[TIB] Re: games
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[TIB] Re: games
I find that the best way to learn how to do something that is already being
done is looking at other's work. Check out the scource for a program that
does similar to what you are trying to do. Of course, you must know TI-BASIC
and the other calc functions fairly well before you can really learn any
technique from their code. And don't copy their code either.
----Original Message Follows----
From: Zach Tong <zachtong@go-concepts.com>
Reply-To: ti-basic@lists.ticalc.org
To: ti-basic@lists.ticalc.org
Subject: [TIB] Re: games
Date: Wed, 26 Sep 2001 20:36:08 -0400
i'm gonna reply to both of these at once. first of all, wow. that is way
more
complicated stuff than i have used. but i can learn. first of all, you
really
need to show me how to do this. i understand what you said, but i have no
way
to even possibly fathom how to do it.
first, how would i make library thingy to hold my sprites, how do i make
the
sprites, and how doi use them.
secondly,the exact same questions but with bitmaps and matrix stuff.
thank you for your patience, i know teaching a newb is often very stressful.
zach
Matthew Waters wrote:
>
>
> The idea of a realtime battle system in BASIC was just a joke. Even
if
> you could implement it, it would be slower than molasses oozing down a 45
> degree incline. Don't even try it, unless you plan on making some z80 ASM
> components to the game.
>
> As for sprites, they are merely animated graphics that can be moved
(as
> opposed to tiles on a map and such). As for making maps with a matrix,
> createbitmaps (also matrices) to use as tiles, then assign a positive
> integervalue to each tile, and put those values into wherever you want
them
> in the matrix.
>
> As for your last question, I believe that will work on any TI model
> graphing calculator.
>
> <stupidjoke> BTW, did anyone notice that the AMS operating system for
> the68k calcs is an anagram for ASM?</stupidjoke>
Mike Hogsett wrote:
> A sprite is a small graphic image which is generally used for game
> objects (such as paddle, ball, and bricks in breakout). In a game
> graphics library there would ( or should ) be library functions for
> placing sprites into a graphics buffer ( either the screen itself, or
> an offscreen buffer ). Often these sprites constist of two images.
> One is the image itself (often multiple bitplanes for a color image) ,
> and the other image is a mask (a single bit plane). The mask controls
> which pixels of the image are actually drawn. Also the masks may be
> used for a collision detection function.
>
> The most frequently seen sprite is the mouse pointer.
>
> - Mike
>
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