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BatLib / Re: SpriteLib
« on: December 05, 2010, 03:01:10 pm »
Well I know I already have commands that let the user have access to the 65536 bytes of memory... of which 32768 is RAM and so can be written to...
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. 4471
BatLib / Re: SpriteLib« on: December 05, 2010, 03:01:10 pm »
Well I know I already have commands that let the user have access to the 65536 bytes of memory... of which 32768 is RAM and so can be written to...
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BatLib / Re: SpriteLib« on: December 05, 2010, 02:53:58 pm »
Z addressing?
LCD memory is really slow to use and there is only an extra 196 bytes of memory. But I guess... for long term storage? Hmm, now I want to try something... 4474
BatLib / Re: SpriteLib« on: December 05, 2010, 01:05:57 am »
Well, what I am thinking for now is to do something kind of like Pokémon tilemap-wise. I doubt I will have the axis but, I might be able to come up with a way to display a few different levels (is that the word used?) in a 3D ish way. So, like, you have the ground or background, the level the character is on, and the level above the character (like a roof or ceiling). Then it would be pretty cool to be able to display the tilemap and sprite at different angles (like at player level, aerial, or ground view). Again, I doubt I can accomplish this, but it is a feature request I have for myself
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BatLib / Re: SpriteLib« on: December 04, 2010, 10:27:07 pm »Hehe, I literally had to dream about that. I really don't think it will go that far because Display+Zeda doesn't work well. Garr, fine. I will add that to my list of things to do for my 5 weeks off . I don't plan to make a super awesome amazing thing, but it would be nice for my one year anniversary of assembly programming to make a multi-level tilemap routine that uses some 3Dish effects.Oh, yeah. I plan to fill the whole 16384 bytes and I am at only about 2000 bytes. That is why I am still thinking about including BASIC Recode in there because for one I have so many wonderful calls in SpriteLib that I can make use of and two, I need to fill up more space 4476
Axe / Re: [why] is diplay graph slow?« on: December 04, 2010, 08:36:26 pm »
TI did it right on the 89. They came up with the graph first and then updated the screen instead of updating the screen at each point.
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BatLib / Re: SpriteLib« on: December 04, 2010, 07:43:08 pm »No, it's not that. But Xeda, I think wants to add LOTS OF STUFF to SpriteLib (i hope he does) and if kerm made it work now, it would be outdated in a week. Get it?Oh, yeah. I plan to fill the whole 16384 bytes and I am at only about 2000 bytes. That is why I am still thinking about including BASIC Recode in there because for one I have so many wonderful calls in SpriteLib that I can make use of and two, I need to fill up more space An idea that would be really neat that I do not think will ever be implemented in SpriteLib would be a 3D sprite and tilemap routine If I can do it, I promise I will, but I really don't believe I can. Can you imagine all the inputs required : Z-axis rotation,Y-axis rotation,X axis rotation,Width of the map,layers/levels of the map,Tile map data,sprite data,display method layer 1,[display method layer 2... Also, over on TIBD, BlakPilar gave the great idea of using IS>( or DS<( rather than int(. I would prefer to use these and not let them work like normal as opposed to using int( and making an exception that does make it usable. 4478
Miscellaneous / Re: What is your IQ? (Intelligence Quotient, not Ilostthegame Quotient)« on: December 04, 2010, 07:31:48 pm »it can't be based completely off answers you're right, but they can't go test your brain chemistry with alkaline strips either. Wait, they can't? I was so sure... 4479
BatLib / Re: SpriteLib« on: December 04, 2010, 07:02:28 pm »Only a later version of SpriteLib (complete stable one)You seem to think that SpriteLib isn't stable because it's programed in hex. From what I've seen, Xeda is very good at programming in hex and I have not encountered any crashes due to SpriteLib. *Zeda feels all warm and fuzzy inside (^_^) I will try to keep it that way, too ♥ I try to only release stable programs. There are ways to crash your calc with SpriteLib, but that is because SpriteLib gives you abilities to directly edit the 32768 bytes of RAM. Plus, you can use the ASMHex command to crash it @Thanks for fixing that for me, sorry. Also, I think that is an excellent alternative to changing hooks. It will have to be at a later time, so that I can look more into DoorsCS (which won't take too much). I think I will make it an actual SpriteLib command to unhook SpriteLib or replace the hook with another library. Then I will make an actual program to install it (that way you only have to use an asm program to install the hook, as opposed to having programs to uninstall and programs to install other hooks). 4480
BatLib / Re: SpriteLib« on: December 04, 2010, 12:35:13 am »
I don't think it does... But I could be wrong.
DJ! you have 21^2 likes! 4481
BatLib / Re: SpriteLib« on: December 04, 2010, 12:28:11 am »
Yeah, I was using IE to view it and then when I went to FF to view it, it was much better.
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TI-BASIC / Re: [TI-Basic] umm... error?« on: December 04, 2010, 12:26:42 am »
Wanna upload the full code?
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Introduce Yourself! / Re: Hello Everyone, this is Northern Snow from China« on: December 04, 2010, 12:06:34 am »
Well, hello! I give you peanuts, too. Glad to have another member on board.
Ooh, and here is a bat: <^('.')^> Zeda is happy now (^_^) 4484
BatLib / Re: SpriteLib« on: December 03, 2010, 11:54:14 pm »
Well, here is the example... The video is a little slow, though. Does anybody know of a better way to do a screen capture thing?
EDIT: The video isn't too slow, I guess, but a better method might be nice. EDIT: I don't know why I showed the map making part first, it took a while... Sorry 4485
BatLib / Re: SpriteLib« on: December 03, 2010, 11:19:01 pm »
Yes, the hooks will make it quick. I have made an APP that works for the first 4 commands or so, but that isn't too useful.
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