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Messages - ZippyDee

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46
TI Z80 / Re: Axe Parser Developer's Kit 1.0
« on: April 07, 2012, 02:13:09 am »
EDIT: Also, the name would seem to give the impression that this is something Quigibo himself developed and released. Perhaps something to clarify that this isn't an official SDK would be in order?

I second this.

47
TI Z80 / Re: Powder Game
« on: March 31, 2012, 09:31:09 pm »
Sounds like a somewhat space consuming solution :P Definitely more viable on the Prizm, in my opinion.

48
Minecraft Discussion / Re: Minecraft
« on: March 22, 2012, 07:32:23 pm »
I already updated. Connection issues would explain it.

49
Minecraft Discussion / Re: Minecraft
« on: March 22, 2012, 07:28:44 pm »
It doesn't connect to your server for me, hellninjas...It always says "Can't reach server"

50
TI Z80 / Re: Angry Birds
« on: March 20, 2012, 05:39:52 pm »
That's not nearly as necessary as the rotating physics engine. The low resolution of the screen would make collision detection calculations a lot easier, however the low resolution also causes other issues.

51
TI Z80 / Re: YAAR (Yet Another Assembly/Axe Raycaster)
« on: March 20, 2012, 01:30:26 am »
The only way to do it would be (as mentioned earlier) to write a real 3D engine, which would most likely be too slow to do decent speed rendering on it...thought I think thepenguin777 may have written one for Starfox or something...

Edit: Actually the really processor-demanding task would be the 3D portal physics engine that you'd have to write...

52
2D platformer AI is a pain in the ASS.

53
General Discussion / Re: What time signature is that song?
« on: March 17, 2012, 07:46:03 pm »
That's what I was saying before, however 12/8 is a time signature that is, as you said, used for the sake of writing the music down. 12/8 is functionally 4/4 with a triplet pulse instead of a duplet pulse, so the time signature would most easily be explained as 4/4.

54
Currently written:
  • Fixed-Memory Flood Fill (needs optimization)
"Fixed-memory" means there is no risk for stack overflow AT ALL. However, the routine is subsequently very slow, so it will not be suitable for games or anything that needs fast dynamic area filling. It would be fine for a "paint bucket" tool in most on-calc graphics programs though. This will *hopefully* support grayscale filling as well.

Is this feature released ? Which command do that ? ???

This has not been released yet. Jacobly still has to optimize it. Bug him about it. :D

55
Axe / Re: Axe Pictures
« on: March 17, 2012, 04:23:06 pm »
That's the hex data for your picture. You can put it in your program as [FFFF ... FFF].

If those are 96x64 (or 96x63), you're probably better off downloading them as .8xi files (picture variables) and importing them into your program as [Pic#]. It would save you the time of typing all that into your calculator.

If you're going to be typing it in, you'd probably better use SourceCoder or TokenIDE to convert that into an .8xp file for you, so you don't have to type it all into your program character by character.
Speaking of TokenIDE...where can I get TokenIDE? I can't find a download anywhere...

56
General Discussion / Re: What time signature is that song?
« on: March 16, 2012, 02:36:29 am »
I wonder what time signature would be that song? I thought of 4/3, 8/6 or something, but I couldn't find any proper example of those ???

Here's the file attached below. The time signature is exactly the same as most Italobrothers songs. I made two other songs with the same time signature before (Scream and STHUMSOB)

It's basically like eurodance, but between each kickdrums there can be 3 notes instead of 4 and the hi-hat is on the 3rd note (right before the beat).

It sounds like 2/2 or 2/4, not quite 4/4 but similar as the accented beats happen often, and it's not really in triplets or anything.
And I like this variation on Magic Hardcore ;) Keep going.
No, it's definitely 4/4. The musical phrases are such that 4/4 would make the most sense. Honestly, it's just 4/4 with a triplet pulse. Nothing crazy here...

The kick drum isn't in triplets, the triplet is on the quarter notes. The hi-hat is the one that's on the third triplet partial of each quarter note.

57
General Discussion / Re: What time signature is that song?
« on: March 16, 2012, 12:12:07 am »
The time signature is still 4/4, just with eighth-note-triplet subdivisions. The kickdrum hits on every count, and the hi-hat is on the third triplet partial of each count. The triplet subdivisons are so fast that you would't ever really consider them to be full beats.

Edit: I guess you could *technically* think of it as 12/8 if you really wanted to, but 12/8 is almost always used as a simpler way to just write triplet-pulsed 4/4 without having to place triplet brackets over every triplet set. Instead of seeing a triplet subdivision over counts that should be triplet pulsed you'd see a duplet subdivision over counts that should be duplet pulsed (like regular 8th notes in 4/4 time).

58
ASM / Re: ASM Command of the Week
« on: March 14, 2012, 06:08:07 am »
But is there actually any use for the hidden flags? Are the values documented?

59
Posted a poll about the order for arguments in CircleF. What do y'all think?

60
That looks great :D. Do they clip too ?
Everything clips entirely. That's part of what kept delaying the release so much :P

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