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Cemetech Announcements :: RE: Hands-On with the TI-84 Plus C Silver Edition: Full Review

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Author: DJ_O
Posted: 20 Feb 2013 01:30:42 am (GMT -5)

Yeah, for pictures, my idea was to just store data inside them (basically each pixel would represent a digit, value or something else) in a certain layout, so that later they can be accessed by a game.

Since Pxl-test() doesn't detect colors (they all return 1), here is an idea of what I meant:



And if, somehow, pxl-test only returns 0 if a pixel is transparent, then the solution would be to setup a background image before starting editing data inside your picture, so that you can make sure that there are no white pixel hidden all over the place.

With such method you could store signifiant amounts of enemy (LV, HP, the ASCII characters used for their look, along with their height/width), boss, characters starting stats, possible obtainable items (and their effects, flags, etc), possible magic spells, and a lot more.

Routines would be written to decompress the data into temporary lists/matrices whenever needed.

This wouldn't be efficient, size-wise, especially if the picture isn't filled completely, but it would definitively be a workaround against the low 21 KB of RAM and prevent constant archiving/unarchiving of lists/matrices. Of course if someone decides to make an ASCII monochrome home screen game, then he can leave the picture intact on the graph screen during the entire gameplay.

How slow is RecallPic? Does it take like 10 seconds to run?
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