+Propane13 Posted February 6, 2011 Share Posted February 6, 2011 Hi everyone, So, PF0 and PF2 are set up way less program-friendly than PF1, since the data for them is reversed, compared to PF1. I was wondering if anyone had a quick macro they'd be willing to share to completely invert byte values, so that I can enter them all the same way? -John Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted February 6, 2011 Share Posted February 6, 2011 In my projects I use a bunch of defines in graphics.h. I also use _ for 0 and X for 1 because I find this: FrostyGraphic0: .byte zz___XX___ ; 0 .byte zz___XX___ ; 1 .byte zz___XX___ ; 2 .byte zz___XX___ ; 3 .byte zz__XXXX__ ; 4 .byte zz___XXX__ ; 5 .byte zz__X_X___ ; 6 .byte zz_XXX_XX_ ; 7 .byte zz_X_XXXX_ ; 8 .byte zz_X____X_ ; 9 .byte zz_X___XX_ ; 10 .byte zz_XX__XX_ ; 11 .byte zz__XXXX__ ; 12 .byte zzXXXXXX__ ; 13 .byte zz__XXXX__ ; 14 .byte zz_XXX_XX_ ; 15 .byte zzXXXXXXXX ; 16 .byte zzXXXXXXXX ; 17 .byte zzXXXXX_XX ; 18 .byte zzXXXXXXXX ; 19 .byte zzXXXXXXXX ; 20 .byte zzXXXXX_XX ; 21 .byte zzXXXXXXXX ; 22 .byte zz_XXXXXX_ ; 23 .byte zz__XXXX__ ; 24 much easier to decipher than this: .byte 011000 ; 0 .byte 011000 ; 1 .byte 011000 ; 2 .byte 011000 ; 3 .byte 111100 ; 4 .byte 011100 ; 5 .byte 101000 ; 6 .byte %01110110 ; 7 .byte %01011110 ; 8 .byte %01000010 ; 9 .byte %01000110 ; 10 .byte %01100110 ; 11 .byte 111100 ; 12 .byte %11111100 ; 13 .byte 111100 ; 14 .byte %01110110 ; 15 .byte %11111111 ; 16 .byte %11111111 ; 17 .byte %11111011 ; 18 .byte %11111111 ; 19 .byte %11111111 ; 20 .byte %11111011 ; 21 .byte %11111111 ; 22 .byte %01111110 ; 23 .byte 111100 ; 24 Weird lines that start with % 0 0 lost those 3 characters. Anyway, you can still see how much easier the _ and X are to decipher. To reverse the order use zr instead of zz: .byte zr___XX___ ; 0 .byte zr___XX___ ; 1 .byte zr___XX___ ; 2 .byte zr___XX___ ; 3 .byte zr__XXXX__ ; 4 .byte zr___XXX__ ; 5 .byte zr__X_X___ ; 6 .byte zr_XXX_XX_ ; 7 .byte zr_X_XXXX_ ; 8 .byte zr_X____X_ ; 9 .byte zr_X___XX_ ; 10 .byte zr_XX__XX_ ; 11 .byte zr__XXXX__ ; 12 .byte zrXXXXXX__ ; 13 .byte zr__XXXX__ ; 14 .byte zr_XXX_XX_ ; 15 .byte zrXXXXXXXX ; 16 .byte zrXXXXXXXX ; 17 .byte zrXXXXX_XX ; 18 .byte zrXXXXXXXX ; 19 .byte zrXXXXXXXX ; 20 .byte zrXXXXX_XX ; 21 .byte zrXXXXXXXX ; 22 .byte zr_XXXXXX_ ; 23 .byte zr__XXXX__ ; 24 My Atari Utilities for converting sprites and bitmaps output the graphics in this format. graphics_h.txt Quote Link to comment Share on other sites More sharing options...
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