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### Messages - Ti-DkS

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16
##### Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: June 09, 2011, 03:50:40 pm »
Yeah, don't worry I'm still working on it But because of a bad coded thing I destroyed some parts of my OS so I had had to install the new one and xLib seems not being compatible with this new OS. It will be more difficult to me to convert sprites and background now until I find a program which converts parts of Ti-OS pictures to Axe format If I'm not very present on the forum it's because of exams that arrives fastly and I need to review them ^^ However if anyone could tell me how to make ennemies move around the room walking following the walls, I'll be very interested in

17
##### Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: March 23, 2011, 04:13:17 pm »
Yeah I think all these modifications are possible but I havn't succeeded in coding  the ennemy system yet so I can't do that at the moment It will be done when I'll finish ennemies
But I've some questions: Is it possible to code a function that draws an image with following parameters :
=> x1,y1 (top left),x2,y2(bottom right) coordinates
=> Pic (the picture to draw ^^)
And this function will rotate the image by the angle defined between the 2 points and scale it to fit betweem those points ? I know it will certainly be pretty hard but I think this function will be very usefull and not only for my Metroid Maybe is it possible to code an axiom for that ?

And my second question : Is it possible to use Axe's sine and cosine functions to obtain numbers between 0 and 1 like the real ones; For another of my projects I wanted to implement this equation to calculate 2d coordinates of a 3d point :

X_2D = X_2D_0 + facteur*( A1*X_3D + A2*Y_3D )
Y_2D = Y_2D_0 + facteur*( B2*(A2*X_3D - A1*Y_3D) + B1*Z_3D )

with :

A1 = cos(omega)
A2 = sin(omega)
B1 = cos(alpha)
B2 = sin(alpha)

-> alpha&omega are constants.
I suceeded doing that in Basic but with the values Axe give, it's impossible for me to implement them. Did someone has an idea to code these with axe in a routine, with args : x,y,z, and output x2d,y2d ?

18
##### Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: March 11, 2011, 12:33:19 pm »
Thank you alot DJ Yes it's foreseen that Samus spins when jumping diagonally but I'va not had the time to do that
And the other screenie is one of a Advance Wars clone test !

19
##### Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: March 08, 2011, 12:08:16 pm »
@Qwerty.55 : Okay I just wanted to know if it was possible, I don't want to try now else there are 99.9% possibilities I crash my calc

@jmaster797 : Thanks a lot I try to work the most I can !

20
##### Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: March 07, 2011, 09:35:13 am »
Don't worry, I'm still working on that
For those who want to see what I'm doing now, screenie just below !
And a not-so-secret game I worked on during my few free time

... and I also have a question : I read some stuff about interrupts and I want to know if they are stopped or if they crash when leaving the app... It would be very interesting if it was possible to schedule background tasks on the calculator executing normally the Ti-OS

21
##### Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: March 01, 2011, 04:47:23 pm »
Thanks a lot for your help !! I'll see that later

22
##### Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: February 19, 2011, 06:30:40 am »
Thanks ! But it seems don't working : the app freezes I think there is an infinite loop in your code and I tried many things to correct that but that still don't working... Do you have an idea ?

23
##### Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: February 17, 2011, 04:21:36 pm »
Okay... I think I really have a problem of optimization with my tilemapper   ... Does anyone knows a very fast and optimized 16x16 tiles grayscaled tilemapper (4lvl will be the best !) ? Or maybe there are optimizations remaining on my own tilemapper Here is the code :
Code: [Select]
.DRAWINGClrDrawStorePic .BKGconj(Pic1BK,L3,768)                                       // back-buffered backgroundconj(Pic2BK,L6,768)                                       // buffered backgroundG^16→FV^16→UFor(B,0,4                                                     // screen heightFor(A,0,6                                                     // screen width{G/16+B*O+(V/16)+A+{97+L4}r+GDB0}→C        // the number of the tile to displayIf C≠0.BLOCK1                                                      // first part of the 16x16 tilePt-Off(A*16-U,B*16-F,C*32+Pic0Pt-Off(A*16-U,B*16-F,C*32+Pic0)r.BLOCK2                                                     // second part of the 16x16 tilePt-Off(A*16+8-U,B*16-F,C*32+Pic0+8Pt-Off(A*16+8-U,B*16-F,C*32+Pic0+8)r.BLOCK3                                                     // third part of the 16x16 tilePt-Off(A*16-U,B*16+8-F,C*32+Pic0+16Pt-Off(A*16-U,B*16+8-F,C*32+Pic0+16)r.BLOCK4                                                    // last part of the 16x16 tilePt-Off(A*16+8-U,B*16+8-F,C*32+Pic0+24Pt-Off(A*16+8-U,B*16+8-F,C*32+Pic0+24)rEndEndEnd.HUD0→LFor(I,0,11)Pt-Off(I*8,0,Pic3HD+LPt-Off(I*8,0,Pic4HD+L)rL+8→LEnd

24
##### Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: February 15, 2011, 02:39:33 pm »
Wait, why are you drawing your sprites onto the backbuffer in the first place?  Isn't your map monochrome?
Yes, my map is monochrome but I wanted to be able to draw grayscaled background without drawing each tiles on the 2 buffers

Wow, that looks awesome!  Great job!  I really like the background.
You could always do this:
1.) Draw all the sprites on the front buffer
2.) StorePic
3.) Draw the background
I think I can't because my tiles aren't totally black and background will probably cover them...
But copying the bytes of each tiles drawn on the buffer to the back buffer isn't fastest than using the sprite command to draw them on the back buffer ?

25
##### Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: February 14, 2011, 03:26:51 pm »
Okay, so I think it's better for you to see the screenie before reading
I've a problem of optimization : to allow to me using grayscaled backgrounds I am forced to draw each tiles 2 times instead of copying the buffer to the backbuffer after drawing what made me many slowdowns... Is it possible to draw each tiles 2 times (buffer and backbuffer) without using 2 times the Pnt-off command and without loosing speed

Edit : it is more or less two time slower on the real calc but wabbit seems to have corrected that lag
Is there a way to make the background scrolling two time slower than the character without loosing significant speed too ?

26
##### Metroid: Chozo Mission / Re: M.C.M Screenshots
« on: February 13, 2011, 04:56:11 pm »
'kay I'll see that for the next screeshots ! Maybe I'll attach them...

27
##### Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: February 13, 2011, 04:19:41 pm »
Working on that

28
##### Metroid: Chozo Mission / Re: M.C.M Screenshots
« on: February 13, 2011, 10:55:07 am »
Thanks

Progress : just finished adding missiles

29
##### Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: February 12, 2011, 08:07:34 am »
Yeah, it's that Thank you !

Edit : Added missiles. Working on the exploding animation

30
##### Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: February 11, 2011, 04:03:57 pm »
Don't worry it will be a story, I've many ideas I think gameplay will look like Metroid fusion/Metroid zero mission ones because I inspiring me of that games. And I *LOVE* the new camera system too
For the story I'll try to implement some known bosses, like Ridley because they must be there but I'm waiting for Ashbad's advices about the ennemy's moving system to continue coding in that way. Mainly it remains to me to code ennemies and to convert sprites to hex and I'll have done
Speaking of sprites, does anybody know a on-pc tiles to hex converter ? It could be more convenient that on-calc one I made, what is very long...

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