Re: A89: Programming Problem
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Re: A89: Programming Problem
ok. to bad. There really should be a sprite8 routine.
But thats your problem anyway.
put your sprite-data in the left part of the sprite instead (just add 00 at the
end of every number, 0x3c becomes 0x3c00 and so on)
and let it go from 0 to 151. that should work. but it's an ugly sollution :)
//Olle
Nathaniel Gibson wrote:
>
> No, there isn't a Sprite8 routine, and I'm not well-versed enough to
> write one myself. I understand that I'm moving a sprite that is
> actually 16x8, that's why the check in the x direction is at 0 and
> 143, and not 0 and 151. The problem is Sprite16 doesn't accept a
> negative number for the location of the sprite, otherwise I would use
> -8 and 143.
>
> >Same problem as someone else here had before.
> >you define a 16x8 sprite, but only write sprite data in the right half of it.
> >the left half of the sprite is all blank.
> >(thats why it is called sprite16, it handles 16pixel wide sprites)
> >Your program thinks it moves around a 16x8 sprite.
> >Isn't there a sprite8 or something like that, to use?
> >then you should use that when moving 8x8 sprites, and define your sprite data
> >array as char instead of int.
> >
> >//Olle
> >
> >Nathaniel Gibson wrote:
> >>
> >> I wrote the program below just to see if I could get a ball to bounce
> >> around the screen. Everything works except for when the ball hits the
> >> left side of the screen: it looks like it hits 8 pixels too soon. Can
> >> someone please tell me what I'm doing wrong? I think it has something
> >> to do with the way Sprite16 processes the sprite, but I'm not sure.
> >>
> >> Thanks in advance,
> >>
> >> Nathaniel Gibson
> >> ngibson@ptd.net
> >>
> >> ----------------------------CODE--------------------------
> >> #define SAVE_SCREEN
> >>
> >> #include <nostub.h>
> >> #include <graph.h>
> >> #include <system.h>
> >> #include <sprites.h>
> >>
> >> int _ti89;
> >>
> >> int _main()
> >> {
> >> static unsigned int ball [] = {0x3c, 0x7e, 0xff, 0xff, 0xff,
> >> 0xff, 0x7e, 0x3c};
> >> int key, x = 50, y = 50, xChange = 1, yChange = 1;
> >> void *kbq = kbd_queue ();
> >> long int j;
> >>
> >> ClrScr ();
> >>
> >> while (OSdequeue (&key, kbq)) {
> >>
> >> if ((x == 0) || (x == 143)) xChange *= -1;
> >> if ((y == 0) || (y == 91)) yChange *= -1;
> >>
> >> x += xChange;
> >> y += yChange;
> >>
> >> Sprite16(x, y, 8, ball, LCD_MEM, SPRT_XOR);
> >> for ( j = 0; j <= 50000; j++) ;
> >> Sprite16(x, y, 8, ball, LCD_MEM, SPRT_XOR);
> >> }
> >>
> >> return 0;
> >> }
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