xLIB v0.6b Testing
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- tr1p1ea
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It was 10 PIC's per tilemap ... of course i wont remove 255 PIC support ... id never hear the end of it .
But all that doesnt matter cause i fixed it!
16-bit tile index's wth 255 PIC support. There only problem is ... if you have your MAIN PIC (the one with tiles 0-95) ARCHIVED and you have other ARCHIVED PIC's with tiles on them it will go slow. Well the more tiles you have on an ARCHIVED PIC ... the slower it is going to go.
But all that doesnt matter cause i fixed it!
16-bit tile index's wth 255 PIC support. There only problem is ... if you have your MAIN PIC (the one with tiles 0-95) ARCHIVED and you have other ARCHIVED PIC's with tiles on them it will go slow. Well the more tiles you have on an ARCHIVED PIC ... the slower it is going to go.
- dysfunction
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- dysfunction
- Calc Master
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- dysfunction
- Calc Master
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- Joined: Wed 22 Dec, 2004 3:07 am
- Location: Through the Aura
What I do is set a standard contrast for a game (usually 32), that the user can change with the +/- keys. Then for night/day or animations, you just change it based on that. It's better than having to quite the game to change the contrast anyways.
"You're very clever, young man, but it's turtles all the way down!"
- tr1p1ea
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Well i got the tilemap routine working to my liking (you can keep the main PIC archived with no speed loss).
Contrast reading was a sinch so thats been added.
If someone has a 0.601b compatible project that they can test this update with briefly i would be grateful ... after that i can release it to ticalc.org (assuming it all goes well ).
Contrast reading was a sinch so thats been added.
Code: Select all
5 - ChangeContrast
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usage: real(5,Contrast_Function,ContrastVal
Contrast_Function = Contrast returned in Ans (0-39). 0 = Set Contrast, 1 = Get Contrast
ContrastVal = New contrast value. Can be a value from 0-39
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- Calc King
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I have a .601b project. I am making Animal Crossing (a very simple one) that uses pretty much all of xLIB's function. I have several masked tilemaps and sprites, 3 layers for the maps alone (player is behind things he is behind), and contrast effects for nighttime. Plus rectangles and text flag settings for dialogue, getcsc use, and use of storing, recalling, and copying archived pics and programs. A VERY big pat on the back to you tr1p1ea, this game is so fast, it seems like ASM.
However I do want to know one thing. It seems that storing a picture ORs the LCD accross what is in the picture. Is that so? Could it just overwrite what was in the picture?
However I do want to know one thing. It seems that storing a picture ORs the LCD accross what is in the picture. Is that so? Could it just overwrite what was in the picture?
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- Calc King
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No, that works ok. When I STORE to a picture. real(9,0,5 will OR on the LCD to whatever was in Pic5 already.
I got some bugs for a while, but they are gone now. It made several parametric equations with a size of 56k and then if I deleted them, it crashed. If I left them alone, it ran perfectly fine.
I got some bugs for a while, but they are gone now. It made several parametric equations with a size of 56k and then if I deleted them, it crashed. If I left them alone, it ran perfectly fine.
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- Calc King
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- dysfunction
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