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Harrierfalcon The Raptor of Calcs
Super Elite (Last Title)
Joined: 25 Oct 2006 Posts: 2535
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Posted: 28 May 2007 12:44:25 pm Post subject: |
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File Name :: Artistic
Author :: Harrierfalcon
Category :: Ti-83plus Basic Utilities
Screenshot :: [img]http://www.unitedti.org/index.php?act=downloads&do=imgss&id=294[/img]
Description ::
Artistic is a fully packed, xLIB-powered on-calc graphics program. From tilemapping, to
sprite editing, to editing pictures directly, Artistic harnesses the full power of xLIB
into a simple interface that any person could use. Features include:
► Pixel-sprite editor for 8*8 sprites, with functions such as transpose, invert,
horizontal and vertical flipping
► Sprite server, for downloading and uploading sprites to and from pictures. Advanced
technoglogy allows the user to duplicate sprites that are in pics already
► Tilemapping technology grants the user the ability to create tilemaps, and directly
paste tiles into the matrix.
► New development also allows the user to be able to change the base picture.
► Direct picture editing allows the user to use all of the xLIB shapes, a pixel plotter,
normal and inverted text, and a sprite replicator.
Requires xLIB v.601b or higher, which can be acquired here.
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DarkerLine ceci n'est pas une |
Super Elite (Last Title)
Joined: 04 Nov 2003 Posts: 8328
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Posted: 28 May 2007 12:46:43 pm Post subject: |
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I'm of the opinion the text feature would be far better, if one could type directly on-screen. As it is, it's rather inconvenient to use, especially if one were writing the text inside an already created picture. |
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nitacku
Advanced Member
Joined: 23 Aug 2005 Posts: 408
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Posted: 28 May 2007 12:50:56 pm Post subject: |
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Do you guys like the sprite editor?
Harrierfalcon greatly improved the Sprite Engineer that I made.
He found a way to speed it up significantly.
Even I use Artistic over my own editor
Last edited by Guest on 28 May 2007 12:53:50 pm; edited 1 time in total |
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Harrierfalcon The Raptor of Calcs
Super Elite (Last Title)
Joined: 25 Oct 2006 Posts: 2535
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Posted: 28 May 2007 01:40:14 pm Post subject: |
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I have to agree with DarkerLine, but it would be far harder to have to convert symbols as well as lowercase and numbers on-screen.
nitacku, the reason mine is faster is because you had all the sprite functions like invert and flip INSIDE the getKey loop. Stick them outside and you should be fine.
Last edited by Guest on 28 May 2007 01:41:53 pm; edited 1 time in total |
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luby I want to go back to Philmont!!
Calc Guru
Joined: 23 Apr 2006 Posts: 1477
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Posted: 28 May 2007 02:16:18 pm Post subject: |
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About how much space does this take to run? Would there be enough free RAM to have [name of secret project] and Artistic unarchived at the same time? |
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Harrierfalcon The Raptor of Calcs
Super Elite (Last Title)
Joined: 25 Oct 2006 Posts: 2535
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Posted: 28 May 2007 02:28:26 pm Post subject: |
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The noshell version is 6626 bytes, and the subroutines are ~900. I don't remember how big [name of secret project] is, but it should have enough room. |
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lafferjm
Member
Joined: 02 Aug 2006 Posts: 169
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Posted: 28 May 2007 09:51:50 pm Post subject: |
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I have an idea you could put into v2 if there is one. Make it so you can chose if you want to make an 8*8 or 16*16 sprite. |
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Harrierfalcon The Raptor of Calcs
Super Elite (Last Title)
Joined: 25 Oct 2006 Posts: 2535
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Posted: 28 May 2007 10:06:26 pm Post subject: |
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Yeah, later versions will probably support bigger-size sprites and bigger tilemaps. But for now, it's 8. If you were making a symmetrical sprite, you could flip and transpose, then paste for each of the 4 rotations. |
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