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Messages - chickendude

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751
ASM / Re: [68k] TIGCC under Linux?
« on: January 30, 2012, 02:33:15 pm »
Ok, this time here's where it stopped:
Quote
GCC4TI script: Installing TIGCCLIB...
GCC4TI script: Installing include files...
GCC4TI script: building tigcc.a, flashos.a and fargo.a...
Error executing /usr/local/share/gcc4ti/bin/patcher

752
ASM / Re: [68k] TIGCC under Linux?
« on: January 30, 2012, 01:41:47 pm »
Alright, thanks. Sorry for causing so much trouble.

753
ASM / Re: [68k] TIGCC under Linux?
« on: January 30, 2012, 12:56:07 pm »
Alright, great! I've got TiLP and TiEmu running and tested out the Phoenix binary i compiled from source with tigcc. Now i'm trying to get GCC4TI working. I built the source file with package_src and it seemed like everything was going fine up until this:
"GCC4TI script: Installing TIGCCLIB...
GCC4TI script: Installing include files...
GCC4TI script: building tigcc.a, flashos.a and fargo.a...
Error executing /usr/local/share/gcc4ti/bin/gcc
Installation failed"

Also, the arrow keys don't seem to work with the emulator (i have to press on the skin), the .map file seems to show that they are correctly defined though.  Anyway, i'm happy to finally have a nice assembly developing environment on Linux, thank you so much!

754
ASM / Re: ASM 16x16 tilemap routine
« on: January 30, 2012, 03:37:09 am »
No problem, if you decide you want to test it out i can help you out implementing it or feel free to look through my source, the Monopoly source is a bit cleaner, but the RPG code (a little dated, what was backed up from before my laptop crashed) is also available. :)

755
ASM / Re: [68k] TIGCC under Linux?
« on: January 30, 2012, 03:20:56 am »
(its ease of use ;))
In the readme for the Git version (i assume you're the one maintaining it? Thanks!) it mentioned having to run the updatesrc/doc/package_src scripts first, but updatesrc always fails on me, saying a few files are missing:
Quote
cp: no se puede efectuar `stat' sobre «../../tigcc/archive/tigcc.a»: No existe el archivo o el directorio
cp: no se puede efectuar `stat' sobre «../../tigcc/archive/flashos.a»: No existe el archivo o el directorio
cp: no se puede efectuar `stat' sobre «../../tigcc/starters/build/pstarter.o»: No existe el archivo o el directorio
I have another version of tigcc.a from another tigcc source that i found to get the commandline assembler/linker running, the other files i've yet to look for. I also get an error saying some files in a gcc directory are missing, but it went through that step successfully after again copying the files from the source from the site hosted on ticalc, but it still gives me kde errors (something about kde-config?). I'll try again later today (maybe i'm downloading it incorrectly? I just download the .tar.gz file on the Downloads page). Thanks a lot for responding so quickly, both of you! I think a lot of the TI libs are already installed from when i got tilemu running, i'll look into the two links you posted. I thought about posting over at yAronet, but i don't know how frequently people still stop by there (nor did i want to ask such a basic question :P). Thanks again!

756
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 30, 2012, 02:59:03 am »
(Also, i'd prefer if you didn't use the pronoun "he" to talk about me)
What would you prefer?
Generally  "they" as a singular pronoun or a non-gender pronoun, typically "ze". :)

@Iambian: Yeah, it seems like the best way to understand it all (especially how things are stored in memory, which seems to be one of the more complicated issues) would be looking at the source along with your explanations. Also, thanks for that file, is it the same as the information available on the google code site? Anyway, i'll look through it, thanks. Take your time, there's no rush. And i don't want to take the control of the program (especially the creative control) away from you, i just want to help you finish it the way you envision it, so we'll se what we can do :)

@DJ:
Quote
Chickendude releases stunning graphical RPG for the TI-83 Plus

A few days ago, they finished their RPG project, after years of work and hiatuses, and uploaded it on Ticalc.org, who approved it just now. Featuring great artwork by Chickendude, the RPG features hours of gameplay, great story and more! Here is a screenshot of the game:

<insert pic here>

You can download the RPG here(link).
;) I hope you'll be able to post that one day!

