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Forum Index : Microcontroller and PC projects : PicoMiteVGA: Format of BMP files for LOAD IMAGE
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Martin H. Guru Joined: 04/06/2022 Location: GermanyPosts: 1115 |
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. 'no comment |
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phil99 Guru Joined: 11/02/2018 Location: AustraliaPosts: 2140 |
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. |
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Volhout Guru Joined: 05/03/2018 Location: NetherlandsPosts: 4253 |
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 |
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Hawk Senior Member Joined: 15/07/2021 Location: AustraliaPosts: 141 |
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. |
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Hawk Senior Member Joined: 15/07/2021 Location: AustraliaPosts: 141 |
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. |
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Hawk Senior Member Joined: 15/07/2021 Location: AustraliaPosts: 141 |
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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