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Calculator Community / Axe Language / Re: Axe Language
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on: 04 June, 2013, 16:43:34
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There are built in commands to do this; rotC( is ShadeNorm(), and rotCC is Shade_t(). Note, however, that these are not recursive functions, so you can't chain them (like rotC(rotC(Pic1))).
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Calculator Community / Axe Language / Re: Axe Q&A
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on: 01 May, 2013, 16:59:52
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Quick question, is there a way to loop through static variables? For example, I have 19 sprites Pic00, Pic01, Pic02,...,Pic18, and I'd like to display them horizontally across the screen (until it reaches the edge and go to the next column).
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| For(I,0,11) Pt-On(I*8,0,I*8+Pic00) End
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Calculator Community / TI Z80 Calculator Projects / Re: Super Hexagon
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on: 14 April, 2013, 03:31:45
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If you run into speed problems you might want to look into some sort of asm filled polygon routines.
I've certainly thought about that, but I'm not sure if there'd be much of a benefit. I'd need to generate trapezoids at arbitrary angles (currently, each trapezoid is 6 lines or so). In the worst-case scenario, I'd be drawing probably upwards of 88 Rects() (think largest polygon at 45 degree angle). Of course, I might be able to optimize that by combining touching layers, but there aren't many of those in the randomized chunks. EDIT: I didn't see the asm, but I have no idea how to do that 
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14
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Calculator Community / TI Z80 Calculator Projects / Super Hexagon
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on: 14 April, 2013, 02:57:15
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Your favorite game, coming to TI-84s everywhere. Someday.   To be fair, I'm not sure this is going to work out for a few reasons - 1) No clipped lines (although I'm sure runer's working on it  ) 2) Lines are inherently slow. I've worked out all the logic needed to run the game engine, but I can foresee major problems with speed in the future. I'll probably be reaching out to a few people to help out with optimizing the code, but I want to make sure I have everything down first. If anyone can see straight off the bat anything I can do to make it faster, be sure to tell me! Things I've already built into the engine: 1) Global rotation, distortion, and skewing (including altering the number of sides between 4, 5, and 6) 2) Player movement 3) Loading of chunks 4) Player collision Things to do: 1) Create mappings of levels based on random chunks 2) Music???
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