built in GS i.e. another command on the end of real(1, real(2, and real(3 so you could say, make a pic in Pic1 then the "mask" to make GS in Pic2 and do real(3,1,4,1 to do 3 Lvl GS!
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on November 15, 2005, 10:13:00 am
i doubt it would be feasible, I think pic based gs is more reliable than interrupts and more stable
Title: xLIB enhancements idea thread
Post by: dragon__lance on November 15, 2005, 10:31:00 am
i agree with Kevin.
@tr1p1ea ,can u upload ur more recent version of xlib with pic support, thatd be really helpful. :)smile.gif
rectangle and inverse text would be really handy without having to rely on codex. So would resource built in.
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on November 16, 2005, 07:56:00 am
i think he's debugging now, he added zpic stuff i think as well as resource stuff. I dunno if rectasngle and lines are added yet
Title: xLIB enhancements idea thread
Post by: Spellshaper on November 16, 2005, 08:19:00 am
that dude is fast... O_Oshocked2.gif
Title: xLIB enhancements idea thread
Post by: tr1p1ea on November 16, 2005, 08:33:00 am
I added pic stuff and the ability to copy archived programs to ram so that they can be executed (BASIC and TIOS-ASM).

I also added a function so that you can tell the calcs hardware version (83+, 83+SE etc).

Ill add some line routines, and maybe some text stuff too.
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on November 16, 2005, 08:44:00 am
if you add text will it use OR/XOR/LD/AND logic?
Title: xLIB enhancements idea thread
Post by: CDI on November 16, 2005, 09:11:00 am
that would be sweet
Title: xLIB enhancements idea thread
Post by: dragon__lance on November 16, 2005, 10:27:00 am
tr1p1ea, ur the best :)smile.gif
Title: xLIB enhancements idea thread
Post by: necro 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
Title: xLIB enhancements idea thread
Post by: dysfunction 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.
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga 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
Title: xLIB enhancements idea thread
Post by: Spellshaper on November 17, 2005, 05:24:00 am
what I
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on November 17, 2005, 05:28:00 am
the X coordinate needs to be multiple of 8 due to ASM and hardware limitations
Title: xLIB enhancements idea thread
Post by: Spellshaper on November 17, 2005, 07:10:00 am
huh? but left/right pixel scrolling works?. :urecrazy:fou2.gif:alien:alien2.gif
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on November 17, 2005, 07:23:00 am
yeah but thats a different thing, which doesnt involve sprites/maps I think.
Title: xLIB enhancements idea thread
Post by: tr1p1ea 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.
Title: xLIB enhancements idea thread
Post by: CDI on November 17, 2005, 10:07:00 am
well I LOVE xLIB... tr1p rules
Title: xLIB enhancements idea thread
Post by: dragon__lance on November 17, 2005, 10:31:00 am
agreed :)smile.gif
Title: xLIB enhancements idea thread
Post by: necro 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...
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga 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
Title: xLIB enhancements idea thread
Post by: dysfunction 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
Title: xLIB enhancements idea thread
Post by: axcho 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.
Title: xLIB enhancements idea thread
Post by: necro on November 19, 2005, 02:01:00 pm
CATs?
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on November 19, 2005, 02:03:00 pm
wasnt CATs the program files for Casio calcs?
Title: xLIB enhancements idea thread
Post by: axcho on November 19, 2005, 03:27:00 pm
*sigh*
http://www.unitedti.org/index.php?showtopic=3693
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on November 19, 2005, 03:37:00 pm
gah sry I always forget about that, I suck at acronyms, especially non french ones :Pblah.gif sry

thats sound interesting though :)smile.gif
Title: xLIB enhancements idea thread
Post by: CDI on November 20, 2005, 08:14:00 am
@Kevin - okay... how about "fcuk" (I know what it means...)
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on November 20, 2005, 10:08:00 am
err I guess you meant f***?



Title: xLIB enhancements idea thread
Post by: CDI on November 20, 2005, 10:16:00 am
nope

fcuk - the French Connection in the United Kingdoms
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on November 20, 2005, 10:17:00 am
O_Oshocked2.gif
Title: xLIB enhancements idea thread
Post by: necro on November 20, 2005, 02:35:00 pm
burned
Title: xLIB enhancements idea thread
Post by: dragon__lance on November 20, 2005, 03:18:00 pm
lol
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on November 20, 2005, 03:42:00 pm
i think the topic got owned
Title: xLIB enhancements idea thread
Post by: katmaster on December 11, 2005, 06:43:00 pm
Will xLIB be able to run with NIMBUS OS? And the new beta still doesn't work with MIRAGE does it? (I don't have it so I don't know :)smile.gif )
Title: xLIB enhancements idea thread
Post by: dysfunction on December 12, 2005, 01:54:00 am
NO it doesn't run with Mirage, and probably never will. What's the point of running a BASIC program from Mirage, anyway?
Title: xLIB enhancements idea thread
Post by: DJ Omnimaga on December 12, 2005, 10:53:00 am
it work weel in mirage actually (at least the one in XXR), I only tried during about 35 minutes though
Title: xLIB enhancements idea thread
Post by: katmaster on December 12, 2005, 03:08:00 pm
QuoteBegin-dysfunction+12 December 2005, 7:54-->
QUOTE (dysfunction @ 12 December 2005, 7:54)
What's the point of running a BASIC program from Mirage, anyway?  

 Pretty much everyone at my school aren't able to understand running a program from the prgm menu. So it's much easier if everything is just in one place: Mirage. Also, this way they don't have to deal with unarchiving, then re-archiving. It's all automatic.
Title: xLIB enhancements idea thread
Post by: dysfunction on December 13, 2005, 08:27:00 am
QuoteBegin-xlibman+12 December 2005, 16:53-->
QUOTE (xlibman @ 12 December 2005, 16:53)
it work weel in mirage actually (at least the one in XXR), I only tried during about 35 minutes though  

 That's likely because you have an SE, which I think has more interrupts or something.