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Messages - Aichi

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46
Axe / Re: Axe Q&A
« on: June 04, 2011, 01:24:40 pm »
Are there any optimizations for these routines?

Collision check routine for an object at r1, r2 and an object at r3, r4:
Code: [Select]
Lbl O
< (r2+6) and (r1+6 > r3 and (r3+6 > r1 and (r4+6 > r2
Return

Changing a tile (arg1 = X, arg2 = Y, HL = new tile ID):
Code: [Select]
Lbl W
-> {r2 + 4 / 8 * 60 + (r1 + V + 4 / 8) + L3 + J }
Return

47
Axe / Re: Check if there is a solid tile
« on: June 03, 2011, 05:53:21 am »
That's the function I'm using in my current Axe Parser project:

Text(1,,sub(CL,X,Y)>DEC
Lbl CL
{ + 4 / 8 * (Tilemap width) + ( r1 + 4 / 8 ) + (Tilemap Pointer) }
Return

It returns the tile ID of the tile at the middle point of an 8x8 object.
A bounding box can be constructed with sub(CL,X+4,Y+4) + sub(CL,X-4,Y+4) + sub(CL,X-4,Y-4) + sub(CL,X+4,Y-4)

48
TI Z80 / Re: Axe game: TI Jump
« on: June 02, 2011, 01:54:28 pm »
* Aichi wonders why there are two topics about TI Jump.
I posted this video in the other topic.


49
Other Calculators / Re: TI jump
« on: June 02, 2011, 12:43:14 pm »
Wow, this game is great. :D
It's just a bit too hard to change the direction, in my opinion.


50
TI Z80 / Re: David's Contest Entry
« on: June 01, 2011, 06:44:30 pm »
Very nice screenshot, these platforms look like greenscale.  O.O
Are you going to change the velocity / gravity? These jumps are pretty high.
What will make your platformer special? Does the protagonist can do something special?
Good luck. :)

51
TI Z80 / Re: A new game - input please!
« on: June 01, 2011, 04:37:16 pm »
The screenshot looks great. :)
You can upload an 8xp as a post attachment.

52
Axe / Re: Axe Q&A
« on: June 01, 2011, 08:12:01 am »
Take a look at the added video in my last post. The Axe Parser hooks have to be enabled.

53
Axe / Re: Axe Q&A
« on: June 01, 2011, 07:45:55 am »
Hi, I'm really new to this. I'm trying to change the value of an appvar from another program. The appvar already exists and was created by another program, it is currently placed in Archive. So this is what I've been doing:

Code: [Select]
.CHANGE VALUE OF APPVAR
"appvTest"→Str9
UnArchive Str9
GetCalc(Str9)→P
3000→S
If P
 If S>{P}r
  S→{P}r
 End
End

Then I compiled this for MirageOS. After selected and ran the program, I went into the original program that created appvTest and see whether the appvar has changed, and it still has the same value. Can you help me, please? Thank you.

Do you use the appv Token? And welcome here. :)
Edit: It works for me.

54
Axe / Re: Simple Hi-score using appvar
« on: May 30, 2011, 03:20:33 pm »
why is {H} buffered?
{Pointer}r takes 2 bytes instead of only one. Will the player be able to get a higher score than 255? If not, you don't need to use r.

55
Axe / Re: Simple Hi-score using appvar
« on: May 30, 2011, 02:59:10 pm »
1. appvar should be the appv token ( 2ND, 8 )
2. H is the byte position where the data is placed, {H} is your highscore :)
3. You can use S -> {H} instead of S->{GetCalc("appvarThs",785)}

56
Axe / Re: 96*64 image
« on: May 30, 2011, 02:13:30 pm »
Another way would be Copying the image data into the main buffer through
Copy(GBD0, L6, 768)

57
Axe / Re: 96*64 image
« on: May 30, 2011, 01:56:07 pm »

58
Axe / Re: 96*64 image
« on: May 30, 2011, 01:33:01 pm »
Bmp is fine, you should only use black and white of course.

59
Axe / Re: 96*64 image
« on: May 30, 2011, 01:29:18 pm »
You can use MS Paint. TI Connect is able to convert these files to pic variables.

60
Axe / Re: 96*64 image
« on: May 30, 2011, 01:24:27 pm »
Store the title screen as an OS Pic (Pic0 for example) and use [Pic0] -> Pic0 in your source. Axe Parser copies the OS Pic in your code and links the Pic0 Pointer to the first byte.

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