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(01-01-2014 06:07 PM)Han Wrote: [ -> ]G1 is the source and G0 is the destination.

Good!

[Image: iILpX01G5uW6mJP503c09rGC9MHwepbLIYM4J8gZ...34-h729-no]

Now it works perfectly.

Thank you!



Code:
EXPORT test()
BEGIN

DIMGROB_P(G1,32,32);
RECT();

DIMGROB_P(G2,16,16, {#7FFA7FFA7FFA7FFA:64,#14A514A514A57FFA:64,#7FFA14A514A514A5:64,#7FFA7FFA7F​FA7FFA:64,#14A57FFA7FFA7FFA:64,#E007FFF7FFF14A5:64,#14A57FFF7FFF0E00:64,#7FFA7FF​A7FFA14A5:64,#7FFF14A57FFA7FFA:64,#2B032B037FFF7FFF:64,#7FFF7FFF2B032B03:64,#7FF​A7FFA14A57FFF:64,#E000E0014A57FFA:64,#47EA47EA2B032B03:64,#2B032B0347EA47EA:64,#​7FFA14A50E000E00:64,#2B030E0014A57FFA:64,#47EA47EA47EA2B03:64,#2B0347EA47EA47EA:​64,#7FFA14A50E002B03:64,#2B032B037FFF14A5:64,#7FFF7FFF47EA47EA:64,#47EA47EA7FFF7​FFF:64,#14A57FFF2B032B03:64,#2B037FFF7FFF14A5:64,#7FFF7FFF7FFF47EA:64,#47EA7FFF7​FFF7FFF:64,#14A57FFF7FFF2B03:64,#2B037FFF7FFF14A5:64,#7FFF7FFF7FFF47EA:64,#47EA7​FFF7FFF7FFF:64,#14A57FFF7FFF2B03:64,#2B032B037FFF14A5:64,#7FFF7FFF7FFF2B03:64,#2​B037FFF7FFF7FFF:64,#14A57FFF2B032B03:64,#2B032B030E0014A5:64,#7FFF7FFF0E000E00:6​4,#E000E007FFF7FFF:64,#14A50E002B032B03:64,#E000E000E0014A5:64,#14A514A514A514A5​:64,#14A514A514A514A5:64,#14A50E000E000E00:64,#14A514A514A57FFA:64,#7F4F14A57F4F​7F4F:64,#7F4F7F4F14A57F4F:64,#7FFA14A514A514A5:64,#7F4F14A57FFA7FFA:64,#7FFF14A5​7FFF7FFF:64,#7FFF7FFF14A57FFF:64,#7FFA7FFA14A57F4F:64,#7F4F14A57FFA7FFA:64,#7FFF​7FFF7FFF7FFF:64,#7FFF7FFF7FFF7FFF:64,#7FFA7FFA14A57F4F:64,#14A514A57FFA7FFA:64,#​7FFF7FFF7FFF7F4F:64,#7F4F7FFF7FFF7FFF:64,#7FFA7FFA7FFA14A5:64,#7FFA7FFA7FFA7FFA:​64,#14A514A514A514A5:64,#14A514A514A514A5:64,#7FFA7FFA7FFA7FFA:64});

BLIT_P(G2,100,50);

BLIT_P(G1,0,0,32,32,G2,0,0,16,16);
BLIT_P(G1,50,50);
BLIT_P(G1,82,82);
BLIT_P(G1,160,160);



wait();

END;
(01-01-2014 04:59 PM)ArielPalazzesi Wrote: [ -> ]Hello!
I'm taking my first steps with the "ICON" command and have achieved some success.

Use tiles of 16x16 pixels.

I have a question: Is it possible, given a tile 16x16 pixels, resize the screen? For example, make the HP Prime resize it to 32x32 pixels (with each of the new pixels of a 2x2 size, off course).

That would reduce the effective resolution of 320x240 pixels to 160x120, but the graphics of the games occupy a quarter of the memory.

For example, in the attached image every one of the "mushroom" is a tile of 16x16 pixels. If you could zoom in 2x2, they would look 32x32 pixels, four times larger .... occupying the same amount of memory.


[Image: Captura+de+pantalla+de+2014-01-01+13%253A54%253A46.jpg]

My question is understood?

Thanks in advance!

Happy 2014 to all!

Perfect to create Mario game !
For the time being, I prefer to use the DIMGROB_P command in the code above instead of ICON, because I heard that in the next firmware update, it's possible that ICON might change names. If someone decides to release a program using ICON then quits calculator programming before the next firmware update, somebody else would need to fork or update his program so that people with the latest firmware can still use it. I can't wait to see if it will be updated, though, because the resulting ICON data is much smaller than DIMGROB.
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