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Xeda112358
Active Member
Joined: 19 May 2009 Posts: 520
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Posted: 13 Feb 2012 09:14:18 pm Post subject: |
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As a BASIC programmer, how would you like to do something like this:
[attachment=3543:Particle Example 0.gif]
Pretty neat, right? Well as you can see, this little (384 bytes) assembly program will let you play with particle effects. There are 4 commands available so far:
0 -resets the particle buffer
1 -Cycle the particles once
{2,y,x-Adds a particle to the particle buffer (holds up to 383 particles, uses no user RAM)
99 -This will display the graph screen (needed after cycling if you want to see the screen)
You can download the program and as well the readme here :)
(As a note, this is based on the particle engine found in Grammer.)
Last edited by Guest on 13 Feb 2012 09:14:59 pm; edited 1 time in total |
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jammasterz
Advanced Newbie
Joined: 28 Nov 2011 Posts: 72
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Posted: 05 Mar 2012 06:30:12 pm Post subject: |
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You are genious!
I cant even think how it can be made, and you made it in asm and on a calc! |
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Xeda112358
Active Member
Joined: 19 May 2009 Posts: 520
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Posted: 06 Mar 2012 09:48:12 am Post subject: |
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I am actually rewriting this at the moment to see if I can get it to be even faster and maybe add a few particle options. Basically, for those particles, it does this:
It sets up AppBackUpScreen for the particle buffer. It places the first two bytes as the number of particles running, so it starts with zero. When you add a particle, this gets incremented and the next byte in the buffer becomes an X coordinate and the next byte is a Y coordinate. I add a simple check to make sure it doesn't overflow the buffer. To cycle through the particles, It goes through the (X,Y) coordinates and tests the pixel below. If it is free, drop down to that, update the particle buffer. If not, choose at random left or right. If it cannot move left or right, it stays where it is.
With Grammer, I let the user create custom buffers to handle thousands of particles, but that does lag a bit once you get to that many That is why I want to rewrite this to see if I can get a code that doesn't lag so much at a few thousand particles |
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