So:
- Your matrix is [A]
- You're starting the render at the upper-left corner of the LCD
- You want 12 sprites wide by 4 sprites tall
- You want to start at column 0 and end at column 8 <- I think this should be 11
- You want to start at row 0 and end at row 3
- Take the sprites from Pic2
- Use overwrite logic
- Use 8x8-sized sprites
- Do not update the LCD

Is this correct?
Oooh ooh! Pick me! I made a 16x16 routine Very Happy (Let me find it real quick Very Happy)
_player1537 wrote:
Oooh ooh! Pick me! I made a 16x16 routine Very Happy (Let me find it real quick Very Happy)


This is for xLib, iirc.
Wait... Then what was his comment about how he didn't use 16x16 because Axe didn't support them?
c.sprinkle wrote:
I did that with the viewing window in Window Maze. 15x15 is not a valid sprite size, so I overlapped sprites, then turned on the center pixel.
@All you people wondering why I didn't use a 16x16 sprite: Axe doesn't support them as far as I know. Sad
Anyways: http://ourl.ca/4129/81958
_player1537 wrote:
Wait... Then what was his comment about how he didn't use 16x16 because Axe didn't support them?
c.sprinkle wrote:
I did that with the viewing window in Window Maze. 15x15 is not a valid sprite size, so I overlapped sprites, then turned on the center pixel.
@All you people wondering why I didn't use a 16x16 sprite: Axe doesn't support them as far as I know. Sad
Anyways: http://ourl.ca/4129/81958
No, c.sprinkle is the Axe person; Beta7's doing BASIC for now.
KermMartian wrote:
So:
- Your matrix is [A]
- You're starting the render at the upper-left corner of the LCD
- You want 12 sprites wide by 4 sprites tall
- You want to start at column 0 and end at column 8 <- I think this should be 11
- You want to start at row 0 and end at row 3
- Take the sprites from Pic2
- Use overwrite logic
- Use 8x8-sized sprites
- Do not update the LCD

Is this correct?


Yes - except for the last part, as I'm not sure how exactly that works; sometimes it doesn't show it on the graph unless I tell it to update, but then sometimes it shows up on the homescreen after I've exited the program.
That is a 2.53MP glitch IIRC, you will have to do ClrHome before exiting your program.
Okay. Then the answer to your question, Kerm, is a "complete yes". Wink
Ok, after some testing, I find I have the following problem.

For some reason, the real(2) command is working fine (displaying a 12x8 sprite map with correct sprite locations), but then when I use the real(1) command to move a character around, the matrix is inverted (the rows become the columns and vice versa). What would be causing this problem?

*Edit* Here's the code:


Code:
:ClrDraw
:4->A->B
:[[6,1,1,1,5,1,1,1,1,1,1,7][3,13,0,0,5,10,0,0,0,0,0,4][3,0,0,0,0,0,0,0,0,0,0,4][5,5,5,5,5,0,0,0,0,5,5,4][3,0,0,0,0,0,5,5,5,0,0,4][3,0,0,0,5,0,0,0,0,0,0,4][3,13,0,0,5,0,14,0,0,0,0,4][8,2,2,2,5,12,2,2,2,2,2,9]]->[J]
:Repeat 0
:real(7,0
:real(2,9,0,0,12,8,0,12,0,8,1,0,8,1
:real(1,8A,8B,1,8,1,10,48,0,0,1
:Repeat X=1 or X=2 or X=3 or X=4
:real(8->X
:DelVar CDelVar D
:A-(X=2)+(X=3->C
:B-(X=4)+(X=1->D
:DelVar Z
:If 0!=[J](C+1,D+1
:prgmEventChecker
:If 0=Z:Then
:C->A:D->B:End
:End:End
Matrices are indexed (row, column) by convention, not (column, row). That's probably the problem, I'd think. Smile
  
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