threefingeredguy wrote:The picture function needs to be used creatively if you don't want it to be slow as hell.
I hope this wasn't meant to be bad, thats what we do i guess, if you dont think so do it yourself maybe and post some examples. I tried GS and it wasnt that slow, even 5 level, but animated sprites are cool too. I was just messing around with gs thats all.
Could you explain your 3 layer routine more and maybe post some code for it?
Besides grayscale above 4 level is ugly as hell in PTI I have to set momentum up and down to 1% to make it look good and then I still see some weird stuff in it, on calc it look much better
Flickering on and off sprites is fine and dandy, but there are 2 downfalls: It has more information to parse and it slows down drastically for every sprite you add. My GS setup writes the 2 layers (for 3 level grayscale) into to picture variables and recalls them very quickly. No flicker by itself. When I added in game elements (collision detection, animated character sprite, moving around) it did flicker. However, it just looked like other grayscale packages did on my calc (which is rumored to have a bad LCD driver). I will make a screenshot in Pindur and see how it looks.
The 3 layer tile mapper supports backgrounds, objects on the background, and objects in front of the player. I use 3 matrices for this. This only works for Zelda style map movement, it is too slow for scrolling. I draw the background with [A] (grass and other things). Then I draw in things that you can collide with from . This includes trees, houses, and things you don't collide with(like flowers) that need to be overlayed on an existing tile. This way, trees appear over grass and the area around them doesn't turn white. I store all that into a Picture variable. A quick real(0 and I draw [C] first using masks. Store to a second pic. Then I clear the screen again and draw [C] with the normal sprites, store to a 3rd picture, and enter the movement loop. First I recall the background+collision picture using the overwrite method which includes grass, masked trees, and masked flowers. This erases the previous sprite location, handily. Then I mask on the character (AND the mask then OR the sprite). After that I AND on the second picture (top layer mask) and OR on the 3rd picture (top layer). Viola, three layers of graphics (bg, player, fg).
I will not update, i never had problems with OS 1.18, unless there is new stuff in it I'll stick with 1.18, instead of risking of getting a new OS that will cause more problems (if any)
Guys, the 16x16 tilemapper had problems with it! It would only draw half the map! I fixed it and reuploaded it to ticalc and kalan should put it up on Omnimaga soon.
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."
It has been upload to omnimaga, and didn't dysfunction have this problem though? I thought necro and dragon_lance were using 16x16 tile mapping and they didn't report it? Idk I am not trying to place blam.
Well i dont know ... i was under the impression that it was working, yet i tested it last night and it indeed had a problem. If anyone could make sure that its working (i did test it and it seems to be ok now) it would be appreciated.
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."