Author Topic: Migration of Cpcrslib to Cpctelera  (Read 3528 times)

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Offline AugustoRuiz

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Re: Migration of Cpcrslib to Cpctelera
« Reply #25 on: 18:43, 23 September 15 »
That's a bug... I've corrected it and uploaded the code to Img2CPC's github. I hope it will be included in next version of cpctelera...


Thanks!

Offline Arnaud

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Re: Migration of Cpcrslib to Cpctelera
« Reply #26 on: 20:10, 23 September 15 »
That's a bug... I've corrected it and uploaded the code to Img2CPC's github. I hope it will be included in next version of cpctelera...

Thanks!

Great !
Now i'm waiting CPCTelera 1.2.4  ;)
« Last Edit: 20:14, 23 September 15 by Arnaud »

Offline Arnaud

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Re: Migration of Cpcrslib to Cpctelera
« Reply #27 on: 20:02, 24 September 15 »
I have a little request, in tile generation is it possible to have the name of the files with the same number of digit.

Exemple if generation of 50 files :
monster_01.bin
...
monster_50.bin


Thanks
« Last Edit: 20:31, 24 September 15 by Arnaud »

Offline AugustoRuiz

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Re: Migration of Cpcrslib to Cpctelera
« Reply #28 on: 01:35, 26 September 15 »
Yes, I'll give it a go.

Cheers!

Offline Arnaud

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Re: Migration of Cpcrslib to Cpctelera
« Reply #29 on: 20:24, 01 October 15 »
Cpctelera suggestion.

Hello,
today i have coded the visual effect of the light torch as seen in Zombi.

In order to draw this effect i have created a sprite with mask, but the sprite is rather large (260*100) and take a lot of in memory (13Kb but i have compressed it to solve the memory problem).

But instead of using a mask, i could use a draw function with AND like in Cpcrslib with the function cpc_PutSpXOR.

I could do nice visual effects with a function like cpct_drawSpriteAND and reduce my need of memory.

In cpctelera 1.3.0 maybe ?
 ;)

« Last Edit: 20:31, 01 October 15 by Arnaud »

Offline ronaldo

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Re: Migration of Cpcrslib to Cpctelera
« Reply #30 on: 22:22, 01 October 15 »
Yes, of course. AND and XOR draw sprite functions are waiting their time on the task list. They will take a little bit (as I'm extremely busy now) but will be there in the end :).

However, you have another interesting option: cpct_drawSpriteMaskedAlignedTable. This function is designed to use a 256-byte mask table instead of interlacing the mask with the sprite data. With this, you only use 256 bytes of mask for all your masked sprites. The only problem with it is that you require sprites and table to be 256-byte aligned in memory. Also, sprites cannot be greater than 256 bytes (512/1024/2048 total pixels on modes 0, 1, 2 & 3). You may consider this option for your sprite (you'll require to split it into subsprites). The example advanced/maskSpritesAligned shows how to use this function.


Offline Arnaud

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Re: Migration of Cpcrslib to Cpctelera
« Reply #31 on: 22:25, 01 October 15 »
OK, i'll see the example it seems a good solution.

Thanks.