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Includes in ASM
Forum: How-To & Tutorials
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Yesterday, 03:50 PM
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Intermittent errors
Forum: Help & Support
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Store array information i...
Forum: Help & Support
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ScrollLeft function scrol...
Forum: Bug Reports
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string.bas errors when co...
Forum: Bug Reports
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03-01-2024, 10:10 AM
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Using Beepola with ZX BAS...
Forum: How-To & Tutorials
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02-29-2024, 09:47 AM
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Johnny Bravo
Forum: Gallery
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Compiling +D G+DOS progra...
Forum: ZX Basic Compiler
Last Post: boriel
01-22-2024, 08:32 AM
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VAL = ? (solved)
Forum: Bug Reports
Last Post: zarsoft
01-03-2024, 11:44 PM
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Wrong math (solved)
Forum: Bug Reports
Last Post: zarsoft
01-03-2024, 11:38 PM
» Replies: 4
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From Forum |
Posted by: zarsoft - 12-07-2023, 02:54 PM - Forum: Wishlist
- Replies (1)
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Email notifications from the Forum come from "Forum".
WICH FORUM?!
Can you change
Forum <forum@boriel.com>
To
Boriel Forum <forum@boriel.com>
or
ZX BASIC Forum <forum@boriel.com>
or something like that?
Thanks.
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include |
Posted by: zarsoft - 12-07-2023, 02:47 PM - Forum: Help & Support
- No Replies
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I want to include the file "utils.h" on all my programs.
Is there a way I can do this automatically
without writing inside my program
and without writing on the compiler command line?
Can I put this line
#include <utils.h>
inside some compiler file from src\arch\zx48k\library ?
I want this behave like it was on the first line of my program.
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Array FLOAT only works if global (solved) |
Posted by: zarsoft - 11-14-2023, 12:45 AM - Forum: Bug Reports
- Replies (4)
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This program only works if the array is global.
Is this supose to work like this?
Code: SUB Test
DIM T(3) AS FLOAT => {0.5,1.5,2.5,3.5}
PRINT
FOR i = 0 TO 3
PRINT "T(";i;")= ";T(i)
NEXT i
T(0) = 0.5
T(1) = 1.5
T(2) = 2.5
T(3) = 3.5
PRINT
FOR i = 1 TO 3
PRINT "T(";i;")= ";T(i)
NEXT i
PAUSE 0
END SUB
Test
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NextBuild sprites |
Posted by: Crivens999 - 11-13-2023, 10:08 AM - Forum: Help & Support
- Replies (2)
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Been using NextBuild for a little while, mucking around with my own editor for creating maps/sprs etc, got my scrolling tilemap working, but have hit a bit of a wall with sprites.
Ok so as far as I can gather the Next can handle 64 hardware sprites with 256 colours, or 128 hardware sprites with 16 colours (4bit).
When I use the InitSprites command I think this loads in upto 64 (or 128 for 4bit) sprites into the video memory (max is 16k). Then when I use UpdateSprite I can assign one of those sprite images (patterns in code) to a sprite ID. So I can use the same sprite image many times for my 64 onscreen sprites.
All good, except my main player is 4 sprites (32x32). It can move in 8 directions, and there are 5 animation frames. So in total 160 sprites just for the player.
So I'm running out of sprites. Now before I go mucking around reducing graphics to single sprite sizes, or using flipping/mirroring etc, then is it possible to use InitSprites, or some other command, to force load new images over the loaded ones? I was thinking of keeping the first 4 sprites just for the player and then just initialising those 4 sprites as the animation or direction changes. A quick test of using InitSprites (for the full 64 sprites) every frame shows this doesn't slow things down badly, so hopefully is possible. I don't really know ASM well enough to alter the InitSprites, but basically would be the same but with a starting point (so can init just the first 4 sprite, then the next 4 sprites (eg. for enemy)).
Also is it possible to use 8bit graphics (256 colour) for the layer 2 tilemap, and 4bit graphics (16 colour) for the sprites?
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