Ok I was working with graphx, sprites, etc. I have a couple of questions:
First I realized that setting custom fonts with the gfx_SetCharData didn't produce the results i would like
Code:
They produced decent results on the font editor but when I printed them on the calculator, some of the pixels were deleted so alpha looked like 'o |' rather than 'α' and delta looked like 'σ' instead of 'Δ', but this is rather trivial because I can play around with the font editor and maybe get better results. If you guys made better Greek letter fonts you can send the array.
But the most pressing issue here is the gfx_setPalette. When I ran gfx_setPalette with the make gfx, the normal palette in the documentation changed! Some of the colors were still there but 0 was no longer black, etc. If I don't run gfx_setPalette then the sprite would get different colors (I think. I was trying random combinations and each combination gave a different color scheme). I remember that green was replaced with orange and black with pink. How do I get the new palette?
Also, I'm using a sprite as a logo picture. I don't need the picture to move so I thought it was a waste of space. Am I supposed to use a sprite for pictures that don't move? If not, then how do I put pictures in my program?
One last question, I've been using delay() as a sleep() in which the game waits for a few seconds. Is there a synchronous delay()? So I can get key input from the user while its delaying the program. I don't want the program to stop. (I am using this for blinking text, the text blinks but user can still press keys. I don't know if delaying is the right way but that's how I do it in other languages.)
First I realized that setting custom fonts with the gfx_SetCharData didn't produce the results i would like
Code:
uint8_t char_data = {0x39, 0x45, 0x82, 0x82, 0x82, 0x83, 0x45, 0x39}; // Bitmap for "alpha"
uint8_t char_data2 = {0x00, 0x00, 0x08, 0x1C, 0x26, 0x43, 0x81, 0xFF}; //delta
They produced decent results on the font editor but when I printed them on the calculator, some of the pixels were deleted so alpha looked like 'o |' rather than 'α' and delta looked like 'σ' instead of 'Δ', but this is rather trivial because I can play around with the font editor and maybe get better results. If you guys made better Greek letter fonts you can send the array.
But the most pressing issue here is the gfx_setPalette. When I ran gfx_setPalette with the make gfx, the normal palette in the documentation changed! Some of the colors were still there but 0 was no longer black, etc. If I don't run gfx_setPalette then the sprite would get different colors (I think. I was trying random combinations and each combination gave a different color scheme). I remember that green was replaced with orange and black with pink. How do I get the new palette?
Also, I'm using a sprite as a logo picture. I don't need the picture to move so I thought it was a waste of space. Am I supposed to use a sprite for pictures that don't move? If not, then how do I put pictures in my program?
One last question, I've been using delay() as a sleep() in which the game waits for a few seconds. Is there a synchronous delay()? So I can get key input from the user while its delaying the program. I don't want the program to stop. (I am using this for blinking text, the text blinks but user can still press keys. I don't know if delaying is the right way but that's how I do it in other languages.)