xLIB v0.6b Testing

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tr1p1ea
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Post by tr1p1ea »

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.
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dysfunction
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Post by dysfunction »

Sounds fine. Is the slowdown less major if the pic with tiles 0-95 isn't archived, but others are? Anyway, you can always just buffer pics into RAM when needed.
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tr1p1ea
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Post by tr1p1ea »

Its ok if the PIC that holds the majority of tiles which are currently on screen isnt archived ... usualy this would be 0-95.
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Post by necro »

small suggestion...add a check contrast option to the contrast feature that stores current contrast in ANS
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Post by dysfunction »

Seconded.
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Post by necro »

would be nice to know what the user had there contrast at so you could increase it to say simulate night time, but then restore it to bormal for day time or use it for lightning effects or just to temporarily hide any screen drawing or such
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Post by dysfunction »

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.
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tr1p1ea
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Post by tr1p1ea »

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.

Code: Select all

5 - ChangeContrast
------------------
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
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 :)).
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Post by threefingeredguy »

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?
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Post by tr1p1ea »

Im not sure i get what you mean? You mean when you draw a recalled PIC to the LCD? You can choose whether to LD, AND, OR, XOR it .. or were you talking about when you read?

Can you get on IRC? We can chat about it.
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Post by threefingeredguy »

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.
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Post by tr1p1ea »

56k parametric funtions? O_o ... thats strange. Damn it!

I didnt think you could store to a PIC that was already occupied without deleting it first?
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Post by threefingeredguy »

Maybe that's what it was. It ended up storing the bg once to it by accident and I just wanted the foreground, so it appeared to be storing the foreground over the background when I guess it just wasn't storing at all. :)

Oh and it also created a 30k variable 'v'. Lowercase v.
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Post by dysfunction »

Yeah it took me a while to realize that you couldn't store to a pic without deleting it first. Also, I can test, I'm just working on BSG atm.
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Post by kalan_vod »

I can test it, email?
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