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Messages - Eiyeron

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31
TI Z80 / Re: [C /axe?] Hinawa Battle Engine
« on: December 12, 2014, 05:24:04 pm »
I took the time to make a page, finally. I'll sum all the info/screenshots/download there : http://geekbros.tk/retro-actif/portfolio/hinawa-battle-engine/

32
Music Showcase / Re: Matrefeytontias's music showcase (has metal in it)
« on: December 10, 2014, 12:55:30 pm »
Here, here's my upvote. :p NIce song!

33
TI-Nspire / Re: nHearts
« on: December 10, 2014, 01:52:06 am »
You should switch your text on the background to white, it'll be easier to read. Or white with a black outline.

34
News / Re: Ticalc POTY 2014 now underway :D
« on: December 10, 2014, 01:50:45 am »
I should register to vote. So much good games!

35
TI Z80 / Re: [C /axe?] Hinawa Battle Engine
« on: December 09, 2014, 11:02:45 am »
Sooo, I've been some tweaks to port Monochromelib (FX-9860 graphical librairy). It works on SDL2 and mostly works. This help testing here and there things on computer easier than on calc (avoiding Casio's SDK, ddd to debug, etc...) Buuut:

What I need to finish

- Converting variable size sprites blitting functions (ML_bmp_(or|xor|and), not ML_(8|16)_x ). As endianess is totally different from computers, I'll maybe try implementing it the worst way possible (pixel per pixel), unless someone has some functions like that.
- Scrolling is borken for same problem : endianness.
- Finding a way to rescale the SDL_surface when I rescale the window and scale/center the output.
- Free SDL things.
- Checking with some tests.

You can use it as you would use ML but you have to do two things:
- Check ML_SCALE and change it to change the screen scale
- Use ML_Init() in main() to initiate the screen.

36
TI Z80 / Re: [C /axe?] Hinawa Battle Engine
« on: December 05, 2014, 04:29:08 pm »
Oh thanks, I've never seen the third one. Thanks for the link! (I already had a sort of RLE on the Axe prototype)

EDIT : I made progress in the UML schema but I'm having troubles with arrays/ multiples function arguments. ><"

37
TI Z80 / Re: [C /axe?] Hinawa Battle Engine
« on: December 05, 2014, 01:15:04 pm »
Thanks for the link but I meant "how will be able to fit a medium/heavy battle engine, with sprites (forget attack animations or just basic ones), hypothetic battle background and enemies sprites in a  nutshell! :p

At the moment I'm working at the core engine. Graphisms, input, I/O will be for later. I need to figure the rest of the thing and it'll take some time as I'm not a program designer.

38
TI Z80 / Re: [C /axe?] Hinawa Battle Engine
« on: December 05, 2014, 11:54:00 am »
Does it make a good work optimizing? It's pretty critical to have size optimizations when one have 20KB of RAM.

39
TI Z80 / Re: [C /axe?] Hinawa Battle Engine
« on: December 05, 2014, 04:51:31 am »
Not really HBE's code relatedn but I started implmenting MAkefile-wise mutli-target system. With a variable change (here TARGET), you can choose to compile for "DESKTOP" (use your computer's gcc) or "FX_9860" (use sh3-eb-gcc). Obviously, compilations flags will depend of your target.

Now, platform dependant code is locate in {include, src}/$(TARGET) . That'll help making the engine platform independant. Does anyone has a way to make that a little bit cleaner? (like moving the source into an arch folder or something else)?

Addendum : How could I program Axe on computer? It would be fun to have an Axe target! :p (But quite unmaintenable or unusable as the engine will surely take too much  ram for a simple C compilation)

EDIT : I started to draft an UML schema to help me vizualize the struture. Here's the thing at this moment. Do you have an idea about what's going on with it? Does it seem clear to you right now?

40
Art / Re: General purpose art thread
« on: December 04, 2014, 03:07:50 pm »
Soru : Ooooh yeaaaah! :p

Nice design! Care to do some of us like that? :D

41
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: December 04, 2014, 03:06:24 pm »
7037 : YOu wonder how much time it has been since the last time you see Yeong on the forums

42
Miscellaneous / Re: Post your typing speed
« on: December 04, 2014, 01:42:04 pm »
I never fully learned to touch type properly, so I use my index fingers for a lot more keys than I should. Apparently it couldn't have hurt my typing ability that much, though. :P



Same here. I only use my indexes.

43
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)


Storyline
Part I
Part II
Part II

Screenshots (section WIP)
Spoiler For The embark:

44
Miscellaneous / Re: Post your typing speed
« on: December 02, 2014, 01:33:52 pm »
Once, when competiting with a teacher, I got 89. Haven't kept the screen because it was just for fun.

EDIT : and I'm tired.

45
Miscellaneous / Re: What is your avatar?
« on: December 01, 2014, 03:14:10 pm »
I'm a Dwarf Lobster.

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