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Messages - calc84maniac

Pages: 1 ... 146 147 [148] 149 150 ... 197
2206
Axe / Re: Routines
« on: April 06, 2010, 11:12:33 pm »
My only issue with hex is when you have to convert 500 numbers to it, it takes so friggin long :/

I feel more enlightened about L6 now, though. However, question: does changing a byte in L6 automatically update the LCD or will you need to update the graph buffer? Also I assume updating the screen from L6 is considerably faster than pt-on/pxl-on, right?
Well, L6 is the graph buffer. You will need to update the screen manually though. And speed-wise, in theory this would be faster, but since we are comparing Axe code with optimized Asm routines, it's hard to tell.

2207
The Axe Parser Project / Re: Features Wishlist
« on: April 06, 2010, 10:59:34 pm »
I think Quigibo is already planning to use IS>() and DS<() for increasing and decreasing with a specified "wrap" value

2208
The Axe Parser Project / Re: Features Wishlist
« on: April 06, 2010, 10:39:38 pm »
I dunno if I said it already but...

Pt-On(X,Y,PIC,<dimension1>,<dimension2>)

If <dimension1> and <dimension2> aren't found, automatically display the sprite in 8x8.

Also,

Pen(TYPE, X1, Y1, X2, Y2)

Begin drawing a shape of a certain TYPE (xLib commands 0-10) at (X1,Y1) and stop at (X2,Y2).
The Pen token is unusable in programs, FYI

2209
Axe / Re: Moving sprites in a circle
« on: April 06, 2010, 08:08:10 pm »
Actually, cos(Z) = sin(90-Z), not sin(Z+90)

Edit:
Er, I meant 16 in this case :P

2210
Axe / Re: Routines
« on: April 06, 2010, 08:04:13 pm »
Also, it is easy to convert between hexadecimal and binary. Each hex digit corresponds to 4 binary digits.

2211
TI-Nspire / Re: Nspire Raycaster
« on: April 06, 2010, 07:24:01 am »
@DJ Omnimaga: The floors will all be separated by textured walls, so no two floors will ever intersect.
What about a higher floor, then a lower floor? Then the textured wall is facing away from you, and cannot be seen. Example from the raycaster I wrote a while back in Python:

As you can see, I solved this problem by making the floor a different shade on each level.

2212
Project M (Super Mario) / Re: Project M Reboot
« on: April 06, 2010, 07:19:46 am »
Just make sure enemy collision detection is better than this... :P
Wow, that's awful xD

2213
The Axe Parser Project / Re: Features Wishlist
« on: April 06, 2010, 07:15:26 am »
perhaps it could be usefull to be able to call the register values from the processor? like hl?

the following code would return the value of ans:
Code: [Select]
PwrReg HLor
Code: [Select]
ref(HL)or
Code: [Select]
Get(HL)
But HL is already, by default, "Ans". The other registers hold nothing useful, unless you use them with inline Asm (in which case you would just use the inline Asm to access the registers anyway)

2214
The Axe Parser Project / Re: Features Wishlist
« on: April 05, 2010, 10:49:49 pm »
Find Value

inString(PTR, VALUE, MODE) || Searches the application variable the name points to for the designated value. Mode can be changed to decimal (1) or hexadecimal (2). Returns 1 if the value exists; returns 0 if the value doesn't exist.
Why are there different modes?

Edit:
I think maybe a better way to do this would be:
inString(PTR, VALUE, SIZE), which would return a pointer to the first value found, else 0 if not found.

2215
Project M (Super Mario) / Re: Project M Reboot
« on: April 05, 2010, 09:40:26 pm »
Darn that's too great, but you suck at crouching under blocks... j/k about the later part XD

Is it me or does "shrooms" move really slowly, though? (note I'm viewing this screenshot at 30 fps)

Also does mario turn grayscale under star effect or is it just because of emulation/capture?
Yeah, they are moving slower than I'd like. I'll fix that soon. And Mario's sprite is really flashing on and off really quickly, so it's mostly the capture that makes it look perfect gray. I haven't tried this build oncalc yet, though.

2216
Project M (Super Mario) / Re: Project M Reboot
« on: April 05, 2010, 09:35:02 pm »
What would you say the percentage on completion is?
Hard to say. There are still a ton more features I'd like to add, plus things like the level editor

2217
Project M (Super Mario) / Re: Project M Reboot
« on: April 05, 2010, 09:32:15 pm »
Added Starman, Super Mushroom, Super Mario, and ducking. Also a simple coin counter.


2218
Project M (Super Mario) / Re: Project M Reboot
« on: April 05, 2010, 08:54:59 pm »
Well, if a BG is mostly gray it should look a lot like the water, which currently looks pretty great.

2219
TI-Nspire / Re: TI-Nspire GB Emulator
« on: April 05, 2010, 08:30:47 pm »
Is there any possibility of adding a clock? I'd expect that might be difficult...
come to think of it... Does the Nspire even /have/ a clock like the 84? I don't actually remember ^^ I'd check, but I left it at school.
I believe it does, but there are some even more challenging aspects to including this feature.

2220
Project M (Super Mario) / Re: Project M Reboot
« on: April 05, 2010, 05:54:55 pm »
Oh ok, would it be easy to implement night backgrounds, though?
I personally think those get in the way too much, which is why I made only gray+white backgrounds. You can have a gray sky and white clouds, which might have a similar effect.

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