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Messages - ACagliano

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106
TI Z80 / Re: PolyAOI v6?
« on: March 31, 2014, 10:00:17 am »
Ok where is a link to the floating point axiom? I'll check that out.

107
TI Z80 / Re: PolyAOI v6?
« on: March 30, 2014, 07:09:30 pm »
What about Axe's:  float{PTR} and EXP->float{PTR} ?

108
TI Z80 / Re: PolyAOI v6?
« on: March 28, 2014, 10:02:01 pm »
Perhaps you could use opcodes in the basic program so that you can use both basic and asm?.

A bit too involved, unless you're referring to using like the DCS libraries or something.

109
TI Z80 / Re: PolyAOI v6?
« on: March 28, 2014, 08:04:10 pm »
Since you're using inputs and doing math I think you're going to want to code this in basic rather than axe. Not that its impossible in axe, its just more work.

Fair enough, but I'm at a loss as to how to create a chain-able math system. That's why i was thinking the memory flexibility of Axe/Asm.

110
TI Z80 / PolyAOI v6?
« on: March 28, 2014, 05:10:17 pm »
So here's a poll. My project is an update to my Polynomial program which aims to provide:


1. Chained parsing of polynomials. The program, this means, can evaluate something like (3x/(7x-1)) + (2x/(5x+3)).


2. Automated selection of functions based on things in the expression. For example the presence of an = would lead to solving.




Here's my dilemma. I know that TI-Basic is better for floating point math. Assembly is not, so I'm not even asking about that. Axe, however, provides routines for floats. When it comes to floating point math, TI-Basic is my friend.


However, the amount of scrap that would be needed to evaluate complex polynomials is, in my opinion, beyond what TI Basic can facilitate. I would need to use vast amounts of RAM, be able to retain the position of them and what they relate to, and so forth and TI-Basic would make that very hard. So for this, Axe is better I think. So, I'm kind of torn. Either way, i'm going to have an issue with something. I guess the question is, which struggle is the least of the evils?

111
Art / Re: Star Trek sprites
« on: February 03, 2014, 02:27:58 pm »
Sorry it took so long to get back to this. I've had a lot going on. Those are perfect, but can we just invert the colors? The background is black :p

Also, in addition to the classes of ships (listed above) anyone who wants to work on several images for a warp speed animation, that would help a lot. I think the width will probably be 60 or 70 long, by 40 down.

112
Art / Re: Star Trek sprites
« on: December 15, 2013, 03:08:48 pm »
Thanks this works... I should mention... no longer greyscale. Monochrome only. I can fix this tho to be mono.

113
Art / Re: Star Trek sprites
« on: December 15, 2013, 12:23:25 pm »
This topic is going twice. Anyone at all want to help? As few as 1 sprite, to as many as all? I'm very bad at this, so if I do it, i promise they will look terrible. lol.

114
TI Z80 / Re: Star Trek reloaded (bad pun on the 'ld' command)
« on: December 03, 2013, 07:41:08 am »
Progress Update

What's Done (calculator side)

- GUI for login and registration, creating packets for that
- downloading save file, via login success reply packet
- key press detection
- speed change routines
- routines for raising and lowering shields
- routine for disconnecting from the server and uploading game save


What's Left to Do

- battle GUI
- power settings customization
- status report view
- vector-based movement, in 3D
- clean up the GUI a bit
- create error GUI's and error messages
- chat dialogue
- the server-side hub

115
Art / Re: Star Trek sprites
« on: November 14, 2013, 09:15:56 am »
bump. going once. lol

116
Art / Star Trek sprites
« on: November 11, 2013, 08:57:58 am »
I will be needing sprites for Star Trek. While I can work on these myself and will if no one has the time, it may expedite the development of this project and the aesthetic appeal of the game for someone a bit more artistic to help with sprites. That being said, I need the following sprites (8x8, 3 layer grayscale):

1. A sprite for a Federation starship, facing to the left, right, away, and towards a player. (4 sprites)
2. A sprite for a Klingon starship, also facing to the left, right, away, and towards a player. (4 sprites)
3. A sprite for a Vulcan starship, facing left, right, away, and towards. (4 sprites)
4. A sprite for a Dominion starship, facing left, right, away, and towards. (4 sprites)
5. A sprite for a Romulan starship, facing left, right, away, and towards (4 sprites)

6. A sprite for a star. (Note the star itself will be comprised of several of these sprites arranged in a circular pattern, so keep that in mind [but I still only need 1]). (1 sprite)
7. A sprite for an asteroid field. (as in 6, a single asteroid field will be several of these sprites) (1 sprite)
8. A sprite for a nebula. (as in 6, several of these will be one nebula) (1 sprite)
9. A sprite for a black hole (perhaps only one sprite for this ) (1 sprite)

10. A sprite for a fired phaser (since you have a view screen, it can kind of only be seen if its right in front of you, moving either towards you, away from you, or to the left or right) (4 sprites)
11. A sprite for a fired torpedo (as in 10, only if in front of you and moving in any one of the four directions) (4 sprites)

12. Sprite for the star base (should look like a star base, so I'm not sure if we actually need several sprites for this)

117
Axe / Axe source questions
« on: October 28, 2013, 02:25:55 pm »
The 3-layer greyscale routine used by Axe. How many times does it iterate to constitute rendering greyscale for 1 second, approximately?

118
News / Re: In memory of Tribal (1992-2013)
« on: October 26, 2013, 12:18:16 pm »
If/when Star Trek MP comes out, if Sorunome is cool with it, I'm thinking that should also be dedicated to Tribal.

119
News / Re: In memory of Tribal (1992-2013)
« on: October 24, 2013, 08:36:52 pm »
I can't say I knew Tribal either, but I'm going to second everyone else and say I feel for his family and everyone who knew him, here or otherwise. It is a terrible loss. RIP.

120
TI Z80 / Re: Star Trek... new feature ideas and setup
« on: October 20, 2013, 02:00:28 pm »
Second announcement. Anyone willing to do sprites for this game can send me a PM. Sprites should be of a ship, viewing from four angles... looking at the left side, looking at the right side, looking at the front, and looking at the back.

Ship types are Federation, Klingon, Vulcan, Romulan, and Dominion. If you want to see any additional classes added, please post below. This means 4 sprites per ship type. Sprites can be 12x8 or 16x16.

Also, should I draw a set of large sprites (for a close up view) and small sprites (for a farther away view), or should I use one sprite set with a routine to scale a large sprite down if the ship is farther away?

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