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Messages - E37

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1
TI-BASIC / Re: New-style Program Editor for TI-83+?
« on: January 30, 2020, 08:17:28 pm »
I found the edge cases the worst. There are so many different special scenarios that break your nice logic. Ignoring those, a program editor is quite easy to write. I could probably whip up a fully functional editor is 2 days if I didn't have those as a roadblock.

2
TI-BASIC / Re: New-style Program Editor for TI-83+?
« on: January 29, 2020, 04:35:00 pm »
Also a question for the "pro's". Would it be possible to write a font hook that makes the whole OS run on small font? That would be quite entertaining and also very useful.

It would be quite difficult, probably. The font hooks  only ask for the data and expect it to be in a specific format. I had to do some very convoluted things in Batlib to enable 8-pixel wide fonts. Basically, text drawn with the large font (that the OS naturally uses) is drawn only to the LCD and not to the graph screen, and the LCD supports a 6-bit and 8-bit mode.

It is doable, it would just be difficult.
You wouldn't get anything from it if you did. Unless you plan on rewriting all the os's menu code, it wouldn't show any more information than it normally would. It wouldn't have any idea what to do with the smaller font size. Large font is fixed size and the os makes a lot of assumptions based on that. The only other option is to make a custom font that makes the large characters look like the small ones. And all that would do is make a huge space between each of your characters.

Zeda: Unless I completely misunderstood what nonstickatom is asking, I dont see how it would be doable. What do you mean?

3
ASM / Re: Graphics demo
« on: January 26, 2020, 07:27:42 pm »
So I have about 2 weeks more of interesting stuff to show off and have written the little description of each, but getting the recordings for each day is a little work. And by a little work I mean about 1-2 whole minutes. Still, it is so easy to push off making the posts. :P

There is currently one boss enemy in the game, the Rocky Horror. He has a healthbar, and a bunch of specific animations and attacks. He is designed as a 'cavern ending' boss and is insanely tough. Without a crazily upgraded unit, the horror will tear through pretty much anything in its way. It is mostly there for players who have played past the end of the game and unlocked the superweapons and have a really overpowered team. (which will probably get slaughtered anyway >:) ) And yes, I have beaten it on Insane difficulty. But that is expected since it is my game...

Also I know his feet are broken. And I have fixed it. I haven't updated the emulator's version of the game since I started this since it was a huge pain to get it to work at all...

4
ASM / Re: Graphics demo
« on: January 25, 2020, 02:50:49 pm »
Every unit (and almost every building) can be upgraded. There are 5 different options for units, 2 are only one level, but the other 3 can be upgraded many times (they each have different maximums). The more upgrades are applied, the more expensive they are up to a point. Buildings have 1-3 upgrades and their cost doesn't increase. Their upgrades have much smaller limits but are more powerful.

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TI-BASIC / Re: New-style Program Editor for TI-83+?
« on: January 24, 2020, 08:47:08 am »
Both @E37 and I have made efforts to, but mine is not mature enough to really be useful: https://github.com/Zeda/TIDE

E37 may have added more to this project since the last update, but I'm not sure.
No, I haven't.

Your best bet is the small font editor in the experimental version of zStart. However, it doesn't work on mathprint os'es (2.53, 2.55 iirc) and when I used it, it corrupted parts of my program occasionally.

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ASM / Re: Graphics demo
« on: January 22, 2020, 03:23:43 pm »
There are two main gamemodes, the campaign and freeplay. The campaign is a randomly generated collection of caverns. As you go deeper, they increase in difficulty. They each have unique names. You aren't required to play in any specific order or even complete all of them. The demo only shows a subset of what goes on in the campaign. Teleporting units between caverns, teleportation range, tunnels... arent shown.

As it is is, the campaign's menus are kinda confusing. Especially as the way it works is different from the rest of the game. It is where almost all the rest of my work is.

7
ASM / Re: Graphics demo
« on: January 21, 2020, 04:38:29 pm »
Icons sometimes show up along the left side. They give important information when you hover over them such as low power, units are in combat, units have been destroyed, there are enemies nearby, enemy wave incoming, tech available for research etc. When I finish adding in the tutorial, I will add the ability to click on the icon to get more detailed information.

8
ASM / Re: Graphics demo
« on: January 20, 2020, 06:07:15 pm »
I covered this a little in my original post. Buildings consume power and require it to work. If there isnt enough power, all buildings will stop working. There is an option to turn a building off so it doesnt consume power. Buildings also must be connected to the power network to function. Roads light up when they are powered and can transmit power. One building lets you store excess power and releases it when you need it.

9
ASM / Re: Graphics demo
« on: January 19, 2020, 06:43:33 pm »
Hitbars are pretty simple. They scale to the unit's size and show how much health they have. There will be an option to turn them off in the graphics settings eventually. Thanks to @Xeda112358  the fast 32 bit division routine (to 5 bits) the hitbars have almost no impact on performance.
Actually there isn't anything animated to see this time, the screenshot shows it all.

10
ASM / Re: Graphics demo
« on: January 18, 2020, 02:37:29 pm »
(Sorry for the double post, I forgot yesterday)

Many units are animated when they are moving and some when they are not. Flying units can cross over liquids and are easy to tell apart as when they aren't moving they shift around in their square.

11
ASM / Re: Graphics demo
« on: January 18, 2020, 02:36:41 pm »
All units turn to face the direction they are going. They can't face diagonally.

12
ASM / Re: Graphics demo
« on: January 16, 2020, 02:05:49 pm »
So I guess Ill try to make a daily thing out of this. Ive got enough material for at least a couple weeks. That will also let me explain what Im showing each day.
Level Generation: There aren't any built in levels (except for the debug one that most of my demos show) so all the maps are generated. There is a menu with about 25 different options. There is an option to preview the map while it is being generated (it is shown in the demo). The generation does take a minute or two. Levels can also be seeded but I haven't added in the option to set the seed yet.

Omg. That looks sick! I can't wait for you to complete it. Is it in Axe or in straight assembly.
A hybrid of the two. I use assembly for the areas where I need speed and Axe for everything else.

13
ASM / Graphics demo
« on: January 15, 2020, 12:18:29 pm »
Im just using this as a way to show off some of the graphics that Ive been working on for one of my projects. This is only a small subsections of the material, but it gives a good idea what the rest is like. Ill try to post new demos here occasionally whenever I get the motivation to. All the [key] lines in the menus are dynamic. If the key is rebound, it changes to the new key.

Also one of the screenshots shows some random token in one of the lines of text. I noticed. Ill fix it.

14
TI Z80 / Re: Making an RPG for Grammer
« on: January 15, 2020, 10:26:37 am »
Grammer has a screen shifting command. I just don't know if it shifts the tile map too.

I know how screen shifting works. I just don't know how to draw the tile map when the screen gets shifted.

If it shifts the tilemap too? Why wouldn't it? I assume you have one buffer for the tiles and it gets copied to the main drawing buffer every frame. Then if you want to scroll, you just shift the tile buffer. You dont have to shift the main buffer since it gets drawn on the shifted tiles. You would only have to do one set of shifting.

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TI Z80 / Re: Making an RPG for Grammer
« on: January 15, 2020, 10:18:47 am »
My only question since I've never dabbled with screen scrolling is how do I screen scroll. Does Grammer take care of all of that for you? Because if I display the tile map and I scroll the screen, do I have to redraw the tile map and will the tile map be shifted?
You should shift the screen and only redraw the tiles on the edge. I don't know if Grammer has a function for that or not, but vertical shifting is easy enough to do and you could whip up some assembly for fast horizontal shifting.

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