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Topics - Eiyeron

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Casio Calculators / [X-post Omni/CW] Product ID of FX-9860 calculators
« on: January 25, 2015, 09:53:37 am »
Hello everyone. We, at Planète-Casio, are gathering samples to detect changes between msicallenous details like OS version (on which model), the dates and are trying to make links with architecture and OS.

Here's the addin to install : it'll give you the Product ID of your calculator.

We're asking too for the calc model (Graph 35, 75, 85 or 95, or worldwide equivalents), the OS flashed to it and the calc's model where the flash OS has been copied, the DateA and DateO found in the diagnostic menu. Here's the walthrough :

Boot your calc while pressing EXP (or x10x), OPTN and AC/ON, a popup should appear. Prees F1 then 9 (your data won't[/it] be erased), then press 4 (VERSION), you'll find two Dates and your OS version.

Thanks for your participation.

Hello everyone. Seeing the execllent Axagon from Matref, it's time for me to bring back what I did with Adbook two years ago, correct things and show to everyone : it's time for Casio to hope for their own Super Hexagon! \o/ Everything is pretty much done at this moment, we just lack two features :

- Time/high-score
- Pattern system (random is not that great and we have the space and the power to do it so)

Here's a video of the current dev version

Previous version :

EDIT : Added timer. Added step text.

Igrilärged, "Meatboy"
Hello everyone! I've been playin Dwarf Fortress for months, and I started making a let's play log, embdying the expedition leader. Follow us into the wonderful history of "Igrilärged", the "Meatboy" fortress! (Igrilärged means Meatboy in dwarfish)

Part I
Part II
Part II

Screenshots (section WIP)
Spoiler For The embark:

Computer Projects and Ideas / [SQUARE], minimalist html5 game
« on: November 14, 2014, 12:17:11 pm »
Hello everone. I guess I did this when I was away last month. I started programming with a brand new game engine,, and started fiddling with when I came with an idea : port a old flash game I liked before and bring it to the graphical design style of today. So I took hte idea behind Square², brought my magical keyboard and in no time, I got to a playble and fun prototype, almost finished of a html5 game.

Made with Haxe, It can be compiled for Windows, Linux and Mac, even though I don't have the targets to compile.

Enough talking, let's play! Just move the mouse to avoid white squares, pickup orange ones. Music courtesy of Xorus.

General Discussion / [Webradio] Rétro-Actif Soundchip
« on: May 30, 2014, 06:51:03 am »
Hello fellows, it's time for me to introduce you my webradio which locates alonside my blog, Rétro-Actif Soundchip, the heartbeat of Rétro-Actif.

Come and listen to more than 8h30 of epic 8-bit chiptune, from Cooshinator to Zombectro with spikes of IAYD, Knife City, Zef and so more!

Hear the stream here, take a look at the (WIP) webradio page here.

You can post here suggestions, but here are two-three restricitons:
  • No video game music, we don't want to mangage licenced content and pay for it. If you want to give links, please give a link with the copyright.
  • 8-bit is prefered, FM music is acceptable but we d'ont really want 16-24 as we don't get the chippy feel (no hard feelings against 16-24 artists though, we could open another stream for that.)
Feel the 8-bit!

Casio Calculators / [C w/ Mode 7] Unknown project
« on: March 23, 2014, 12:52:48 pm »
Hi. Here is something I did sometimes and that I optimized like crazy today, after having a drunk genius moment. (Actually runs smoother on calc. I need a fps count, but I estimate the framerate is over 30fps.)

I have some things planned with that.

- Replay keys : Move/Turn the camera
- Shift/Alpha : Move Up/Down the camera
- Exit : Exit

- Proof_of_concept 3 :  Here is a live demo of the progress I and Siapran did. He helped me optimizing the tilemap reading routine to speed up almost as before.

Casio Calculators / Struggling with ASM
« on: March 09, 2014, 07:48:29 am »
HI guys, I'm trying to learn ASM and I have a little problem : It I get a TLB eror when  the program seems to access to LTORG content.

I'm using Macro AS because I'm getting fed with FX SDK, and here is the source code I did :
Code: [Select]

   CPU SH7700
   SEGMENT code

;Syscall macro
syscall   macro   op
   MOV.L    op, R0;
   MOV.L    scall_table, R2;
   JMP @R2

   ;STS.L       PR,@-R15; I got this idea when reading FX SDK listings.
   MOV.W    #5, R4; Trying to give as argument id = 5 to DisplayErrorMessage
   syscall scall_DislayErrorMessage; Should print an error message
   ; Stop? I don't really know how to stop that.
   ;LDS.L       @R15+,PR
   MOV      #1, R0
   NOP; By here it should have stopped
   LTORG; But he goes on further

; It doens't accept SEGMENT DATA
String                  dc.B "Hello World!\0"; And crashes here accroding to the listing
   ALIGN 4
scall_Print_OS            dc.L $013c
   ALIGN 4
scall_DislayErrorMessage   dc.L $0954
   ALIGN 4
scall_table               dc.L $80010070

WIth tha code, I have a TLB error with TARGET 0x12 (?) and PC = 0x1E (in the Hello world string Oo). Why?

