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DSLua Community  |  DSLua - Best scripting language for Nintendo DS  |  Need Help?  |  Larger Sprites? « previous next »
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Author Topic: Larger Sprites?  (Read 1199 times)
Maelstrom
New Moon
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Posts: 5


« on: October 30, 2006, 05:40:48 AM »

I'm still getting on my feet with DSLua, the project i'm attempting is a fairly large project and I know it'll be very difficult, however I can see it being possible in DSLua (i'm trying to keep the project somewhat underwraps until I can actually prove it's doable with a small demo). Anyway, that aside.. the one thing that's currently stopping me from making any progression is the sprites. I've been looking into sprites and I need to know before I even attempt this project if DSLua can support sprite maps and framestrips larger than 64 x 64 (obviously framestrips being stacks) or if it's possible to make animated backgrounds (possibly coding the program to swap between backgrounds for a psuedo animation) layered on top of other backgrounds, with the top layer (the fake sprite) containing transparency?  .. I need to be able to use nearly the entirety of the DS screen for a sprite. If anyone can answer this question for me it would be extremely helpful. Thanks Cheesy
« Last Edit: October 30, 2006, 05:43:14 AM by Maelstrom » Logged
daltonlaffs
First Quarter
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Posts: 189


Freaking Insane


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« Reply #1 on: October 30, 2006, 07:06:54 AM »

All right... hope this works for you!

DSLua is capable of using sprites larger than 64*64, but you must seperate them into 64*64 frames in a framestrip. For example, if I had a 128*128 sprite, I could change it into 4 64*64 sprites by seperating it. Then in my code, I can put it back together, and who would notice?

And you could also make animated maps... but it is difficult. What you would do is put a screen-sized (256*192) map in the file, then make the next 'frame' of the map below it, like a massive framestrip. Then in the program, you could do this:

Myanimatedmap:ScrollXY(0,192)

If you put them on top of each other like a framestrip, and the map was already dim'd called 'Myanimatedmap', it would go to the second 'strip'. You can go to the third, fourth, etc., just use multiples of 192.

Hope I helped,

daltonlaffs
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Code:
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^^ That works, I SWEAR! ^^
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