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Messages - bfr

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826
Site Feedback and Questions / The Arcade
« on: June 17, 2006, 02:15:00 pm »
QuoteBegin-Alex+Jun 17 2006, 03:07 PM-->
QUOTE (Alex @ Jun 17 2006, 03:07 PM)
Wait, so what can I do with money?

- Alex  

 I don't think anything; it's there just for fun.

827
News / TI-Freakware's Programming Contest
« on: June 17, 2006, 02:14:00 pm »
That's when signups will end.  

I worked a little on two new projects, but I didn't sign up yet because I don't know which one I should do.  I suppose I can just change my entry though.

828
Introduce Yourself! / Hey guys, I'm here!
« on: June 16, 2006, 07:48:00 am »
Welcome back!  btw I'm working on MLC 3.0  B)cool.gif - just thought I'd tell you since I think you were part of the Epic Programming Studios.

829
News / TI-Freakware's Programming Contest
« on: June 16, 2006, 07:46:00 am »
Awesome prizes....

I'm definitely entering  B)cool.gif .

830
TI 68K / InSaNiTy!
« on: June 15, 2006, 01:36:00 pm »
Wow, that looks awesome.  No, it won't be like dodge.  It's more similar to a fall-down that goes from right to left.

831
TI 68K / InSaNiTy!
« on: June 15, 2006, 12:52:00 pm »
I have a TI-86 but I'm not sure if I ever downloaded Dodge....

It moves straight across from the right side of the screen to the left side of the screen.  But that give me an idea, I could have the objects moving in squiggles and stuff from right to left in Insanity ReMiX.

832
TI 68K / InSaNiTy!
« on: June 15, 2006, 11:46:00 am »
Well, I posted almost all of my calculator projects here; I might as well post this one.  

Insanity is a game where grayscale objects of different sizes come towards you from the right side of the screen, and you must dodge them, or else you get pushed back.  If you get pushed off the screen, then you lose.  It isn't exactly going so well, as you can tell by the following screenshot:

user posted image

Well, I guess it's going OK.....

(don't worry, I'll add a title)

It's in C and it's for 68k calcs (how many people have a 68k calc here besides me...1?  2?).  This uses ExtGraph, a C library by the http://tict.ticalc.org/.  This isn't the kind of library where you download the library and the main program.  This library is included within Insanity as a C header (.h) and archive (.a) file.  When I finish this, I want to release Insanity ReMiX, which is like Insanity, except with a few twists that I'll have to think up (I already have one idea...).

833
TI Z80 / me map editor
« on: June 15, 2006, 11:39:00 am »
This looks pretty cool  B)cool.gif

834
Other Calc-Related Projects and Ideas / Sprites Library
« on: June 13, 2006, 09:34:00 am »
Well, not yet, but that's a good idea.   :)smile.gif  I'll have to implement it.

EDIT:  Sprites Library 1.0.0 Beta 3 finished!  You download it, along with some other versions, ? http://www.savefile.com/projects/430839.  Beta 3 has double-buffering  B)cool.gif .  I also put Omnimaga in the credits for being supportive :)smile.gif

EDIT:  I finished beta 4.  I noticed a problem with scrncopy because it didn't really work with grayscale.

835
TI Z80 / Metroid in xLIB... yet again...
« on: June 13, 2006, 06:34:00 am »
Those screenshots are awesome!  That must be the most awesome title screen I've ever seen!

836
News / Age of Darkness Revenge Updates
« on: June 13, 2006, 06:32:00 am »
Nice screenies.  This project looks good. :)smile.gif

837
Other Calc-Related Projects and Ideas / Sprites Library
« on: June 13, 2006, 06:27:00 am »
Besides MLC 3.0, I have been working on some other projects (you can view the projects I'm working on at http://bfr.ticalcs.net.  

Sprites Library is a library for 68k TI-BASIC programmers.  I programmed it using C (with http://tigcc.ticalc.org).  As of now, it only can display 8x8, 16x16, and 32x32 sprites in grayscale.  But in the future, I  want to imlement double-buffering, bitmaps of any size, and an on-calc sprite editor that generate the sprite data and can export it to a file.  The data for the sprites is stored in a simple text file.  Here is an example of what you can do now:

c1-->
CODE
ec1
spdata32("sprite","0x80000000, 0x80000000, 0x80000000, 0x80000000, 0x80000000, 0x80000000, 0xFF000000,
0x81000000, 0x81000000, 0x81000000, 0x81000000, 0x81000000, 0x810FE000, 0x81080000, 0xFF080000, 0x80000,
0x80000, 0x80000, 0xF8000, 0x80000, 0x80400, 0x807F0, 0x80400, 0x80400, 0x400, 0x400, 0x400, 0x400, 0x0,
0x0,0x0,0x0")
sprite32(1,3,20,"sprite","normal","xor")
c2
ec2

Here's an example of what I hope will be possible in the future:

c1
-->
CODE
ec1
loadsp("sprite","0x80000000, 0x80000000, 0x80000000, 0x80000000, 0x80000000, 0x80000000, 0xFF000000,
0x81000000, 0x81000000, 0x81000000, 0x81000000, 0x81000000, 0x810FE000, 0x81080000, 0xFF080000, 0x80000,
0x80000, 0x80000, 0xF8000, 0x80000, 0x80400, 0x807F0, 0x80400, 0x80400, 0x400, 0x400, 0x400, 0x400, 0x0,
0x0,0x0,0x0")
loadpl("cpy")
scrncopy("light","cpy")
sprite32(1,3,20,"sprite","cpy","xor")
c2
ec2

Or something like that.  You can download versions of Sprites Library http://www.savefile.com/projects.php?pid=430839.  In case you're wondering where beta 1 is, I hosted it somewhere else, before I started using savefile I think.  I completely changed the code, and released an alpha version of the new code.  Beta 2 is the beta version of the new code.  I'd appreciate constructive questions, comments, bug reports, etc.

EDIT:  I kind of messed up the readme.  In the table of contents, it lists a "Credits" section, but I forgot to make the "Credits" section >.<.  I guess I'll fix that in beta 3....

838
Introduce Yourself! / He has arrived
« on: June 11, 2006, 04:21:00 am »
Welcome to Omnimaga  :)smile.gif .  I like the style of your website.

839
Introduce Yourself! / Well met, travelers
« on: June 05, 2006, 11:21:00 am »
Welcome to Omnimaga!  I'm eager to see the finished version of Ultima Dark Runes. :)smile.gif

840
Other Calc-Related Projects and Ideas / MLC 3.0
« on: June 03, 2006, 01:10:00 pm »
Yes.  

Vladik wanted to have Sigma be compiled, but MLC is interpreted, so that poses some problems.  If Sigma ends up requiring a compiler, then I suppose an on-computer compiler can be made.

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