Board Thread:Questions and Answers/@comment-24454571-20140530055317/@comment-24454571-20140603225308

I just created this:

ACLS @L GFILL 0,0,255,192,RND(15)+1 @C VSYNC 4 C=C+1:IF C>3 THEN C=0 IF C>=3 THEN GOTO @C GOTO @L

after inquiring about whether WAIT could actually accept numbers like 7.3, but tested it using VSYNC instead - I figured by the way that VSYNC operates, there's no reason to try to fine tune it by adding the part where C counts to 3 since you can times that number by 3 - if, for whatever reason, you wanted the screen to operate at a rate of for example 11.1. I think I may have noticed some phenomenon at higher frequencies where the screen was tearing colors from the pixels and I couldn't conceive of some way to slow down the computer at all - I tried giving it calculations to no avail. The computer had no problem adding numbers. Perhaps I could achieve a similar effect using very small sections of WAIT to delay the code, such as:

CLEAR

ACLS:PNLTYPE "OFF" GFILL 0,0,255,192,RND(15)+1 GOSUB @C GOTO @L

@C C=C+1:IF C>1234 THEN C=0 IF BUTTON(2) THEN GOSUB @R WAIT 1 IF C<=1234 THEN RETURN

@R GPAGE 1 GFILL 0,0,256,192,RND(15)+1 GPAGE 0 RETURN Which shows that WAIT is just about as equivalent to VSYNC in terms of performance, if you try switching WAIT 1 for VYSNC 1.

I'm thinking of attempting to create Arrays that store X1, X2, Y1, & Y2 values to store Sprites with. I'm considering doing this with a 1-Dimensional Array and then giving instruction to the DATA Pointer to read the image in an order coorelating to its dimensions - so let's say there are 1-4 locations to create a simple square, say 0,0 ; 0, 1 ; 1, 0 ; 1, 1, or more likely a very specific mutable value like SP00+X1, SP01+X1, SP10+X1, SP11+X1, for X2, Y1 & Y2 as well. This way you aren't ripping images off of a data sheet but putting a linear code into a 2-Dimensional image.