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Messages - fb39ca4

Pages: 1 ... 6 7 [8] 9 10 ... 126
106
TI Z80 / Re: Bad Apple SE
« on: January 01, 2014, 07:59:38 pm »
The previous version simply stored what note was playing at each frame, and updated the audio channels accordingly. Because notes did not land exactly on the boundaries of 1/60th of a second intervals, the timing for everything was slightly off. This version, I implemented a proper tracker, which runs on its own timer eight times per beat, providing perfect precision for 1/32 notes, and the notes are stored by length instead of once every frame, reducing the size of the data. Now, the downside to this is it is no longer perfectly synchronized with the video, and since I am using Wabbitemu, I can't tell what is my fault and what is the audio delay present in Wabbitemu. Also, I can now go back to 30Hz progressive frames, but I'll save that for tomorrow.

107
TI-Nspire / Re: nFinity
« on: December 31, 2013, 02:56:40 pm »
by the way is it lua or assembly
Given that the cause of the glitches is the student software, I'd imagine it is Lua.

108
Would it be possible to add the diagonal lines back in? I think it looks better that way.

109
The Axe Parser Project / Re: Axe Parser on 84+CSE ?
« on: December 30, 2013, 11:51:13 pm »
My theory is that although there is the Nspire CX, many educators were probably reluctant to learn it and instead wanted a familiar user interface, so the 84+ CSE was released to additionally compete with Casio's and HP's newest offerings. I just don't see TI caring enough about our demographic to justify releasing a new calculator.

110
TI Z80 / Re: Bad Apple SE
« on: December 30, 2013, 11:32:01 pm »
I've added sound. Go ahead and try it in Wabbitemu or a real 83+/84+ SE, but be warned that it is horribly out of tune. There is also stuttering in the audio, but I can't tell if it is Wabbitemu or my code.


111
TI-Nspire / Re: nFinity
« on: December 30, 2013, 03:40:33 pm »
Super Mario Bros. on a 2600? That's impressive.

112
I was thinking that after you draw the nearest rectangle, that is the clipping rectangle for the next one, and you keep on shrinking it.

113
Hidden surface removal should be pretty easy to implement.

114
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: December 26, 2013, 09:01:22 pm »
Then, as another differentiator, there could be two shapes - rounded like you currently have, and boxy sprites.

115
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: December 26, 2013, 07:24:27 pm »
You could also have black and white worms.

116
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: December 26, 2013, 03:46:09 pm »
Just speculating there. Another simple game you could try writing is a 3D, as in 6DOF, maze.

117
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: December 26, 2013, 02:51:27 pm »
Since a regular snake is a bent 1D object in a 2D world, I wonder how one could control the analog, a bent 2D object in a 3D world.

118
Other / Re: Knex Ball Machine Apocalypse
« on: December 26, 2013, 01:09:04 pm »
O.o I wish I had that many pieces.

119
Miscellaneous / Re: Christmas 2013 - What did you get?
« on: December 26, 2013, 01:07:29 pm »
Congratulations on the baby!

I didn't exactly get this on Christmas, but for the holidays, I got a 240GB SSD for my computer. I don't think I could go back to only having a hard drive now.

120
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: December 25, 2013, 11:10:46 pm »
Now that I think about it, 3D snake would be too easy.

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