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Messages - Geekboy1011

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News / Chat bridges are down until further notice.
« on: August 19, 2021, 02:21:21 pm »
Due to some unforeseen circumstances the bridges linking our channels on various chat platforms will be down until future notice.
Apologies for any inconvenience,

The Admin Team

News / Bringing the community together!
« on: April 01, 2021, 12:28:31 pm »
We are pleased to announce Cemetech has approached Omnimaga and is looking to acquire the site. These talks have progressed to the point where we require community involvement in the acquisition.
As such, we are now looking for comment from community members in support or against the merger. As you can see, @KermMartian is very interested in this acquisition and would be an excellent choice to guide the spirit of this community:

Edit (Eeems): This was an april fools joke.

TI Z80 / Re: Caboose: Automatically Append "Ans" to Applicable Entries
« on: January 08, 2021, 09:34:38 am »
The amount of time this would have saved me.....
nice work!

News / Happy Holidays Omnimaga
« on: December 24, 2020, 10:36:57 pm »
Wishing you all a happy holiday season this year.
Stay safe out there through the holiday season and into the new year!

TI-BASIC / Re: help
« on: April 08, 2019, 04:07:44 pm »
I made some edits to the post for you to move the code into a code block, you can do that with code tags [code] *code here* [/code]The edit button can show you what I mean!
I will take a look at the code some more later but nice to have you on the forum! Maybe someone will get to this before me tho :) We talked on IRC earlier about you possible using IF Then blocks wrong. Have you looked into this yet?

ASM / Re: Interrupt question
« on: April 10, 2018, 07:50:36 pm »
What @Hooloovoo linked is what you would want to use @E37 That page explains it all :D

ASM / Re: Interrupt question
« on: April 05, 2018, 05:38:48 pm »
Depends on the model! On the models with crystal timers yes, On the models with out sadly no.

Other / Re: New Desktop. Or as I like to call it, Batman.
« on: February 10, 2018, 07:20:41 pm »
If your not 100% attached to AMD I know that nvidea is selling at MSRP on their site.

I kinda sorta maybe fell in love with C and developing on the CE so I'm thinking about just dropping the b/w version and working on a color edition. It's just much easier trying to code something that way. If anyone else wants to pick up the rebuild from where I left off, I'll be happy to provide support, but until I find my love for z80 and overly-overengineered script systems again, I'm not sure I'll pick this up again.

It would be nice programming on a device where I don't have to worry so much about memory or paging. Or making up languages to keep size down.

And I may or may not be strongly suggesting/backing this. The development cycle is much nicer and one EZ80-LLVM is done and we can use c++ the whole thing will fall into place much much faster with much less headaches. Easier to add in cut scenes and such. Really just more likely to be finished >.>

I would be lieing if i said we have gotten distracted by other projects over the last few months. And motivation to return to this, At least onmy end is rather low. That being said. We left off re-implementing the battle system.

ASM / Re: On chaining hooks
« on: April 19, 2017, 07:41:13 pm »
So what does the code currently do. Just crash?

ASM / Re: On chaining hooks
« on: April 19, 2017, 06:59:13 pm »
Can we get some code with that please :D

ASM / Re: Interrupt Routine not RETurning
« on: August 26, 2016, 09:34:35 am »
no problems ask questions as needed please :D i'll help with what I can. (I am at work right now so I don't have all my code to help me. Else I would have just handed you a re-written set of code already lol) :D

ASM / Re: Interrupt Routine not RETurning
« on: August 26, 2016, 09:25:42 am »
I am afraid I have no code to help you right now but I have some suggestions.

It looks like you are not servicing the interrupt call so it can run again. SO in essence your never re-enabling it.
I would recommend following this page on how to setup your interrupt as well
Your initialization is not 100% guaranteed to work on all calculator models!

also reti is rather useless on the 8X series we work with. Due to how it does interrupts a simple ret will usually suffice (we have no user properly nestable interrupts so it is more tricky then abusing reti)

Looks awesome! I was wondering if ya'll were taking a summer break, but it looks like you've been pretty busy! It kindof reminds me of Unity, especially once when ya'll set up a viewport window to see what the player sees.  This looks like an engine you could create Escheron sequels or other tilemap games with.

It fascinates me seeing what all goes into planning and programming a game.  How do ya'll know what to include when programming a cutscene or map editor? Is there an online tutorial that you've been using as a guideline and then make it  calculator/Escheron specific?

This is indeed something I could use to help build other games with, tho in all honesty, I'm probably going to just teach the other people in the dev team how to use this so they can make all the cutscenes that won't require special ASM magic to accomplish.

Aside from technical stuff answered by references or Stack Overflow, no tutorials were used in the creation of this project. Beyond PIL and Tkinter, all the project's logic was put together from scratch. The main things that are chosen to go into the editor are based on the following:

1. What can Escheron already do with its cutscene script engine?
2. What sort of interface looks like it would work?
3. How to manage everything in a clear, concise and coherent manner?

For (1) we have documentation that details exactly what is available for use. For (2), I thought a little bit about how CalcGS arranged things and I remembered some extremely fuzzy details about my experience with Macromedia Flash back some 15 years ago. Then I sketched some ideas on a sheet of paper, shared it with the dev team, and got some feedback. And we're still working on (3) based on the problems encountered in actually implementing scripts in Escheron and the overall reason why we needed the editor in the first place. That reason being that it's extremely difficult to have multiple sprite objects and the main cutscene run their own scripts independently from and concurrently with each other and still maintain some sort of cohesion.
I was going to say something else but I forgot what it was. I spent far too long trying to figure out what I'm posting about and now I'm going to give up. There's a reason why Geekboy gives me cherries everyday. It's because my DETERMINATION is all out.

So pretty much we have no clue what goes into it. There are no guides. We know how to program, (Well stack overflow does), and we know what we want. Then we literally talk it out and plan it out.  We sit down and figure out what we think we need to make something function. We talk and sketch until we have a base idea then Iambian makes code to make it happen. He reports back to the team. We start it all over again because we always miss something the first 200 times. so its Just iteratively turning things  out until a product is reached. I think our saving grace is we take time to plan ahead to get things to work well enough the first time.

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