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Forum Index : Microcontroller and PC projects : PicoMiteVGA: Format of BMP files for LOAD IMAGE

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Martin H.

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Joined: 04/06/2022
Location: Germany
Posts: 1115
Posted: 07:31am 04 May 2023
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yes 32 Sprites of that size uses Memory
As the inner Graphic of the Cards 2 to 10 are (monochrome), you might use much less memory, if you store them in a String and place them via "GUI BITMMAP" in the Cente of your Card.

just my 2 cent ;-)
Edited 2023-05-04 17:31 by Martin H.
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phil99

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Joined: 11/02/2018
Location: Australia
Posts: 2140
Posted: 08:20am 04 May 2023
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If you don't need all the cards perhaps edit the excess out of the large image. With luck the remainder can be rearranged to fit in 320 x 240.
 
Volhout
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Joined: 05/03/2018
Location: Netherlands
Posts: 4253
Posted: 10:24am 04 May 2023
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For my chess program I have a file on disk (b:) for every chess piece.
I simply load from disk the required picture when needed. That is fast enough.
If you combine it with the framebuffer, you never see the update happen.

Maybe a: drive is even large enough to hold all the card pictures as separate files.

Volhout
PicomiteVGA PETSCII ROBOTS
 
Hawk

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Joined: 15/07/2021
Location: Australia
Posts: 141
Posted: 10:42am 04 May 2023
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  phil99 said  If you don't need all the cards perhaps edit the excess out of the large image. With luck the remainder can be rearranged to fit in 320 x 240.


Yeah, that’s what I ended up doing.  The file was only big, storage wise, because sprites need to be loaded from a 24bit RGB image.  When I upgrade to the new release, hopefully compressed bitmaps will be supported for sprites.
 
Hawk

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Joined: 15/07/2021
Location: Australia
Posts: 141
Posted: 10:47am 04 May 2023
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  Volhout said  For my chess program I have a file on disk (b:) for every chess piece.
I simply load from disk the required picture when needed. That is fast enough.
If you combine it with the framebuffer, you never see the update happen.

Maybe a: drive is even large enough to hold all the card pictures as separate files.

Volhout


This was my backup plan.  I wasn’t sure how long it would take to load each file, but I figured for a card game it would be fast enough.

While I was typing a previous post, I realised that I don’t want to load all the card faces at the same time.  They should all start as a card back and only load the face when it gets turned over.  This method will work for me at this stage, as I am not using a full deck.  If I decide to make another card game after this one that uses a full deck, then I will probably go to the method you suggest.

Hawk.
 
Hawk

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Joined: 15/07/2021
Location: Australia
Posts: 141
Posted: 10:55am 04 May 2023
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  Martin H. said  yes 32 Sprites of that size uses Memory
As the inner Graphic of the Cards 2 to 10 are (monochrome), you might use much less memory, if you store them in a String and place them via "GUI BITMMAP" in the Cente of your Card.

just my 2 cent ;-)


At least I know that if it runs on my PicoMiteVGA, then it will run on all PicoMiteVGAs.  One of the advantages in a standardised system.  For the moment there seems to be enough memory, and as mentioned earlier, if I load the card faces as I need them, then the loading time will be dispersed throughout the game.

I guess I should check to see if the sprite memory cuts down one the available program storage memory or working memory.  I may find out that I run out part way through my implementation.  Let’s hope I don’t have to cross that bridge.

Hawk.
 
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