Log In  


Cart #printspr-0 | 2025-09-04 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA

Work in progress was built to aid in "Pico-1k Jam" submissions to create print statements for loading sprites from the sprite sheet. so you can edit test then deploy with print commands.

load in cart with "load #printspr"

Encode/Decode is an option but printing raw memory dumps work as well.

Controls:

All Locations

  • C: Copy to Clipboard: then Ctrl-C to set
  • X: Save Sprite Sheet
  • Arrow Keys: Adjust Print Box Size

Sprite Editor Area

  • Left Mouse Mouse Click: Draw Pixel
  • Right Mouse Click: Set Pixel Color as Active Color

Palate Select Area

  • Left Mouse Click: Select Active Color

Sprite Sheet Area

  • Left Mouse Click: Select Active Sprite
  • Right Mouse Click: Select Clipboard Selection Box Start


Looks like a nice tool, but I wasn't getting anything showing on the screen? Not sure what I did wrong. Just trying to copy the first sprite from your sheet into my game.

?'⁶!0000\0⁸'
?'⁶!0040\0ユ◝'
?'⁶!0080\0ユヨ\0…'
?'⁶!00c0\0ユ◝\n@'
?'⁶!0100……	\0@'
?'⁶!0140\0あ▥'
?'⁶!0180きあ▥'
?'⁶!01c0\0@'

I see the confusion, the print is only called once in set-up to copy the sprite from code to the sprite sheet. you would use the spr(index,x,y) to draw it. starting at sprite index 0.
I'll place some example code as example.

--This load image into sprite sheet
?'⁶!0000\0⁸\0\0\0\0\0\0\0█◝ᶠ\0め'
?'⁶!0040\0ユ◝\0\0█◝ᶠ\0\0゜ᶠ\0;ᵇ'
?'⁶!0080\0ユヨ\0…\0゜ᶠ\0\0◝に\0ᵇ³'
?'⁶!00c0\0ユ◝\n@	◝に\0…)\0\0³☉⁷'
?'⁶!0100……	\0@⬆️▥\0\0▥▥⁴☉⁷☉⁸'
?'⁶!0140\0あ▥\0\0⬆️▥\0\0き\n𝘥☉⁸█⁸'
?'⁶!0180きあ▥\0\0…	\0\0@\n@█⁸'
?'⁶!01c0\0@\0\0\0@'

function _draw()
 cls()
 spr(0,16,64)
 spr(1,24,64)
 spr(2,32,64)
 spr(3,40,64)
end


[Please log in to post a comment]