256 color QBASIC
Alright I''ve got a pretty good idea of whats happening in your code. But why do you loop 255 times? Are you just assuming its a bitmap thats 253 (theres 2 extra ones right?) pixels wide?
quote:Original post by Iron Eye
Alright I''ve got a pretty good idea of whats happening in your code. But why do you loop 255 times? Are you just assuming its a bitmap thats 253 (theres 2 extra ones right?) pixels wide?
The for loop (for ctr = 0 to 255) is to read in the pallete information... there are 256 color values that you need to read in .
After this, I loop through the Width and Height of the bitmap and read it in value by value, plotting the pixel using pset. If you want a more generic method of rendering sprites (in QBasic anyways), you can either look at bload and bsave, or extend my method to support sprites as well.
quote:Original post by Ready4Dis
If you want a more generic method of rendering sprites (in QBasic anyways), you can either look at bload and bsave, or extend my method to support sprites as well.
Would it be a lot speedier to switch to bload and bsave?
Your method is really simple and easy to understand...which usually means speed is not of the essence....
Heh, yes... bsave and bload or some other way is probably much faster . I used to have a bunch of old QB code, but I wiped my drive clean of QB stuff (I even had a 3d software engine with texture mapping that I wrote way back on my 386).
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement