Help Programming With MLC
Posted 09 September 2007 - 07:45 AM
Posted 14 September 2007 - 05:16 AM
Posted 14 September 2007 - 01:38 PM
The MLC documentation has it written out as this:
#SHFT - Used for scrolling, specifies looping state (-1 = Loop, 1-3 standard colors)
and are used to determine how many pixels to shift. let's you select if you want the pixels that have been "shaved" off to go fill the empty space caused by moving the picture.
#SHFT .0 .1 .-1This moves the screen 1 pixel down along the y-axis. The .-1 indicates that the pixels "shaved" off go back to the top, thus in the STARS example, this creates a loop.
Posted 16 September 2007 - 11:06 AM
Posted 16 September 2007 - 02:49 PM
Posted 17 September 2007 - 01:48 AM
Posted 17 September 2007 - 03:27 AM
Posted 17 September 2007 - 09:06 AM
Another way is to erase the screen and never draw the sprite again until it's needed.
This is generally what i've been using, but it involves drawing everything again. For some reason I thought that "white" was transparent, i forgot i could just paste over with another bitmap..
Posted 18 September 2007 - 12:22 AM
Posted 23 September 2007 - 02:30 AM
Posted 23 September 2007 - 07:58 AM
Posted 23 September 2007 - 10:50 AM
I reckon that this would be the best thing to on calc game making since... well... Casio BASIC XD
but seriously take your time. Some of the best things in history could have been better if they weren't rushed.
EG, Microphones that dont slip out of the holder XD
Posted 23 September 2007 - 02:10 PM
Because it is a bit confusing learning to do it in note pad XD
... I'm not sure the on-calc editor is going to be much different (correct me if i'm wrong kucalc ) and personally i prefer typing on the computer to writing on the calc... but thats just me
Posted 23 September 2007 - 06:10 PM
What I was thinking about doing is using the fx-9860G's BASIC editor as the MLC editor, but after exiting MLC, it wipes the main memories so it would be pretty pointless.
Posted 25 September 2007 - 05:46 AM
Well most ppl seem to think Epiphanies happen on the can, so why not
programming in the restroom
Posted 27 September 2007 - 02:03 PM
About bitmaps in MLC, is there a tool for creating them or something?
Or at least i would like to know how to interpret them myself.
Posted 28 September 2007 - 08:33 AM
I got that sorted (and i worked out the method of creating them without the tool).
Posted 14 October 2007 - 03:20 AM
XD i think it's a good idea XD
Posted 05 April 2008 - 06:31 PM
1. What is the format for bitmaps?
2. Which variable types do you allow WRTE and READ read and write? What's the maximum file "position" you're supporting?
3. Are you requiring literal numbers to be prefixed with a ".'? I think I remember reading multiple documents that say that literal numbers (1,2,3, etc.) are supposed to be prefixed with a dot, but MLC for the TI-86 doesn't allow literal numbers to be prefixed with a dot. Currently, MLC 68K allows you to include or exclude the dot prefix.
Posted 09 April 2008 - 11:19 AM
8x8 bitmaps #BITM [NAME 8 HHHHHHHHHHHHHHHH HHHHHHHHHHHHHHHH HHHHHHHHHHHHHHHH 16x16 bitmaps #BITM [NAME 6 HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHThe first line is the light grey buffer, the second line is for the dark grey buffer, and the third is for the mask.
These are hexadecimal values. On 8x8 bitmaps, each 2 characters, wich represent 1 byte, store 8 pixels, since 1 bit = 1 pixel
3. You should follow the regular MLC "rules" and put a dot prefix on the values.
0 user(s) are reading this topic
0 members, 0 guests, 0 anonymous users