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Topics - Aichi

Pages: [1]
1
I started working on a third tool for Axe Parser developement to complement some things that you can't do oncalc or just very hard.
You will be able to clearly create and manage data and convert it directly into 8xp (maybe appvars too).
I didn't started the data editor yet, but you can already use the converter. Try it:
http://xeverion.com/Tools/Abyte/Convert?v=TEST,Your_Comment,414243
The blue section links to the PHP script. The red section contains 3 necessary arguments:
1) Program name (up to 8 uppercase chars)
2) Comment (up to 42 chars)
3) Data in hexadecimal, the above code means ABC

At the moment, I didn't adapt the checksums though. I would be glad if anyone tried to send such a file to a calc using TI Connect.
TILP ignores the checksum by itself.

2
TI Z80 / [Axe Parser Shoot'em up] Devrays
« on: May 19, 2011, 05:12:12 pm »
I wanted to create a remake of my Shoot'em up Pugluna since a long time, and here it is. :)
It has originally been started for the Axe Parser contest this year, but it wasn't suitable with the rules and the category.
You'll be able to shoot with these infinite standart bullets, power blasts and three Power Ups that you get by killing enemies.
Furthermore, The Game will contain 8 different levels, lots of achievements and a highscore list.
I probably add bosses, but my code is actually about 7900 Bytes. <.<
No demo version yet, but here's a screenshot. ^^

EDIT:
Latest Version: http://www.omnimaga.org/index.php?action=downloads;sa=view;down=679

3
Web Programming and Design / A·Map - Online Tilemap Editor
« on: April 22, 2011, 09:33:11 pm »

(Click on it)

You can scroll through the map by pressing WASD, just make sure if the page has the focus.

Buttons from left to right:
Render - Not implemented yet
Refresh Hex - Refreshes the representation of the map in hex
Change tile sheet - Imports a Asprite Backup Code as a new tile sheet
Export Map - Exports the map in hex
Import Map - Imports the map in hex



Edit to fix image [geekboy1011]

4
Web Programming and Design / Online Sprite Editor
« on: April 15, 2011, 04:36:05 pm »
Hey guys,
I work on an online Sprite Editor that translates 8x8 bitmaps in hex, bin and dec
using PHP, HTML, CSS and JS. All graphics are made by me in PS12, except the
Axe Parser logo that I've taken from the Axe Parser Support forum. :)
I created this sprite editor since I'm playing around with Axe Parser at the moment.
It might be useful for someone.^^



Random Shared-Sprites Database entry:


Userbars:
Code: [Select]
[url=http://xeverion.com/Tools/Asprite][img]http://xeverion.com/Tools/Asprite/Userbar/Simple.png[/img][/url]

Code: [Select]
[url=http://xeverion.com/Tools/Asprite][img]http://xeverion.com/Tools/Asprite/Userbar/Advanced.png[/img][/url]

Code: [Select]
[url=http://xeverion.com/Tools/Asprite][img]http://xeverion.com/Tools/Asprite/Userbar/Asprite.png[/img][/url]

5
Music Showcase / Minecraft Song
« on: March 02, 2011, 07:28:49 am »
Hey guys,
I have created a song that is completly done by using the sounds of the minecraft sound folder.
It's the first audio project I was working on. I used Fruity Loops Studio for the Music and Freemake
Vide Converter for the audio visualization effects.
I can not jugde by myself whether it is nice or not, so tips would be nice.^^
- Aichi


6
TI Z80 / Aichis Adventure - Basic/xLib RPG
« on: January 20, 2011, 05:30:23 pm »
Aichis Adventure - Basic/xLib RPG



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=622

- Story -
You are Aichi, a guy being sent from his mentor to the fairies clan. The clan leader Raito was kidnapped by a malicious wizard named Yami. Now it's your mission to rescue Raito before Yami will realize his dark plans with Raito. =O

- Gameplay -
The Game contains 19 levels plus a boss fight agains Yami. You're able to save your state and continue later. On the map are perls and vases containing perls. Collect as much perls as you can. If you made a mistake in a puzzle or lost the boss fight, you will be able to pay with perls to reset the level. When you finished the misson, your remaining count of perls will be added to the highscore list.

- Controls -
Arrow Keys: Walk
MODE: Pause; Display status (Press 5 to save & quit)
ENTER: Validate a dialog box
8, 4, 6, 2: Attack

- Screenshots -


- Note -
Make you sure that everything (the xLib pic too) is archived. The program gets ERR:MEMORY very fast. ..And sorry for my english. ^^'

Have fun. =)

7
Computer Programming / How to create an 8xp compiler using VB 2010?
« on: December 04, 2010, 11:14:33 am »
Hey Omnimaga Community,
I'm trying to make a program that compiles data to a Ti83+/84+/SE program with Visual Basic.
There's a list holding the program data. I define the list with Public data As List(Of Byte).
I am looking for a routine that creates a new 8xp file in a directory based on a SavefileDialog.
The program data should be dependent of the content from the data list.
Thanks in advance.

