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How to put an image on the screen.


Christos

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OK,

 

so, here's the BASIC:

 

100 REM IMAGE
120 CLS
200 RSETLIST(0)
210 RUPDALL(0)
300 GOTO 300

We also need to edit the _RAPINIT.S file to add the object (image) to display:
; Image
dc.l 4 ; (REPEAT COUNTER) ; Create this many objects of this type (or 1 for a single object)
dc.l is_active ; sprite_active ; sprite active flag
dc.w 20,0 ; sprite_x ; 16.16 x value to position at
dc.w 20,0 ; sprite_y ; 16.16 y value to position at
dc.w 0,0 ; sprite_xadd ; 16.16 x addition for sprite movement
dc.w 0,0 ; sprite_yadd ; 16.16 y addition for sprite movement
dc.l 320 ; sprite_width ; width of sprite (in pixels)
dc.l 200 ; sprite_height ; height of sprite (in pixels)
dc.l is_normal ; sprite_flip ; flag for mirroring data left<>right
dc.l 0 ; sprite_coffx ; x offset from center for collision box center
dc.l 0 ; sprite_coffy ; y offset from center for collision box center
dc.l 16/2 ; sprite_hbox ; width of collision box
dc.l 24/2 ; sprite_vbox ; height of collision box
dc.l BMP_IMAGE ; sprite_gfxbase ; start of bitmap data
dc.l 16 ; (BIT DEPTH) ; bitmap depth (1/2/4/8/16/24)
dc.l is_RGB ; (CRY/RGB) ; bitmap GFX type
dc.l is_trans ; (TRANSPARENCY) ; bitmap TRANS flag
dc.l 320*200*2 ; sprite_framesz ; size per frame in bytes of sprite data
dc.l 320*200 ; sprite_bytewid ; width in bytes of one line of sprite data
dc.l 0 ; sprite_animspd ; frame delay between animation changes
dc.l 0 ; sprite_maxframe ; number of frames in animation chain
dc.l ani_rept ; sprite_animloop ; repeat or play once
dc.l edge_wrap ; sprite_wrap ; wrap on screen exit, or remove
dc.l spr_inf ; sprite_timer ; frames sprite is active for (or spr_inf)
dc.l spr_linear ; sprite_track ; use 16.16 xadd/yadd or point to 16.16 x/y table
dc.l 0 ; sprite_tracktop ; pointer to loop point in track table (if used)
dc.l spr_unscale ; sprite_scaled ; flag for scaleable object
dc.l %00100000 ; sprite_scale_x ; x scale factor (if scaled)
dc.l %00100000 ; sprite_scale_y ; y scale factor (if scaled)
dc.l -1 ; sprite_was_hit ; initially flagged as not hit
dc.l -1 ; sprite_CLUT ; no_CLUT (8/16/24 bit) or CLUT (1/2/4 bit)
dc.l can_hit ; sprite_colchk ; if sprite can collide with another
dc.l cd_keep ; sprite_remhit ; flag to remove (or keep) on collision
dc.l single ; sprite_bboxlink ; single for normal bounding box, else pointer to table
dc.l 1 ; sprite_hitpoint ; Hitpoints before death
dc.l 2 ; sprite_damage ; Hitpoints deducted from target
dc.l 320*2 ; sprite_gwidth ; GFX width (of data)
and the _RAPAPP.S file to include the actual asset (the image)
BMP_IMAGE: incbin "ASSETS/GFX/LOGO.TGA"
and finally, add the asset to the auto-convert list:
;;
;; Convert List
;;
RAPTOR_autoconvert_list: dc.l BMP_IMAGE,-1
dc.l -1,-1
post-11520-0-31811200-1419240974_thumb.png
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