Post by Enzo on Sept 4, 2020 22:39:34 GMT
I'm reviewing an old code from fresh, a classic black-and-white 8-bit generator, from all the possible combinations of 4, 4*4 squares and the 16 different combinations of each square, theoretically there is only 34,000 possible 8x8 squares, I believe, which can be displayed on about 3 1080p images, my interest is in the pixel art, all 8-bit has been patented but I am hoping to shuffle the three screens and produce art by random rearranging of the 8x8 squares,
now there is a ton of combinations of this, but I've done it before and found some cool looking items for video games flowers and several orbs I even found a pixel gobin looking creature once,
I am trying to reproduce the code, this is what I have so far
Question does it look like I am on the right track? Starting with a maxbmp count of 2 instead of 100, 4*4*4 images in a row, to simplify, now sure if I should use pen function or use sprites? I am trying now, to produce the first image, non-shuffling
Thanks
now there is a ton of combinations of this, but I've done it before and found some cool looking items for video games flowers and several orbs I even found a pixel gobin looking creature once,
I am trying to reproduce the code, this is what I have so far
Global fscount, config, pixel, startzero, zero, X, Y, x, y, maxbmp
fscount = 4 'number of 4*4 square tiles
config = fscount * fscount 'max configs
pixel = fscount
startzero = 1
zero = 0
Y = 0
X = 0
maxbmp = 2 '16*16 grid to start '(100 * 8 pixels - 4, 4*4 grids) (1600x1600 pixel image "10,000 4*4*4 grid 8-bit") <'debug line
dim xy(maxbmp,maxbmp)
dim fs1(config)
dim fs2(config)
dim fs3(config)
dim fs4(config)
goto [fssetup]
[start]
goto [guisetup]
[return]
for xyloop = startzero to maxbmp 'keeps track of main 8x8 X Y GRID
if X = maxbmp then
Y = Y + 1
X = zero
end if
X = X + 1
for mainloop=startzero to fscount 'goes down list one at a time, automatically
select case mainloop
case 1
x = zero
y = zero
fs = 1
printf=fs(fs,x,y)
case 2
x = 1*pixel*X
y = zero
fs=2
printf=fs(fs,x,y)
case 3
x = 1*pixel*X
y = 1*pixel*Y
fs=3
printf=fs(fs,x,y)
case 1
x = zero
y = 1*pixel*Y
fs=4
printf=fs(fs,x,y)
end select
next mainloop
next xyloop
[gui]
'gui here graphics box 1600x1600
'menu with save bmp and print
goto [return]
[fssetup]
for setup = 1 to 16
fs1(setup)=setup
fs2(setup)=setup
fs3(setup)=setup
fs4(setup)=setup
next setup
goto [start]
function fs(fs,x,y,X,Y)
'display a 1 - 16 from
' x y which was calculated to grid from mainloop X Y looping + 1
select case fs
case 1
fs1(rnd)=grid
case 2
fs2(rnd)=grid
case 3
fs3(rnd)=grid
case 4
fs4(rnd)=grid
end select
write=display(grid,x,y,X,Y)
end function
function display(grid,x,y,X,Y)
'display 1-16 via pen; or maybe sprite x y
'draw(grid, X+x,Y+y)
end function
function draw(grid, xx, yy)
'sprite or pen function to draw 1-16
end function
Question does it look like I am on the right track? Starting with a maxbmp count of 2 instead of 100, 4*4*4 images in a row, to simplify, now sure if I should use pen function or use sprites? I am trying now, to produce the first image, non-shuffling
Thanks