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Messages - Ikkerens

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331
Axe / Re: Smooth Scrolling Tilemapper
« on: June 29, 2010, 04:21:39 am »
I guess you should prbly try it, then, since you seems to find the idea pretty easy (I have a clue how, but I am not too sure how I would manage over 16 fps on a regular 83+ with it. I mean, it's between 351 and 585 tiles per frame you need to draw, after all)

Well, the main slowdown is DispGraph, not the Pt- functions.
But DispGraph still has to draw 768 bytes, no matter how many tiles.

332
Axe / Re: Smooth Scrolling Tilemapper
« on: June 29, 2010, 03:53:04 am »
I'd say, 2 extra lines in my for loop, optimized not more than 100 bytes extra. (excl. Graphics)

333
Axe / Re: Smooth Scrolling Tilemapper
« on: June 29, 2010, 03:45:31 am »
I was playing with this program yesterday and I modified it so that it masks a sprite over the map, then masks a forground over the entire screen.

Screenie and source (Credit for the original engine goes to Ikkerens of course :)) attached:

Well done, kinda like that effect.
Could always be nice when creating cinematics or sumthing.
One idea I had using his trick would be to have a second tilemap displayed on top of the first that is smaller, but scrolls 2x faster. Example: when you are in a forest, leafs could scroll faster. That tilemap could just loop. Another use could be in a side scrolling game where you are in a cavern and you see stalagmites/stalacites in front of the game map, scrolling 2x faster when you move around. You could even add a background that scrolls much slower. Keep in mind this would become rather slow, though, especially if you had to use sprite masking.

Im doubting that, doesn't sound too difficult in my head.
Might try it out once, if no one else does.

334
Axe / Re: Smooth Scrolling Tilemapper
« on: June 28, 2010, 05:07:07 pm »
I was playing with this program yesterday and I modified it so that it masks a sprite over the map, then masks a forground over the entire screen.

Screenie and source (Credit for the original engine goes to Ikkerens of course :)) attached:

Well done, kinda like that effect.
Could always be nice when creating cinematics or sumthing.

335
The Axe Parser Project / Re: Axiom SDK For Developers
« on: June 27, 2010, 04:15:40 am »
No, this can't be used in the contest because this is assembly code which is against the rules.  These are not the Axe libraries, these are the assembly libraries.

What about data containers? (Edited my previous post)

336
The Axe Parser Project / Re: Axiom SDK For Developers
« on: June 27, 2010, 04:10:37 am »
This shall be interesting. People, though, just need to remember that those are against the programming contest rules, though, so do not use them in your entry.



What if Quigibo finishes this in a reasonable time?
And: Will it be able to be a data container?
For example all maps:
Code: [Select]
MyMap:
       .db $00,$45
       .db $01,$FF

337
Axe / Re: The Case of the Missing RAM
« on: June 24, 2010, 01:11:41 pm »
Code: [Select]
[quote author=Michael.3545 link=topic=3608.msg44428#msg44428 date=1277398989]
Click [url=https://docs.google.com/leaf?id=0B1AfyYYD6YT9ZTFkYjBiOGItYzkxMS00ZDVjLWIyNmItNmRhODIyZjg3M2U1&hl=en]here[/url] for the .8xk file.  If there is a better way of posting code, could you tell me?
[/quote]

There are 2 ways [ code ] tags and uploading (which becomes available after 5 posts.

338
Axe / 4lv gs sprite editor
« on: June 23, 2010, 03:35:39 am »
Dunno if this is the right board, but still.
Any1 here know a good 4lvl GrayScale sprite editor compatible with axe?
I tried CalcGS but that one doesn't seem to be able to export in an axe compitable way.

339
The Axe Parser Project / Re: Features Wishlist
« on: June 22, 2010, 05:19:41 pm »
1 more thing to the wishlist:
15Mhz GrayScale

340
Art / Re: Zelda 8X8
« on: June 22, 2010, 04:57:56 pm »
Well, il see how far il get.
At the time of writing im pixeling on my calc getting the sprites done.
Il download CalcGS soon, might ease things up a bit.

Progress is in my sig.

341
Axe / Re: Wave Simulator (sortof)
« on: June 22, 2010, 02:35:00 pm »
Btw Darl181 could you repost a new version of your sound program from the other page? No one got able to send it to an emulator or their calc. It seems corrupted :(

EDIT: oops it was in another topic. Anyway check Re: Your Projects - Post and Critique too

(and that sucks about parents blocking everything, it reminds me SirCmpwn parents x.x. The worst part with Sir is how Omnimaga is blocked at school and libraries, though)

*reply to offtopic*
Proxy?

342
Art / Re: Zelda 8X8
« on: June 21, 2010, 02:54:33 pm »
necro post... er... necropost

j/k

Wow looks nice. I can't wait until Axe supports 4 lv grayscale, maybe someone could give such project a try once he gains enough experience

I know I can do something using these ;D
Necro, are you ok with the fact that im going to make a game using these graphics?

Il try get a techdemo up asap

343
The Axe Parser Project / Re: Features Wishlist
« on: June 21, 2010, 02:49:02 pm »
Not on my calc, if I "If X" it will skip the containing code.
Only accepts a 1.

344
Axe / Re: Smooth Scrolling Tilemapper
« on: June 21, 2010, 02:43:15 pm »
really? Mhmm I didn't notice any checks x.x

In the drawing sub, change the fors to this:
Code: [Select]
For(T,0,7)
For(S,0,11)

You'll see the difference.

345
Axe / Re: Smooth Scrolling Tilemapper
« on: June 21, 2010, 02:32:32 pm »
I'd doubt that, my code only draws whats visible on-screen plus a right-side and bottom row.

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