Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Matrefeytontias

Pages: 1 ... 6 7 [8] 9 10 ... 133
106
Computer Projects and Ideas / Re: Abandoned
« on: October 31, 2014, 12:57:16 pm »
Oh I see now :o pretty !

107
Computer Projects and Ideas / Re: Abandoned
« on: October 31, 2014, 06:20:36 am »
I tried the nightly build and hum, is there no actual way to move around ? 'cause all I see is a background of stars, X/Y coordinates and the location of the executable.

108
Actually I'm studying in a school system where 60% means very good. I must be around that right now. Also don't get me wrong, I still work more than I have fun these days.

109
For me it's quite paradoxal ; I started "post-bac" studies (France's after-highschool level) and should be having less free time but it's actually the contrary since I've got my own flat and I can do w/e I want, like sleeping at hours that were impossible before. So yeah, I'm not saying I'm super-active, but I am active. Also, for that very reason it's been a little while I programmed on-calc, since I have my PC with me all the time (school actually requires that I bring it). Don't worry though, I'm only programming calc-related stuff, just with ASM or C/C++ ;D

"Paradox" because holidays are when I have the most work to do. You don't want to hear about the homework they give in French prépas. Nooo you don't.

110
Music Showcase / Re: Matrefeytontias's music showcase (has metal in it)
« on: October 29, 2014, 06:48:04 pm »
Thanks :)

A high quality mic ? :P I don't even have a mic if you don't count my headphones' ; I'm linking my guitar directly to my PC via my multi-effect pedal rack, which has USB output.

111
Axe / Re: Axe Q&A
« on: October 23, 2014, 02:06:09 am »
This is a well-known electric problem. The thing is that in the keypad cardboard, some keys were accidentally made dependent, so that when some keys are pressed together, pressing one certain key will make another key "pressed".

112
TI Z80 / Re: HYBRID (8X+)
« on: October 22, 2014, 07:20:26 am »
Well, just remember hybrid is 100% free from the TI-OS code and RAM.
Not quite true. At that point the TI-OS still clutters $0000-$3FFF.

Well, just remember hybrid is 100% free from the TI-OS code and RAM.
That means TI-OS hooks aren't available at all.
Of course I wasn't talking about TI-OS's hooks. I know the RAM chip has execution hooks, so I thought maybe it had read/write hooks too.

$0000>$3FFF : unused (shame)
$4000>$7FFF : RAM page 1 - free to use for both execution & storage
$8000>$BFFF : RAM page 2 - free to use for both execution & storage
$C000>$? : RAM page 0 - free to use for both execution & storage
$?>$FFFF : RAM page 0 - some hybrid routines + hybrid data + stack
You can't write to $4000-$7FFF, as it is not RAM, unless you map a RAM page to it, but in this case it won't be compatible with TI-83+ BE which only have 2 RAM pages for $8000-$FFFF.

113
TI Z80 / Re: HYBRID (8X+)
« on: October 22, 2014, 05:23:04 am »
How is that done ? Do you use some sort of interrupt or writing hook to swap pages when necessary ?

114
TI-Nspire / Re: [Ndless] nKaruga
« on: October 22, 2014, 03:09:46 am »
You are supposed to memorize the pattern :P you won't last long if you don't.

115
Art / Re: [Request] Sprites based on Ikaruga ships
« on: October 21, 2014, 06:35:52 am »
Alright so here's what it gives on-screen :



Pretty nice if you ask me ^^

I still lack those sushi enemies' sprites though. DJ, any progress on that ?

116
TI-Nspire / Re: [Ndless] nKaruga
« on: October 21, 2014, 03:50:12 am »
Yep that's it. A non-modular behavior means that the boss will have a fixed behavior, and if you memorize it it will act as expected everytime.

117
Music Showcase / Matrefeytontias's music showcase (has metal in it)
« on: October 20, 2014, 03:35:27 am »
'sup guys,

So lately I've been recording myself on guitar and programming drums. I'm having lots of fun, so I thought I may as well continue doing that. So far, I did 3 things, that you can find on my soundclound account https://soundcloud.com/matrefeytontias/. If you like metal, go there :P

  • My first attempt ever at recording and at composing, Empty Room, progressive metal. Please disregard that, you can obviously hear that it's my first attempt.
  • A cover of the song This War is Ours by the band Escape the Fate (metalcore). This one sounds really good if you ask me ;D
  • A metal remix of the Joueur du Grenier's intro (a French youtuber). This one I had the most fun recording x)
I may post more in the future, so stay tuned :)

118
TI-Nspire / Re: [Ndless] nKaruga
« on: October 19, 2014, 07:30:09 am »
Bump,

I'm done with the boss system ! :w00t:

It's actually a pretty complex system, that allows for nearly infinite customization and flexibility for bosses. It takes advantage of the fact that bosses have definite, non-modular behaviors, and thus always know exactly what hitbox to check or things like this. So let's see how that works :
  • First, when cmd_boss is encountered in the level stream, a new boss is created and initialized. Upon creation, an initialization hook is executed, in the form of a function pointer. The goal of this hook is basically to set the boss up, and having it in the form of a function pointer allows me to use very generic code, while actually doing purpose-written tasks, since each boss is initialized differently.
  • When the boss is created, the game enters "fight boss" mode, meaning that in addition to enemies and bullets, the boss will also be handled and updated when necessary.
  • When the handle() function of the boss is created, a really simple process takes place : what it does is only call its callback code (you can call it an "update hook") and return whether the boss is dead or not. That way, I can do everything I want in the callback itself, and it works for every boss, even if they have so little in common ! For example, I can make the boss have several behaviors by simply testing the amount of HP left, and doing different things depending on the result.
  • Exceptionally, drawing is handled within the callback (via drawing candidates, which is normal). This allows me to have whatever graphical complexity I want !
  • When bullets are handled, no collision is checked between them and the boss ; a collision callback (call it a "collision checking hook" if you want) is executed, allowing the boss to have special or esoteric hitboxes - or even special or esoteric ways of checking collisions -, instead of checking collision the way I do it with any other objects, by simply testing if the images of both objects intersect.
As I said, all of this allows me to have virtually infinite liberty on what the bosses do, so wait for them, 'cause it's going to be awesome :w00t:

119
TI Z80 / Re: Antelope (formerly "OPIA") - A Polymorphic z80 language
« on: October 18, 2014, 08:53:42 am »
Wow, that's a lot of change O.O

Nice to see you back on it, do you have any idea when we will be able to generate a simple executable written in Antelope ?

Also, do you think this could be used to write KnightOS programs ? That would be awesome !

120
TI-Nspire / Re: [Ndless] nKaruga
« on: October 18, 2014, 06:31:36 am »
bb010g & DJ: thanks :)
bb010g: I don't think so, because the code is just so tiny. You can have a look at it on the GitHub repo: https://github.com/matrefeytontias/nKaruga, in src/DrawingCandidate.cpp and src/DrawingCandidates.cpp . Also, for examples of use, see src/Enemy.cpp, in Enemy::handle().

DJ: I'll get the game done before adding anything fancy that's not required :P

Pages: 1 ... 6 7 [8] 9 10 ... 133