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Topics - Darl181

Pages: [1] 2 3
1
Miscellaneous / MOVED: How fast can we count to 1 million?
« on: May 15, 2013, 06:03:20 pm »
This topic has been moved to Spam.

http://ourl.ca/18926

2
Axe / Post Your Tools
« on: April 27, 2013, 07:07:04 pm »
There's all sorts of tools to help with coding (sprite editors, base converters, quadratic solvers etc), yet some people, especially newer members, might not be aware of them.

What tools do you use/have you made to make your programming easier, faster, etc?


I'll start..

Apps:
zStart - Run programs from homescreen, Assign X key combination to Y program, Label jump menu in program editor, Automatically setting defaults on ram clear, and a bunch of other stuff
Omnicalc - Entries menu (pre-MP oses only), Ram restore (Extra ram calcs only), Quick apps

Programs:
zascii - go to a number and it gives you the respective >char and >tok outputs
zkey - press a key, it gives out a number
zsprt - modified version of Deep Thought's sprite editor*
clrscrpt - works with omnicalc and zstart together, simple basic program that calls mentioned ram restore on ram clear

*modifications are:
 - [mode] to switch between 3-lvl and 4-lvl gray
 - blinky lines (for science)
 - Pt-Mask() and Pt-Mask()r on the right, background cycles

Attached Axe programs are source, Basic program is Basic program

3
Math and Science / Colorpic fractals
« on: July 14, 2012, 02:19:11 pm »
For a while, I've had this program called Colorpic, which allows you to take colors from anywhere on the screen.  Recently I've started using it again.
It has a preview pane that shows what the mouse is over and magnifies it. You can also have it draw a small box in the preview pane, showing where the cursor is, and a grid, one dot for x pixels.

After messing around, I found some pretty crazy recursion stuff, and it ended up making fractals O.O
Spoiler For big image:
When yuo move the cursor around it goes mad, and it looks like you're flying into it or something.

Has anybody else found something like this?

Edit: found link to program http://www.iconico.com/colorpic

4
TI Z80 / Day_09
« on: May 27, 2012, 08:08:19 pm »
Figured I may as well post my idea earlier than later. ;D

What the title says.  I'm thinking something like Luminara, but with other ships shooting back, maybe wingmen flying with you, etc..
I'm thinking of doing something like this in Essence, so who knows they may end up combined after the contest :D

Coding from the ground up ofc, but I'll be using this as a reference for some physics stuff.

Still thinking up a name, tho I've been playing with something like Conflict_9.  Or I might just make up a planet name for the setting :P

Edit: and there might will more than likely be smoothscrolling, not sure yet.

5
TI Z80 / Switch
« on: January 24, 2012, 10:07:40 pm »
(split from YAMGT, a whole page is kind of big for a minigame :P)

Just now realized I never posted LightOff, the game that came just before Tio.  In fact it was originally called Tio. :P
So I fixed up the source a bit so it'll compile with the later versions of Axe (it's at least a year old XD), screenied and now yay.

Iirc at one point I got it working with grayscale...I'll have to remember how I did that.


I'm pretty sure one can get the mechanic of the game watching the screenie.  You try to turn off all the "lights" (squares).
Arrow keys move, Clear quits.

Edit: also brought the index in the first post up-to-date, it was missing projects from other threads.

6
General Calculator Help / Problems with GarbageCollect?
« on: January 09, 2012, 02:39:41 pm »
I've been having multiple problems with the garbageCollect thing, and recently it's gotten bad enough to corrupt the OS to the point where changing contrast causes a crash.
The routine itself runs normally afaict, but afterwards it writes some junk tokens to the homescreen and crashes, more often then not corrupting the vat, flash and etc.

So, a few questions...
 - has anyone else had similar problems?
 - Where is the garbageCollect routine? (boot or OS)
 - If it's in the OS, why haven't OS re-sends fixed it?
 - If it's in the boot, will anything fix it short of a reflash?
 - Can it be fixed?  Or replaced with a hook or something?
 - in the VAT, is there supposed to be an appvar named that doesn't appear outside of Calcsys, or is this a problem as well?

7
Art / Tilting helicopter sprites
« on: November 26, 2011, 02:23:18 pm »
(cross-posted from Essence topic http://omniurl.tk/10294/211948 )
I'm trying to make sprites of a helicopter, but where it looks like it's tilting backward/forwards a bit (as if it's moving really fast in that direction or was just hit).
The original sprite:
Spoiler For Spoiler:
3e88feff3f247e00
    ██████████
██      ██
██████████████
████████████████
    ████████████
    ██    ██
  ████████████
And these are my attempts at making tilted versions:

I'm kind of satisfied with how the tilting-forward one turned out, however I'm not too sure about the backwards one...

I was wondering if someone might be able to fix it up somehow so it's more recognizable as a helicopter.
TIA ;D

8
Site Feedback and Questions / Idea: [key ] bbcode
« on: November 23, 2011, 01:35:33 pm »
I've noticed, and ran into myself, some random problems when trying to type out calc keys on the forums.  Normally brackets would work, like [ON], but a few of them mess up, such as +,* and some others.
I was looking at the wiki tag and it looks like it might be possible to draw a solid rectangle around the words, [axe]like the wiki tags do the dotted lines.[/axe]

What I'm thinking is of a [key ]tag[/key ], or maybe [k] for short, that would draw a rectangle around the words inside of it so the problems don't happen anymore.
Would this be feasible?