757
ASM / [68k] TIGCC under Linux?
« on: January 29, 2012, 06:32:47 pm »
I've been trying to get tigcc/ktigcc and tiemu installed all day, but can't get anything to work. I found some precompiled binaries on the tigcc website and they seem to work (spits out a .89y file), but i can't actually test as i can't get TiEmu running (it complains about some kde libs, i think my version is too new?) and the same with ktigcc. Does anyone currently have either running on their Linux distro? Thanks :)

758
ASM / Re: ASM 16x16 tilemap routine
« on: January 29, 2012, 06:28:30 pm »
I can give you mine, what are you looking for? I've got two versions, based on the same idea, though it also uses a lot of RAM. It's pretty small, though. Basically drawing an aligned tilemap with an extra column/row, then shifting in the fastcopy routine.
Here's some screenshots i posted here today of my tilemap routine:

and another of a more simplified version:


Here's the basic tilemapper source:
http://pastebin.com/hxtH1Vqu
..and here's the code to update the X offset in the fastcopy routine (the y offset is really simple, just inc/dec (hl) until it carries or = 16) and the fastcopy routine itself:
http://pastebin.com/Etv5dX8C

Depending on what you want to use it for, it could potentially be much faster. Currently, it redraws the entire map every cycle and displays the gbuf each cycle to simplify animated tiles. It's been a while since i've touched the code, but in the first program i think i actually run through the routine three times each frame: first to lay the ground/normal tiles, certain tiles (like the roof) don't cover the entire 16x16 box, so they are masked and a default tile is drawn below (grass, in that map). Next, i draw masked tiles drawn above the players coordinates, then i draw the player, and lastly i draw masked tiles drawn below the player (the effect of walking behind the house roof).

I use SafeRAM1 (saveSScreen) and part of SafeRAM2 (statVars) as gbuffer and save the 78 bytes or so in between somewhere else (saferam3/textShadow):
Code: [Select]
    ld hl,$89EC     ;byte after saferam1 (savesscreen) (creando nuestro "saferam")
    ld de,saferam3  ;guardar los valores aqui para no estropear todo
    ld bc,78
    ldir            ;guardarlo
and restore it when quitting.

Consider it public domain, so use it as you want for whatever you want. If you have any questions or want help getting it set up, let me know.

759
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 29, 2012, 06:08:16 pm »
I probably won't be able to get on IRC for a couple weeks, but i definitely am interested in talking about the project (now or in a couple weeks over IRC if that works better for you). I'm interested in seeing how everything's organized, and really it shouldn't take more than a few days to get used to the code. I think it'd be nice to get object interaction and at least a very simple battle system set up, as that immediately makes the game much more playable (and can probably bring more people in to discuss it). Was information on how the battles were supposed to work (and damage/level-up formulas) provided as well?

(Also, i'd prefer if you didn't use the pronoun "he" to talk about me)

760
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 29, 2012, 06:56:05 am »
Yeah, i assume the contest ended the 22nd so hopefully that isn't an issue anymore. I remember that a couple years ago it was a team project, (was the first Lost Legends ever completed?) and has passed through the hands of quite a few people. I started a little RPG project (mostly just to get my feet wet again in asm) almost a year ago and'd like to get some more experience in RPG programming:

Anyway, if you decide you'd like to pick the project up again and wouldn't mind a little company, let me know :)

761
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 28, 2012, 08:03:13 pm »
Iambian, i'm not sure if you've mentioned this anywhere else, but... are you looking to code this alone? (Aka, do you want help with anything? ;))

762
ASM / Re: Multi Picture Storage
« on: January 27, 2012, 03:27:09 pm »
Most likely you would just have a RAM clear and everything would be set back to normal. Depending on what parts of the RAM you overwrote, however, you may just have changed some variables. Have you ever played any games that left junk on the homescreen? They used TextShadow to store information during their program without resetting it to what it was before. Things like this are harmless, you'll have to be careful about overwriting more important parts of RAM, though. (Unless you WANT to clear that person's RAM ;))

763
Other Calculators / Re: History of the TI community
« on: January 25, 2012, 05:31:09 pm »
What exactly do you want to know? There are still a few longtimers around.
Does anyone remember when ticalc took down the FTP part of the site? I still remember the (user)names of a lot of the people (and spammers ;)) who used to go to ticalc from maybe 2000-2003 (when i sorta dropped out). I remember wishing that i had a "19XXX" user ID (i'm 21051) :P
Also, i never knew that Alex Highsmith (Dying Eyes!) founded TI-Files. I don't think i ever actually got to go there, i remember waiting forever and ever for the new and improved "version 2" of TI-Files and how it ended up being some sort of adult site?? Something along those lines.

Btw, have you all played Dying Eyes? I wonder if it gets overlooked these days... I looked at the source a few years ago and even thought about rewriting it to be more optimized and add a few things (maybe smooth scrolling?).

764
TI 68K / Re: Pokemon TI-89
« on: January 25, 2012, 01:26:11 pm »
I can also help translate/proofread if Matrefeytontias decides they want help. Or if you want a Spanish version, i could help with that too ;)

765
Introduce Yourself! / Re: Greetings from France !
« on: January 24, 2012, 06:29:56 pm »
I recently finished a port of Pokemon for TI-89 in C.
You just finished a port of Pokémon to the TI 89?! How have we not heard about this before? Please do post it! I think most people here are familiar enough with the series that they could play it in Chinese without too many difficulties :P

Also, your sig really isn't necessary, your English is just fine ;) Welcome!

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