Author Topic: 8BP  (Read 35647 times)

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Offline jjaranda13

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Re: 8BP
« Reply #125 on: 20:46, 13 January 21 »
you can enlarge this ciclo.c as you like, eg up to 10k compiled code?


greeting


of course. You can create a full "C" program that takes 22KB compiled, or a mix BASIC + C program , sharing the 22KB between C and BASIC, for example 12KB "C" and 10 KB BASIC
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Offline XeNoMoRPH

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Re: 8BP
« Reply #126 on: 20:58, 14 February 21 »
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Offline funkheld

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Re: 8BP
« Reply #127 on: 16:38, 15 February 21 »

the sprite are not transparent, but rather square blocks are visible.   8)


greeting
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Offline SpDizzy

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Re: 8BP
« Reply #128 on: 18:39, 15 February 21 »
the sprite are not transparent, but rather square blocks are visible.

Really informative.

That's a well known sprites rendering thecnique very usefull when dealing with updating various sprites on screen.
That way you save a bunch of cycles, and your ass beign caught by the beam.

Did you ever played original 'Commando' or 'Gauntlet'?
They used this approach, despite being programmed on assembly.
Regarding 8BP the result is just impressive
« Last Edit: 22:04, 15 February 21 by SpDizzy »
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Offline funkheld

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Re: 8BP
« Reply #129 on: 23:42, 15 February 21 »

what will be new in the future at 8bp?


greeting
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Offline SkulleateR

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Re: 8BP
« Reply #130 on: 13:40, 23 February 21 »
Is there a current version of the documentation in English?


I would also love to see that ....
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Offline XeNoMoRPH

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Re: 8BP
« Reply #131 on: 18:15, 02 April 21 »
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Offline XeNoMoRPH

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Offline eto

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Re: 8BP
« Reply #133 on: 23:02, 05 August 21 »
Really amazing that this is possible in Basic :-)
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Offline jjaranda13

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Re: 8BP
« Reply #134 on: 20:22, 11 August 21 »
what will be new in the future at 8bp?


greeting


I will continue evolving the library, trying to build different game styles. I am thinking on my next game. Every game motivates me to improve the library
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