First Spear Posted May 15, 2018 Share Posted May 15, 2018 REM Command: intycolor -b -s0000 -o36 -m px16.bmp px16.bas px16 REM Created: Tue May 15 07:32:20 2018 REM stub for showing image INCLUDE "constants.bas" MODE 0,0,0,0,0 Wait CLS Wait For fillGo = 0 to 239 : Print At fillGo Color 1 , "X" : Next fillGo Wait DEFINE 36,4,px16_bitmaps_0 SPRITE 0,57 + VISIBLE , ZOOMY2 + 50 , SPR_RED + SPR36 SPRITE 1,57 + VISIBLE , ZOOMY2 + 59 , SPR_TAN + SPR37 SPRITE 2,55 + VISIBLE , ZOOMY2 + 47 , SPR_BROWN + SPR38 SPRITE 3,55 + VISIBLE , ZOOMY2 + 55 , SPR_GREY + SPR39 loop: GOTO loop ' 4 bitmaps px16_bitmaps_0: DATA $EAF4,$00FF,$0000,$0000 DATA $DE6E,$00FA,$0000,$0000 DATA $5D77,$00E7,$0000,$0000 DATA $0000,$0000,$DF00,$DB3E REM 1x2 cards px16_cards: DATA $0932 DATA $1938 px16.bmp Hi. The first image is a 16x8 image I want to display, with a red shape, tan shape, brown shape, grey shape, app represented as a single sprite in a single 8x8 tile. I want to show it on my Intellivision display "packed" so the entire image fits into a single 8x8 area on the screen. The BASIC program makes what you see, kind of jumbled. Can anyone show me the right combination of constants and/or "magic numbers" to make the sprite stay in the middle of the screen within a single tile? Thanks. Quote Link to comment Share on other sites More sharing options...
Kiwi Posted May 15, 2018 Share Posted May 15, 2018 Remove ZOOMY2 to fit that entire image to 8x8 card. Each sprites is an 8x8 image as I can see the DATA. SPRITE 0,0+ x + VISIBLE , 0+y, SPR_RED + SPR36 SPRITE 1,0+ x + VISIBLE , 0+y, SPR_TAN + SPR37 SPRITE 2,0+ x + VISIBLE , 4+y, SPR_BROWN + SPR38 SPRITE 3,0+ x + VISIBLE , 4+y , SPR_GREY + SPR39 Remove the constant number with a variable. From that bitmap, it should look like the bitmap provided. Using x and y variable with the number before or after will make the sprite as a group. Change the number before the x or y to change the offset of the meta sprite you're trying to put together. x would be the screen width/2, so 80-4 to center it. So variable x=76. And variable y would be the screen height, I think 144/2, 72-4. So y=68. This may center the sprites in the center of the screen. So if you're using this sprite as your main character, I would rename the variable x and y to herox and heroy. 1 Quote Link to comment Share on other sites More sharing options...
First Spear Posted May 15, 2018 Author Share Posted May 15, 2018 Thanks! I played with that a bit and got it. Follow-up: is there a way to make the background of the MOB black, or should I make the foreground color of the BACKTAB black? I don't want any color except for black to show through on the tile where this is displaying. Thanks again. Remove ZOO[snip] Quote Link to comment Share on other sites More sharing options...
Kiwi Posted May 16, 2018 Share Posted May 16, 2018 Make a fifth MOB with all the bits on and have it be black color, DATA $FFFF,$FFFF,$FFFF,$FFFF Quote Link to comment Share on other sites More sharing options...
+DZ-Jay Posted May 18, 2018 Share Posted May 18, 2018 Thanks! I played with that a bit and got it. Follow-up: is there a way to make the background of the MOB black, or should I make the foreground color of the BACKTAB black? I don't want any color except for black to show through on the tile where this is displaying. Thanks again. MOBs get a single color: Foreground. Their background color is "transparent" (i.e., whatever is behind them in BACKTAB or other MOBs) always. -dZ. Quote Link to comment Share on other sites More sharing options...
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