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Messages - Xeda112358
Pages: 1 ... 138 139 [140] 141 142 ... 317
2086
« on: March 18, 2012, 11:12:59 pm »
If somebody links me to some assembly info for the Prizm, I would not mind attempting to write an emulator. I wrote an emulator for a made up system on my TI-84+ a while back, and in assembly, the only difficult things would be hardware emulation, including the keymap, LCD, timers, and linkport. I do have enough knowledge of the z80, I believe, to write an emulator.
2087
« on: March 18, 2012, 10:57:24 pm »
This is currently working  I wonder what the problem was, then ? It still won't send from calc to calc, but it now sends from computer to calc, properly.
2088
« on: March 18, 2012, 10:36:15 pm »
*bump* ? The deadline is drawing near (tomorrow), so I hope this isn't a bug that will persist
2089
« on: March 18, 2012, 05:31:06 pm »
Actually, it might be better if I make this compatible with the MuseInc format >.>
2090
« on: March 18, 2012, 02:41:13 pm »
I have another question: Will the games be judged on TI-83/84 Plus calculators? There are a lot of things in my program that wouldn't work for models earlier than those.
I am curious, too. (I am not sure if my programs will work on a TI-82, for example)
2091
« on: March 18, 2012, 02:37:54 pm »
Thanks for telling us how much time left! That way, we won't be confused about timezones.
2092
« on: March 18, 2012, 02:18:18 pm »
Hehehe, I think we have different algorithms in mind for sure. My current one uses some matrix rotation to cut down on size, but the super smart one won't be able to save speed or size using matrix rotations (well, transpose is the better term).
2093
« on: March 18, 2012, 02:15:01 pm »
* Xeda112358 just thought of a way to make advanced AI in about 200 bytes  Yeong, your mention of the word "picture" made me remember a technique I used for braille translation 5 years ago on my calc.
2094
« on: March 18, 2012, 02:11:23 pm »
Hmm, I wonder if I could manage link play or not in under 3KB... I am at 1435 bytes with all the graphics and AI and whatnot
2095
« on: March 18, 2012, 02:08:33 pm »
 Good luck, Yeong! .__. * Xeda112358 backs up again just in case
2096
« on: March 18, 2012, 01:42:40 pm »
Ah, okay, cool!
2097
« on: March 18, 2012, 01:40:55 pm »
Will we need to keep our projects secret?
2098
« on: March 18, 2012, 12:14:07 pm »
I have a question: For the final project (round 3), will that be kept secret as well?
2099
« on: March 17, 2012, 05:46:03 pm »
I'm not sure, I haven't had time to put together a good example  I've never worked on a game where the player stayed in the same position  Pretty much, here is the best idea I have, but I think you are already doing it or have done it: When you jump, you change the Y-offset of the viewing screen. Form there, just plot the enemies by doing this: Compute the Y-Offset /64 with floor. Then compute the location of the enemies /64 with floor. THen just add the two to get the location on screen.
2100
« on: March 17, 2012, 05:35:11 pm »
Wow, awesome! Again, thanks Travis!
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