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Messages - Ti-DkS

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TI-Nspire / Re: gpSP-Nspire (GBA Emulator)
« on: August 09, 2012, 04:50:02 am »
Hi ! I'm very impressed by your work calc84, this is simply amazing ! Because I don't brought my laptop with me I can't test it but it seems really impressing :) So because I used exactly the same open source C code of gp2x as base for my try-of-sort-of-gba-emulator (wow, great project name, nope ? ^^) I wanted to know if you used the files ARM_EMIT, STUB and other .S files without modifying them and how you organized your makefile to obtain a lighter TNS file than mine (it was 14Mb, so you can easily imagine that the 8mb metroid fusion rom + 160kb bios + 14 mb emulator + 30mb TI-os == reboot ^^). If course if the informations I ask you are classified as "top-secret" or "for-calc84maniac-eyes-only" you are not forced to tell me this Secret :) Just wanted to know were my code was crashing !

So congratulations for this app, I believe you will suceed in optimizing it and make it perfect better than me (14mb emu ... I need to fix my linker I think ><), great job !

News / Re: Game Boy Advance emulation reaches TI-Nspire CX
« on: August 08, 2012, 04:46:55 pm »
Lol :) Before I leave the city for hollidays I was working exactly on the same app, based also on the powerful gPSP code I found on the web (I've a psp so I can say that the emu is very good). But it seems that you're a lot better than me in coding that ^^ (mine weights 14Mb and isn't able to run a rom, just load it into memory and initialize the emu, because of the hours spent trying to obtain a compiled TNS file ><).
So I wanted to say you that this is great job, congrats ! GBA emulation is exactly what NspireCx needs (also because there are two beautiful metroid games for GBA ^^)

Metroid: Chozo Mission / Re: M.C.M Screenshots
« on: March 04, 2012, 06:10:15 pm »
First, I apologize sincerly about the lack of progress on the project. But when I started it nearly a year ago, I think, I'd much more free time to spend on the project, but now this free time is very very narrow mainly because of school work (unfortunatly, but that's the french system... work, work and work ^^). And there is another point : I was recently gifted a Ti-nSpire CX CAS so it mainly  replaced my Ti-84+ in many tasks (and alsi for gaming), and that's why I've even less time to code MCM.
Because of many OS instabilities on the 84+ due to my ASM/Axe experiment (I was very good at... crashing it ^^ at the beginning) some of my save packages where corrupted so I can't provide the very latest sources I made but I can provide to anyone who want to lead the project to the end the sources of the program !
What it remains to do :
- hatches opening/closing animation and collision depending on their status (opened/closed)
- samus running and walking animation
- finish the menu,
- map handler that use appVars to store the map and map editor to make it. some parts like bosses need to be hardcoded though
- ennemy moves IA depending on their types (flying, creeping, stuck around the walls)
- item list (weapons and missiles refills needs to be placed on map and some containers still havn't been coded yet),
- maybe some animations for some key events (boss awakening for instance)
that's it !

If no one can take the project, i'll continue to work (but very rarely) during the time school work and personnal stuff would leave to me, and maybe I will be able to find enough time to finish it, who knows ^^ Else I'll release the sources !

So, if someone likes metroid, and wants to work for this one, that's the moment !

Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: September 29, 2011, 04:34:52 pm »
Thanks for your answer, but... the fact is I already uses that code ;D And I noticed that unfortunatly,with grayscaled graphics, fps are rapidly decreasing... I tried many way of optimise that code but it's always quite slow... Do you have any idea of the way I can optimise it ? Maybe an axiom can be used there to make it faster ? I've no idea of the way axioms are coded and work, but if it's much faster than the "basic" way to draw a map with, I can learn how to make it, or ask for it :)

Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: September 26, 2011, 10:52:44 am »
Any ideas ?

Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: September 24, 2011, 04:22:04 am »
Okay so I'm still working on the ennemies AI and I'm quite satisfied of what I've done, mainly for ennemies sticked on the wall, even if it's a simple code. Indeed this is mainly checking all possible cases when there is a direction change to do :) I've rewroten my samus animation system for the Art_of_Camelot sprites, and I've optimized a little my tilemapper. However I wanted to know if a fast 3 or 4lvl grayscaled 16*16 tilemapper is doable for my game, and if it is, where can I find a source or an example of it ?

Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: July 28, 2011, 10:22:21 am »
The left one is mine ^^

Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: July 28, 2011, 04:47:55 am »
Wow Oo !! Awesome work Art_of_Camelot ;) these sprites are beautiful ! Do you think you have enough time to make animations ? (Walking and jumping). If you can do these it will be awesome ^^

Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: July 21, 2011, 05:36:51 am »
Hi there ! Here is the progress of my code rewriting :
- drawing and displaying system : finished
- physics : finished
- ennemies system : starting
- items : not started
- hatches : working on it
- menus : pics ready, i'll convert them to axe soon
- map : working on an editor ;)

To give you an idea of the work I done I found 17 errors of coding and 3 double uses of functions. And I totally corrected my physics system !

Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: July 08, 2011, 11:40:11 am »
Thanks a lot Art_of_Camelot :D These are 24px height by 16 px width, 4lvl grayscaled ^^ If you want anything (about the game of course ^^) you can ask me !

Needed :
-running animation
-jumping animation (vertical jump and rotating jump)
-firing animation
-normal to morph animation and reverse
-breathing animation
-death animation

If you can t do these all or if you don t want to do them all can you advice me on the way to convert them properly ? ;)

Edit :
*rewriting the core
-drawing system operational
-collision system in stages of rewriting
-firing system make the game crash I must work on it I think ;)
-item and doors opening/collecting on way of testing !

Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: July 07, 2011, 05:17:20 pm »
Lol :) I believe there is a pixelArt section in this forum, I can try to ask for help there maybe..

Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: July 07, 2011, 05:13:00 pm »
Oh, you probably saw my screenies page :) You could have seen that Samus's sprite isn't animated ^^ Coding animation isn' very difficult but making the sprites is ;D I tried many times as I said, all my sprites where awful ^^ I'm looking for someone to advice me on the way I can draw them ;)

Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: July 07, 2011, 04:53:27 pm »
I think it isn't a good idea to send you the code : it is unoptimzed, nearly all uncommented and splitted into many files... I think I found a way to make my ennemies moving however I'm not sure to succeed in :D If I succeed, (or if I fail ^^) I'll post my try on the thread to optimize/make it working ;D
In another domain, after trying many and many times I don't succeeded to make conveniants Samus's sprites for running animation. All of what I done is very awful and I can't make sprites in the same level as my only sprite, what not move :-\ Does anybody could help me with that ? I based on Super Metroid's spritesheets what are pretty good to use with a low definition device :)

I've also corrected some bugs in physics and I'm now fighting with my ennemies movement : metroids done, going to code those walking on the walls (again ^^)

Attached : a picture of my sprite animation system. I put the only sprite I had : a small star blinking :D

Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: July 04, 2011, 08:11:07 am »
Thanks a lot I'll test that, but now I not have the time I had last year, so the game can be finished faster if someone could help me achieve this ;) I still don't have suceeded to code the ennemies moving around the rooms, but i finished to implement an animated sprites handler, what can display for instance missiles smoke, the dust what appears when Samus hit the ground after a jump, or even some animations in the background ^^

I need some people help me to code :
¤ Ennemies & Bosses,
¤ Samus' animations (hehehe her legs are still sticked on the floor xD),
because i've not many time to do that :) After this game finished, I think i'll publish the sourcecode for those who are interested in :D
Anybody interested in working on this project ?

Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: June 24, 2011, 11:45:03 am »
@DJ : I used to use some homemade Xlib apps to convert Ti-os pics to Axe Hex Pics, so because Xlib is no longer compatible with the new Ti-Os, I can't continue to put images in the games, and because now it's more menus and animations to add, I am no longer able to continue to code this game... Until I find an app that allow to convert parts of Ti-OS pictures to Hex Asm images !! :D

@zTrumpet : Thanks a lot i'll see that :)

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