I never give up on something that challenges me
Ive tried to use sprite2mem followed by a location check within the sprite. (I.e.: the centre)
This worked fine and began growing left & right displaying white pixels (rewriting the sprite) where it found a 0 value.
Sadly, I cannot understand how or why my code isnt detecting the RGB value different to nought.
Im left with a fast flowing flood fill of white.
I will say here, this idea is fast in operation compared to drawline or setpixel.
It acts and jumps along like that found in Pro Motion 6, Pro Pixel, Dogwaffle etc
Any Ideas?
Heres the basis of my code.
// getscreensize w,h
// dim area%[w*h]
// type flood....paint as flood with W & E ... paint[0].w=420*height / paint[0].e=420*height
// list=0 - increases when it finds a new gap to fill
// loop
// mem2sprite
// goto fill routine
// sprite2mem
////
// fill routine
// for each part of "list"
// check West value: (IF area%[paint(list).west]=0 (or) 0xff000000 THEN area%[paint
Ive tried to use sprite2mem followed by a location check within the sprite. (I.e.: the centre)
This worked fine and began growing left & right displaying white pixels (rewriting the sprite) where it found a 0 value.
Sadly, I cannot understand how or why my code isnt detecting the RGB value different to nought.
Im left with a fast flowing flood fill of white.
I will say here, this idea is fast in operation compared to drawline or setpixel.
It acts and jumps along like that found in Pro Motion 6, Pro Pixel, Dogwaffle etc
Any Ideas?
Heres the basis of my code.
// getscreensize w,h
// dim area%[w*h]
// type flood....paint as flood with W & E ... paint[0].w=420*height / paint[0].e=420*height
// list=0 - increases when it finds a new gap to fill
// loop
// mem2sprite
// goto fill routine
// sprite2mem
////
// fill routine
// for each part of "list"
// check West value: (IF area%[paint(list).west]=0 (or) 0xff000000 THEN area%[paint
- .west]=0xffffffff - white)
// dec west value
// repeat check for east value
// if west and east hit boundary do a check above and below for new gaps to fill
// new gap found - increase list variable (paint(list).w etc, with new found x settings within the sprite/bmp.