Addendum : I chose to not use FX SDK because I don't know how to include properly ASM. Do you have any good idea/methods?

Humour and Jokes / We should change Omnimaga's name
« on: February 27, 2014, 04:01:57 am »
We should change Omnimaga's name for FlappyBirdmaga. :thumbsup:

Web Programming and Design / Best way to store blog posts
« on: February 18, 2014, 03:48:04 am »
Hi everyone! I'm making my own blog framework, and I'd like to know the best way to store post's content. I planned for storing the content in files because I plan to support Markdown editing then updating the resulting php, but won't that be faster in a SQL Database? (storing the MArkdown sources externally then storing the result in a DB?)

Thanks in Advance.
Post not working but the style is defined.

Computer Projects and Ideas / Plane deformation : the GLSL version
« on: January 29, 2014, 12:13:38 pm »
Based on This topic, I decided to make my own Plane deformation thingie, with GLSL and [HERE.]

Documented version : v23

For now, it includes (each effect excludes each other, be sure to only have one effect active)
  • Tunnel Effect
  • Plane Effect
  • Tunnel Teleportation Effect
  • TUnnel/Plane Effect
  • Plane in 8 Effect
  • Distort Effect

And for getting some colors/motifs :
  • Rainbow Colors
  • Crazy Colors
  • Red_Blue Colors
  • Tesselated Colors
  • Checkerboard Motif
  • Patch Motif
  • Blob Motif
  • Stripes Motif
  • Another stripe Motif, somewhat like leaves
TO distort the result :
  • Wobble Effect
  • Curved View (best effect with Plane)
  • Move (almost needed, it makes the thing beautiful and living)
  • Wave effect (move the perspective in a seasick-ful eyecandy)

Visual Bonus:
  • Distance Fog
  • Border Fog
  • Scanlines
  • RGB Distorsion!
  • 3D ANAGLYPH (well, this is mostly a test)

Just comment/uncomment each modules (defines) and get your custom result! ;)

Computer Programming / Meemoo, a little JS toy
« on: December 18, 2013, 02:43:31 pm »
HI everyone, I found tonight a nice JS thing: Meemoo, a visual JS framework that works with HTML5 tech like webcams, user interface response like button, touch gestures or text areas.

I toyed with it for a while and I found it quite easy to use. It's box based with plugs to link between, and presto, you can, for my case, create a neat Game-Boy Camera-esque dithering + grayscale effect!

I could directly capture the result as a GIF and upload it to imgur :

[FR] Hors-Sujet / Nuit de l'Info 2013
« on: December 05, 2013, 11:47:33 am »
Salut à tous! Je participeà la Nuit de l'info 2013.
SI vous voulez voir mon groupe de prog pour la nuit, c'est par ici:

BOnne chance à tous les autres qui codent ce soir! ;)

Art / Eiyeron's Paint Room
« on: December 02, 2013, 03:30:59 pm »
Hello everyone!

I just want to centralize all my pixel art thingies I let around the site here, and avoid bloating the random sprite topic or the mockup topics with loads'o'sprites.

So, there are the sprites I did these times:

And now, the mockups

Maps, maps, maps MAPS
Spoiler For Big Maps:
- Zelda 1 First dungeon.
TIleset here

Let's think about OmniRPG Guys!

Wallpapers, anyone? (generally 1920*1080. Ask for another resolution)

  • Low-Poly.
Spoiler For Biiig Images:

EDIT N°001 : Changed Zelda 1-1 dungeon in colors, and added some neat deco. Added colored tileset from Jerom. COloring courtesy of my brain and my eye.

TI Z80 / [Axe][Contest] Furious Pong
« on: September 28, 2013, 06:17:24 am »
Hello everyone! Let's jump directly to the topic: i'm doing a phone/computer game. But I already planed to make before a calc version.

Imagine a pong game, but with lot'o'powerups, many balls on the screne, crappy sci-fi graphisms, 3-numbers score displays, big bitmap font text and with EXPLOSIONS!

The next-gen pong game on your calc, on steroids!
There is already feedbacks, before FP is released! That's awesome!

Quote from: Streetwalker
Eiyeron your screenie is insance

I didn't started it for now, but I got some colored sprites for the comp/phone versions. Monochrome version will be based on these sprites, and I have enough cpu, 3/4 grayscale version.
Oh, and for the sprites, I want for now to keep them as my prop. For now.

I aleready hear the announcer line : "FURIOUUUUS POOOONG"! >:D

InDev Screenies included:

Screen 2 : Score added, variable ball speed initialisation, Pallet move fixed, collisions made better. Plan to add Z-address screen shake for the love of FX next, as a power-up.

Art / HAMA/Perler beads
« on: August 17, 2013, 04:32:53 am »
Hello everyone!

I found my Hama beads weeks ago, and the more I do pixel art with, the more I love that.

for instance here is a natural response to one of my proejectd

Yes I had to change the comors, Hama palette is quite poor, bu it stills rocks IMO.

I'll certainly post more later. Have you any Hama/perler pretty works here?

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