9
Humour and Jokes / The Best TinyCarZ Track Ever
« on: October 29, 2011, 07:52:41 pm »
I've been going through some of my stuff buried on old flash drives, and found this from May last year.
Idk what I planned for it, but it has a readme and everything XD

...behold!

10
General Calculator Help / MOVED: 9860G Slim Update Problems
« on: October 27, 2011, 10:57:00 pm »

11
Other / Types of USB Flash Drives
« on: September 11, 2011, 03:52:49 pm »
I've been using the same 8gig flash drive since my freshman year, and it's starting to wear out.  My old msd8x drive is starting to fail as well, having been used for various things for ~5 years.
So, I've been looking to replace them.

I'm wondering what good, dependable types of flash drives are out there, and have a reasonable price tag.  I've been using Sandisk Cruzers but maybe there's something better I haven't heard of yet...?
I'm looking for one 8gig (for general purposes) and one <2gig (msd8x, so something from this list unless that's far out of date)

TIA ;D

12
TI Z80 / Essence
« on: September 06, 2011, 11:19:23 pm »
I've been saying for a while that I'd make a physics platformer shmup.  Well, I've finally gotten it off the ground, and figured it's about time to make a thread for it.

As of now the only thing that works properly is the movement engine (and that to an extent)

When any of the fire keys (keys forming a square around [apps]) are pressed the program crashes soon after, I think that's b/c of a list being written to wrong, making zero items to 65535 and causing random spots in mem being written to..


Anyway, a screenie showing the somewhat-complete movement engine and the character's running animation.
Also I attached the source, in case anyone wants to test it.  There's an etherpad showing the source: http://piratepad.net/gSHUMP

Attached things..prgmWAT is the compiled program, other three are source.  (select prgmSGSHUMP in compile menu)
Made with Axe 1.0.3.

EDIT: re-uploaded compiled prog, something was left out


Update here

13
Art / Sprite Request: Nyan Cat
« on: August 18, 2011, 06:44:23 pm »
What the title says.

Hmm I might be able to do it, tho i would prolly port this first :P
All I'd need to do it would be a bunch of food sprites (and a nyan cat animation in some grayscale or another)

• Any size ranging from 8*8 to 16*16, tho the smaller the more stuff can be put on-screen (in a word, better)
• Any level of grays supported by axe: mono, 3-lvl or 4-lvl
• For reference:
Spoiler For Spoiler:

I plan on doing the rainbow manually, so all I'll need is the cat.
TIA ;D


14
Miscellaneous / Short abscence(s)
« on: July 27, 2011, 07:03:18 am »
I'm flying out to Illinois with family today, and I'll be gone until August 4th or 5th.

So I'll be offline for about a week (this time it's with other people, and staying in a relative's house so chances of getting on are slim to none) but I'll be back ;D

15
General Calculator Help / AI Theory
« on: July 25, 2011, 06:51:30 pm »
For a game I've been planning on making (platformer SHMUP), I would need a somewhat-complex AI.
What it would do in the end would be follow/home in on the player in a physics-based enviroment--jumping over holes and such.
Also I plan on making it shoot, but I haven't thought about that so much yet.

This obviously isn't code, but thoughts.  Final thing will probably be in axe, but the ideas are pretty much general and could be applied to axe, asm, maybe even basic.
Anyway, what I have so far:
Spoiler For kind of big:
If player is to the left of AI
   If area to left is open
If there is floor to the left
      Move left
      Else
         If there is floor two or three tiles to the left and there is no wall two or three tiles to the left
         Move left and jump
         Else
         Check above?  Maybe just jump and keep checking
         End
      End
   Else
      If area to the right is open
         If there is floor to the right
               Move right
               Else
                  If there is floor two or three tiles to the left and there is no wall two or three tiles to the left
                  Move left and jump
                  Else
                  Check above?  Maybe just jump and keep checking
                  End
               End
      Else
      Jump, set something to check if area to left is open then right.  If AI lands without moving left or right, then the AI must be in a pit-—idk what to do at this point
       End
   End
End

.next part is pretty much same as previous--just switch "left" with "right" and vice-versa =P
If player is to the right of AI
   If area to right is open
If there is floor to the right
      Move right
      Else
         If there is floor two or three tiles to the right and there is no wall two or three tiles to the right
         Move right and jump
         Else
         Check above?  Maybe just jump and keep checking
         End
      End
   Else
      If area to the left is open
         If there is floor to the left
               Move left
               Else
                  If there is floor two or three tiles to the right and there is no wall two or three tiles to the right
                  Move right and jump
                  Else
                  Check above?  Maybe just jump and keep checking
                  End
               End
      Else
      Jump, set something to check if area to right is open then left.  If AI lands without moving right or left, then the AI must be in a pit-—idk what to do at this point
       End
   End
End
It's not exactly organized, and I don't have it check for whether player is above or below (ie if it were below it would look for a hole that's not a pit), or if there's a ledge it can jump over a hole onto, but one gets the general idea.


I was wondering if this has been experimented with before in calc games, how practical it would be, and if there would be a better way to organize this stuff.  Also if there's any ideas I've overlooked..

TIA :)

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