Pixel precision: Difference between revisions

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Pixel precision in [[Megazeux]] is a technique that involves [[character editing|using the char edit command]] or [[List of built-in counters|the CHAR_X/CHAR_Y/PIXEL or CHAR/CHAR_BYTE/BYTE counters]] to display real or illusory sub-char objects/sprites.  There are multiple degrees of precision that can be achieved with this technique, from true single-pixel precision to half-char movement, and it has many potential gameplay applications.
Pixel precision in [[Megazeux]] is a technique that involves [[character editing|using the char edit command]] or [[List of built-in counters|the CHAR_X/CHAR_Y/PIXEL or CHAR/CHAR_BYTE/BYTE counters]] to display objects/sprites with real or illusory sub-char motion.  There are multiple degrees of precision that can be achieved with this technique, from true single-pixel precision to half-char movement, and it has many potential gameplay applications.


The term "pixel perfect" is frequently described to use this technique, but is frowned upon for being far less descriptive of the actual technique, and from a technical standpoint, as the difficulty and work that can go into making such an engine work efficiently, and the technical limitations imposed on it by Megazeux, can easily make the use of it far from perfect unless employed by a skilled and experienced programmer.
The term "pixel perfect" is frequently described to use this technique, but is frowned upon for being far less descriptive of the actual technique, and from a technical standpoint, as the difficulty and work that can go into making such an engine work efficiently, and the technical limitations imposed on it by Megazeux, can easily make the use of it far from perfect unless employed by a skilled and experienced programmer.

Revision as of 16:21, 31 December 2010

Pixel precision in Megazeux is a technique that involves using the char edit command or the CHAR_X/CHAR_Y/PIXEL or CHAR/CHAR_BYTE/BYTE counters to display objects/sprites with real or illusory sub-char motion. There are multiple degrees of precision that can be achieved with this technique, from true single-pixel precision to half-char movement, and it has many potential gameplay applications.

The term "pixel perfect" is frequently described to use this technique, but is frowned upon for being far less descriptive of the actual technique, and from a technical standpoint, as the difficulty and work that can go into making such an engine work efficiently, and the technical limitations imposed on it by Megazeux, can easily make the use of it far from perfect unless employed by a skilled and experienced programmer.

Logicow released a Megazeux fork which featured a draw command that allowed the drawing of pixel-precise objects on the screen. This functionality has not been introduced to the main Megazeux line.

Examples