Ugh, trying to make a simple color fader for my game (like fade to black, white, or whatever color I want) by adjusting the palette, and it takes up around 30% of a frame's processing time for only 8 colors.....Using HEX$ and COLSET in its current form take far too long for something that should have accepted a number up to 2-bytes worth, kinda like how BGPUT (expert version) does, because as it is, the DSi's format for colors is a 16-bit value per color entry (5 bits per color component, 1bit unused).
Discostew
3DS Friend Code: 4425-1477-0127 | Nintendo Network ID: Discostew
@steriaca Did you add me before? I tried and it worked right away...
Anyways, major blog update! I will now post more on it. I am also thinking of making a multiplayer tic-tac-toe game that will keep on transferring and deleting MEM files between 2 Ds. Or maybe Battleship. I just want to see if that would work. Any thoughts?
Load "SPU(number from 0-7): (Name of sprite sheet)"
what does the number (0-7) mean?
Which sprite sheet you're replacing. For example, if I were to say, LOAD"SPU1:SAILOR", I'd be replacing the second sprite sheet (the one with the human and the wizard) with the sheet sailor, which would probably contain sailor sprites.
Hey does anyone know if there's a way other than by defining sub-routines to create functions that take arguments? Maybe I'm missing something but it seems like only gosub is provided for something like this....
Hello everyone! I now have a survey up on my blog. Please give some feedback. It's not very long... ( I am asking you because it will mainly be about petit computer)
bluerobin2.blogspot.com
DATA is basically that. Data. You don't run it as code, but you can read it to be used for code. Take for example...
CLEAR
DIM AnArray(100)
RESTORE @SOME_DATA
READ AnArray(0), AnArray(1)
READ AString$
PRINT AnArray(0);" - ";AnArray(1);" - ";AString$
END @SOME_DATA
DATA 10, 11
DATA "This is a string."
Other than clearing the memory and setting an array, it sets the "read data" pointer at the label "SOME_DATA" using RESTORE, and reads in 2 numbers into the first 2 elements of the array, and then reads the string data into the string. It then outputs those two array elements and string as...
10 - 11 - This is a string
As for MEM$, think of it like a 256 character string that can be saved/loaded to/from a file. Put in it what you want (like high scores, character attributes, etc), then you can save them with SAVE "xxx:MEM", where "xxx" is the name (up to 8 characters), then load them up later like when you launch the program again.
Discostew
3DS Friend Code: 4425-1477-0127 | Nintendo Network ID: Discostew
DATA is basically that. Data. You don't run it as code, but you can read it to be used for code. Take for example...
CLEAR
DIM AnArray(100)
RESTORE @SOME_DATA
READ AnArray(0), AnArray(1)
READ AString$
PRINT AnArray(0);" - ";AnArray(1);" - ";AString$
END @SOME_DATA
DATA 10, 11
DATA "This is a string."
Other than clearing the memory and setting an array, it sets the "read data" pointer at the label "SOME_DATA" using RESTORE, and reads in 2 numbers into the first 2 elements of the array, and then reads the string data into the string. It then outputs those two array elements and string as...
10 - 11 - This is a string
As for MEM$, think of it like a 256 character string that can be saved/loaded to/from a file. Put in it what you want (like high scores, character attributes, etc), then you can save them with SAVE "xxx:MEM", where "xxx" is the name (up to 8 characters), then load them up later like when you launch the program again.
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