8
Axe / Tilemap AI algorithm?
« on: November 10, 2010, 03:20:50 pm »
Hey Guys,
I have to provide for the NPC's AI - damn, how I hate this part of game developing. x.x
It should focus a location, then the NPC looks for a way to get there by differing free fields and blocked fields.
So I need a algorithm that is able to translate to axe (<2Kb) and that can reach the green point by starting on the red position in the attached image. Thanks in advance.

9
TI Z80 / Xeverion
« on: November 06, 2010, 06:39:31 pm »
Well, the name of my new project will be Xeverion. It will be a second title, but I dont imagine one yet.
I thought several days about which language I should use. I will use Axe instead of Asm, cause Axe its fun, Axe is simple, I would need much more time by using Asm and I love to develope on-calc. Xeverion will be an RPG similar to the Fire Emblem series, that I had always enjoyed playing.

However, there is not very much I can show yet. I attached a screenshot and an ion prog representing my alpha tilemap engine. You can try it on wabbitemu for now, but it is developed for SE's (15Mhz ability). I think there is no more I can say for now. Ill post progress soon.


10
ASM / Some general Questions
« on: October 31, 2010, 06:32:48 am »
I thought I could learn Asm by disassembling single Axe Parser compiled commands,
but this idea was fail.  :-\ I read some tutorials and source codes, but there are still some issues:
1) How let I run my prog under 15Mhz processor speed?
2) How to randomize a word, like Axe Parser's rand^x?
3) I want to include Joe Wingbermuehles's fastcopy routine into my code, but I'm not sure what 'gbuf' has to be. I think it must be a constant pointed to the start of the Buffer, if yes, which adress is it on a TI84+? I dont use ion.inc, since this means to be unable to use ti83plus.inc at the same time.
Thats all for now. Thanks in advance!
Regards,
Aichi

11
Axe / Lock programs with Axe?
« on: October 18, 2010, 02:01:14 pm »
Hey Omnimaga Community,
is it possible to change a type 5 program into a type 6 to lock the program code, just with a Getcalc("prgmLOCKME")→P pointer?
External levels in my actual project will be stored and loaded as program data and it isnt looking nice if you can view the code in the TI Basic IDE of the TI OS.
Regards,
Aichi

12
TI Z80 / Pugluna v0.4 Beta
« on: October 06, 2010, 04:03:48 pm »
Finally I release my very first Axe Game: Pugluna.
I spend much time in the last 2 weeks for it.
I would be glad about every feedback, bugreport and
about any language mistake report (My english sucks. :P)
My game runs only in 15MHZ mode. Have fun! ^-^




13
Axe / Holding variables in program data
« on: October 01, 2010, 02:16:48 pm »
Hey Omnimaga Community,
Is there a way to hold variables directly in the program by using Axe?
Its something that is used in Pheonix to store highscore values and strings.
Actually Im using application shell for my game.
Regards,
Aichi

14
Axe / Need help by storing and loading something from free RAM
« on: September 26, 2010, 12:10:35 pm »
Hi Omnimaga Community,
I'm working on my first Axe prog. I started it as the Axe example AXESDEMO
and added a shoot and pause feature, but there is some trouble by
storing new shoots into into L1 (savesscreen).
Code: [Select]
ClrDraw
DrawInv
For(A,0,63
sub(D
End
L1->B
For(H,0,29
0->{B+H}
End
ClrHome
43->X
Repeat XøX
sub(D
sub(U
DispGraph
sub(U
If getKey(2) and (Xø1
X-1->X
End
If getKey(3) and (Xø87
X+1->X
End
If getKey(54) and (T=0
For(H,1,9
!If {B+3*H}
1->{B+3*H}
X->{B-1+3*H}
55->{B-2+3*H}
15->T
Goto G
End
End
End
Lbl G
T=0+T-1->T
For(H,1,9)
If {B+H*3}
{B-2+H*3}-1->{B-2+H*3}
!If {B-2+H*3}
0->{B+3*H}
End
End
End
If getKey(55)
Fix 3
Text(37,19,"Pause
Text(20,26,"ENTER) CONTINUE
Text(27,33,"CLEAR) QUIT
Repeat getKey(9)
If getKey(15)
Goto Z
End
End
End
End
ClrDraw
ClrHome
Return
Lbl D
Vertical +
If rand^16
Pxl-Off(rand^96,1
End
Return
Lbl U
Pt-Change(X,55,Pic1
For(H,1,9)
If {B+H*3}
Pt-Change({B-1+H*3},{B-2+H*3},Pic2)
End
End
Return
Lbl Z
Fix 0
What happened:

Does anyone know where my mistake is?
Regards,
Aichi

15
The Axe Parser Project / Memory Size of compiled programs
« on: September 25, 2010, 09:34:37 am »
Hi Omnimaga Community,
I wanted to learn the ION included z80 Assembly language but I'm unsure since I found Axe Parser. It's an amazing language! Asm is faster than Axe Parser, but that, what I want to create, dont need so much Framerate. My project will be a pokemon game without round-battles, but Fights like Super Smash Bros. Brawl (Nintendo Wii).
That will be take much memory (for the sprite data, map data etc), so my question is, wether Axe Parser compiled programs needs much more memory size than Asm progs.
Regards,
Aichi

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