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19 June, 2013, 03:22:50 *
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1  General Discussion / General Technology and Hardware Discussion / Re: R-2R resistor ladder on: 12 June, 2013, 18:45:55
they actually have options for individuals, IIRC. Just find the chips you want and request a free sample if they're available (sometimes they're not, but I've always found the chips I need).
2  General Discussion / General Technology and Hardware Discussion / Re: R-2R resistor ladder on: 12 June, 2013, 18:10:19
You can get free samples from TI for some fairly powerful ADCs.
3  General Discussion / General Technology and Hardware Discussion / Re: R-2R resistor ladder on: 12 June, 2013, 16:50:33
The ADC on the atmega/arduino chipset is notoriously slow, however. If you need speed, you might want to get a dedicated high-speed ADC (I generally use the SPI interface with an Arduino)
4  Calculator Community / Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth on: 06 June, 2013, 17:38:21
IIRC, greyscale was one of the things that made escheron so amazing in the past; it'd be a shame if you were to truly go down a pure b/w route. Still, it'd be an amazing game without pumped up graphics, and it's great to see it being worked on again Smiley
5  General Discussion / Humor and Jokes / Re: Making up code for you habits on: 06 June, 2013, 05:32:59
While (nojob):
    sleep(20)
6  Calculator Community / TI Z80 Calculator Projects / Re: [Planning] The Binding of Isaac on: 06 June, 2013, 00:36:20
The Binding of Isaac is a game with an incredible amount of complexity; you should probably figure out each and every detail before you actually start working on the project. As for your mockups, you might do with making the hearts smaller, but it looks fine to me.
7  Calculator Community / Axe Language / Re: Axe Language on: 04 June, 2013, 16:43:34
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))).
8  Calculator Community / TI Z80 Calculator Projects / Re: Illusiat 11 : Axe Edition - Planning stage on: 01 June, 2013, 10:25:19
Oh snap, I thought the screenshot was of a CSE. My bad, carry on! Tongue
9  Calculator Community / TI Z80 Calculator Projects / Re: Illusiat 11 : Axe Edition - Planning stage on: 01 June, 2013, 09:23:03
Actually, I'd love to see tiles that aren't letters - It'd be a shame if developers used a full-color screen just for displaying monochrome ASCII characters Tongue
10  Calculator Community / TI Z80 Calculator Projects / Re: VVVVVV on: 01 June, 2013, 09:15:35
Yeah, I highly recommend getting Dropbox, so you can share your files across all computers as well as recover deleted files.
11  Calculator Community / Axe Language / Re: Axe Q&A on: 01 May, 2013, 16:59:52
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).


1
2
3
4
For(I,0,11)
Pt-On(I*8,0,I*8+Pic00)
End
12  Calculator Community / Axe Language / Re: [TUTO] How to make get rid of line clipping in Axe! on: 18 April, 2013, 05:33:17
The problem I had wasn't with lines not clipping, it was how to do them in an extremely optimized manner. There are a couple routines lying around on the forums, but for my applications they're mostly too slow.
13  Calculator Community / TI Z80 Calculator Projects / Re: Super Hexagon on: 14 April, 2013, 03:31:45
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 Smiley
14  Calculator Community / TI Z80 Calculator Projects / Super Hexagon on: 14 April, 2013, 02:57:15
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 Smiley )
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???
15  Calculator Community / Other Calc-Related Projects And Ideas / Re: Calculator Programs/Games Ideas/Requests - Inspiration on: 28 March, 2013, 16:38:52
Super hexagon, anyone?
shhhhhhh
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