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Messages - Xeda112358

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1456
News / Re: solidFRAME v1.0b released
« on: December 04, 2012, 04:46:58 pm »
Sure thing! I had plans on turning the engine into a lib that can be accessed by other programs so that people can make use of the 3D routines. (xLIB3D anyone? lolol just kidding :))
I think you should do this :D My thoughts were to make just a simple tilemap, but have each tile be a 3D object. (I spent almost all of last night thinking of how awesome this would be with an RPG). Basically, this would help make RPGs that can have different vantage points that can be moved from birds-eye to some other angle (like ground view :D) I think you could totally make an xLIB 3D and have a command for a 3D tilemap !

EDIT: Regardless, I might try to come up with some way to let BASIC programs use this.

1457
TI Z80 / Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
« on: December 04, 2012, 04:35:07 pm »
That is great! Also, Yeong says he doesn't want us posting any source code or downloads for the program until after the contest D:

1458
News / Re: solidFRAME v1.0b released
« on: December 04, 2012, 04:31:03 pm »
haha, really cool o.o Is this going to have documentation for using this as an engine at some point? It would be cool to have a program that contains a larger number of vertices and edges that it can basically feed portions of to this. I think we might be able to get some decent 3D RPGs this way. About how much memory does it take up to define 256 triangles?

1459
News / Re: solidFRAME v1.0b released
« on: December 04, 2012, 03:49:01 pm »
Ah, I see. But still, knowing that there are around one or two bazillion triangles, that is a decent speed. I imagine 40 to 100 triangles would give the hand decent detail on that scale, too. Would 40 triangles render at about 12 to 16 frames per second?

1460
News / Re: solidFRAME v1.0b released
« on: December 04, 2012, 09:07:52 am »
Ooh, but can we get a screenie? Since that is pushing the program about to the limit, it would be interesting to see what it looks like.

1461
TI Z80 / Re: ORG: online Z80 IDE and assembler
« on: December 04, 2012, 09:04:24 am »
Wooh, vijfhoek noticed earlier that the bug I was reporting happened when the zoom was not at default. I remember when the cursor bug was introduced, zooming made the cursor bug go away. I did not even realise that I was still zoomed out, but zooming back in fixed the scrolly bug.

1462
Well, they probably are, but it has been established now that they cannot do anything about it.

1463
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: December 03, 2012, 06:53:05 pm »
I've used some data compression, but I want to keep as much of this BASIC as possible. I might convert it to Assembly, Grammer, or Hybrid BASIC at a later date, though.

1464
In many other circumstances, I would think they would be proud, but in this case, their primary fear is that an OS will be made that can be easily used for cheating onstandardised exams. TI has taken many measures to make sure their calculators hold up to the standards required by standardised tests, so when a community inadvertently circumvents those measures, their investment has been made worthless.

I think TI should make devices similar to the calculators, but intended for programming.

1465
TI Z80 / Re: [2012 Apocalypse Contest] Battle 4000
« on: December 03, 2012, 06:45:30 pm »
Cool, thanks! I was worried about the whole program archiving thing. If I can still figure out a better method, though, I would like to.

1466
TI Z80 / Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
« on: December 03, 2012, 06:43:16 pm »
Yes, french is "Intelligence Artificielle" and English is "Artificial Intelligence." I'm not sure about other languages, but I assumed that is what zero44 means.

1467
Grr, looks like I'm gonna have to get out my flaming avatar again x.x

1468
TI Z80 / Re: PROGRAM: Polynomial Math Utility
« on: December 03, 2012, 06:25:24 pm »
I don't have much actual need for this (for a little while, anyways), but this should prove useful to many others :D

1469
Axe / Re: copy to Pic0 - Pic9
« on: December 03, 2012, 05:42:17 pm »
Hmm, isn't there an easy-ish way to do that in Axe? This code will automatically create the appvar or unarchive it if it doesn't exist or is archived:
Code: [Select]
V
Asm(652E60227984AF327B84D73005EF3343180778B72803EFD84FEB2323
Note that this will create any of the 246 hacked pics as well and V=0 creates Pic1, V=1 creates Pic2, ... V=9 creates Pic0. It also creates the pics with 756 bytes (not 768). If you specifically want 768 you can do that, but the OS normally only does 756 (the first 63 rows of pixels make 756 bytes).

EDIT: Super ninja'd while I was testing code XD

1470
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: December 03, 2012, 05:24:19 pm »
Ah, okay, I see :D Cool!

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