Petit Computer Wiki
Petit Computer Wiki

SlackerPrime SlackerPrime 15 December 2015
2

An Important PSA

Some of you seem to be blissfully unaware of the fact that SmileBASIC has been out in NA for 2 months, and in Japan for a little over a year (maybe that's because it hasn't droppen in EU yet, who knows?) For our new SmileBASIC-oriented community, visit http://smilebasicsource.com

Your friend, Mr. Snail.

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SlackerPrime SlackerPrime 31 August 2015
1

and it's still not out

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SlackerPrime SlackerPrime 31 July 2015
5

all these people without accounts

please for all that is holy, make a damn account before you flood wiki activity with your edits

nobody wants to see your IP address jesus

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SlackerPrime SlackerPrime 18 February 2015
0

Per-Pixel Scroller pt. 3 - Now in color!

This next lesson is a bit of a doozy. We're gonna learn some things and look at some more math. What we're gonna do is create a very specific pulsating color effect on our text. It's gonna be more complicated than it needs to be, but that's just my way.

We're gonna need to make a quick change first. Remember our variable PAL? I use it for a reason, and that reason is now. Set it to something other than 0. 1 is fine. We don't want to rewrite the zero-index palettes because the edit screen uses those.

Alright, ready to dive in and look at some pretty colors? Yes?

No you aren't. I need to explain something first.


RGB, who needs it? For our colorcycler, we're computing colors in the YCbCr colorspace and converting them to RGB. Why did I use this s…


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SlackerPrime SlackerPrime 7 February 2015
1

Per-Pixel Scroller pt. 2 - The good ol' sine scroller

Alright, I hope you saved the program from last part, because you're gonna need it. Today, we make our scroller a bit fancier. We will be implementing the tried-and-true sine scroller by using GCOPY. Before we jump in, however, I should mention the use of new variables and constants, and a bit of math is coming. Additionally, this code is going to reduce the framerate. Not by much, but it will. Alright, we're gonna get the new constants out of the way first. Put these up where your other constants are defined.

DEPTH=15 WRES=4 WSKP=WRES-1 WHLF=FLOOR(WRES/2)

It will be easier to understand these constants when we implement them, so we're going to move straight onto the @SINE routine. This routine is a bit scary, so I'm going to introduce it an…

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