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| Array FLOAT only works if global (solved) |
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Posted by: zarsoft - 2023-11-14, 01:45 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 |
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Posted by: Crivens999 - 2023-11-13, 11:08 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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