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EnderWiggin


Advanced Newbie


Joined: 10 Dec 2003
Posts: 98

Posted: 22 Jan 2004 03:10:35 pm    Post subject:

I heard of using paint to make sprites, but how is that possible.
Also, how do you store sprites, I couldn't understand how that stuff works either
Neutral
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Basjuh


Advanced Newbie


Joined: 19 Nov 2003
Posts: 56

Posted: 22 Jan 2004 03:50:19 pm    Post subject:

download calcgs from ticalc.org its a sprite studio... make them with that
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 22 Jan 2004 06:36:08 pm    Post subject:

I say CalcGS is the best sprite prog under the sun! It's also good for making titlescreens and tilemaps. You can also import .gif and .jpegs for more detailed pictures.
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DarkerLine
ceci n'est pas une |


Super Elite (Last Title)


Joined: 04 Nov 2003
Posts: 8328

Posted: 23 Jan 2004 12:37:46 pm    Post subject:

What's so hard about using the TI itself or typing in 64 binary digits?
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EnderWiggin


Advanced Newbie


Joined: 10 Dec 2003
Posts: 98

Posted: 23 Jan 2004 12:51:57 pm    Post subject:

Where or how do you type in 64 binary digits?
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 23 Jan 2004 12:57:19 pm    Post subject:

0000000000000000000000000000000000000000000000000000000000000000->Str0

That would be a blanc sprite.
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EnderWiggin


Advanced Newbie


Joined: 10 Dec 2003
Posts: 98

Posted: 23 Jan 2004 12:59:01 pm    Post subject:

how do you display that then?
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Darth Android
DragonOS Dev Team


Bandwidth Hog


Joined: 31 May 2003
Posts: 2104

Posted: 23 Jan 2004 01:00:12 pm    Post subject:

ah, yes, but that can be reduced to 0000000000000000->Str1
if you move from bianary to hex, that is
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 23 Jan 2004 01:02:31 pm    Post subject:

EnderWiggin wrote:
how do you display that then?

0000000000000000000000000000000000000000000000000000000000000000->Str0
For(A,1,8
For(B,1,8
If "1"=sub(str0,8(B-1)+A,1
Pxl-On(B,A
End
End

EDIT: Which can be optimized by using the instring function.


Last edited by Guest on 23 Jan 2004 01:07:20 pm; edited 1 time in total
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EnderWiggin


Advanced Newbie


Joined: 10 Dec 2003
Posts: 98

Posted: 23 Jan 2004 01:08:52 pm    Post subject:

I get data type error and it goes to the 64 0-> Str0
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 23 Jan 2004 01:09:32 pm    Post subject:

Use "0000000000000000000000000000000000000000000000000000000000000000->Str0
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EnderWiggin


Advanced Newbie


Joined: 10 Dec 2003
Posts: 98

Posted: 23 Jan 2004 01:11:53 pm    Post subject:

[QUOTE]64 0-> Str0

I meant 64 zeros ->Str0
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EnderWiggin


Advanced Newbie


Joined: 10 Dec 2003
Posts: 98

Posted: 23 Jan 2004 01:15:17 pm    Post subject:

alright, i understand now Very Happy
To use that do I have do that to every sprite in a program?
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Arcane Wizard
`semi-hippie`


Super Elite (Last Title)


Joined: 02 Jun 2003
Posts: 8993

Posted: 23 Jan 2004 01:20:20 pm    Post subject:

No, you could have all the sprites in a string and use a different offset for each one.

There's many ways anyway, so you should try many alternatives and stick with the one you like most.


Last edited by Guest on 23 Jan 2004 01:20:29 pm; edited 1 time in total
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EnderWiggin


Advanced Newbie


Joined: 10 Dec 2003
Posts: 98

Posted: 23 Jan 2004 01:24:10 pm    Post subject:

Does CALC GS have a tutorial I can see?
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 23 Jan 2004 01:56:09 pm    Post subject:

Now wait a minute... Are we talking about making sprites in BASIC or ASM?
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EnderWiggin


Advanced Newbie


Joined: 10 Dec 2003
Posts: 98

Posted: 23 Jan 2004 02:03:16 pm    Post subject:

BASIC, I haven't learned Assembly just yet.
I know it's supposed to be slow but with CODEX I heard it went very fast
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DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 23 Jan 2004 02:07:41 pm    Post subject:

Oh, well if its BASIC I'd try the method Arcane mentioned. I used to draw my sprites out on graph paper first, for easy 0/1 entry.
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EnderWiggin


Advanced Newbie


Joined: 10 Dec 2003
Posts: 98

Posted: 23 Jan 2004 02:12:09 pm    Post subject:

What would the prgm look like to make a made up 8*8 sprite move accross the screen?

Once I get the idea I can make it up again and play around until I find everything about it Laughing
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Jedd
1980 Pong World Champion


Elite


Joined: 18 Nov 2003
Posts: 823

Posted: 23 Jan 2004 02:52:58 pm    Post subject:

The fastest way to do sprites in pure BASIC is in a seperate program. Using two variables for the location of the sprite, for example A and B, draw the sprite with Line( and PtOn( commands. For example:

If S=4
Then
Line(A,B,A+7,B-7
Line(A+7,B,A,B-7
End

Would draw an X on the screen at coordinates A,B if the sprite # is 4. Now make a whole program with a bunch of If statements and you can run it from the main program any time you want to draw a sprite. To speed it up, put the most common sprites in the beginning of the program and put a Return before each End.

Codex and Omnicalc work too, read the manuals for help with those.
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