Not really, once you grasp the concept of masking in the first place it's easy enough.King Harold wrote:masking might be more useful (I am aware it can be done with the current xLIB, but it's kinda awkward). it could be made way easy - give parameters for 2 sprites instead of 1, one of them being the mask..
Next version of xLIB - features?
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xLib
It would be so awesome if xLib was able to switch the greyscale pixels using XOR and OVER logic in ONE real( command!
Also, it would be nice if you could enable and disable the ON key with a real( command.
Also, it would be nice if you could enable and disable the ON key with a real( command.
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Features?
tr1p1ea, go to ticalc.org and search for 'Program Options'. Look at it's functions and integrate them with xLib.
Please?
Please?
"Choice. The problem is choice."
"Quite correct. Strange; that was quicker than the others."
"Others?"
"In your case, this is the sixth version of the Matrix."
"Sixth version? Then, either no one told me or no one knew."
"Quite correct. Strange; that was quicker than the others."
"Others?"
"In your case, this is the sixth version of the Matrix."
"Sixth version? Then, either no one told me or no one knew."
Three other programs that could be integrated or from which features could be implemented from:
ERRH by Benjamin Moody - executes a string of BASIC; returns any errors in X and 0 if no errors.
Celtic by Iambian - Lets you read and modify programs and appvars.
Omnicalc by Detatched Solutions - There's some useful functions Omnicalc does that xLIB still won't do yet like the play() command.
ERRH by Benjamin Moody - executes a string of BASIC; returns any errors in X and 0 if no errors.
Celtic by Iambian - Lets you read and modify programs and appvars.
Omnicalc by Detatched Solutions - There's some useful functions Omnicalc does that xLIB still won't do yet like the play() command.
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Ok, tr1p, just one more question... Some of these questions I've been asking are ones I might have asked before, I'm not sure, it's been a while since I used xLIB so now I'm finding problems I might already have found solutions for and forgotten. Anyway, the CreatePic function automatically updates the screen when it is called. I've noticed a number of xLIB games (ReubenQuest for one) have to render a map or a map section into pics for faster display later for various reasons- ReubenQuest needed the speed for its grayscale, for example. This would be useful for my own coding as well, but it's annoying to have to turn the contrast all the way up so the user can't see as the pics are displayed and stored. It would be much better to be able to display a loading screen, then render your map without updating, run CreatePic (which I've found does take from the graph buffer rather than what is actually displayed on the screen), and repeat as necessary- all without updating the display after showing the loading screen. So, would it be possible to make it so CreatePic does not update the lcd, or even give it the option of whether or not to?
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