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Messages - matthias1992

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76
Gaming Discussion / Re: Black Ops
« on: November 17, 2010, 01:59:39 pm »
I think I'll get it, eventually...

77
ASM / Re: Coding ASM by hand
« on: November 17, 2010, 06:58:39 am »
The battle is really on between Mosaic and Mimas but since Mimas is already 'out there' and Mosiac (as far as I know) isn't Mimas is right now the best way to go...

Looking back on this the program I wrote wasn't really that usefull it was intended to be a digital lookup file so you could type the command and it would spit out the hex command for it...
pretty useless and even more useless seeing what Mimas can do. I recommend anybody who was initially interested in this to download Mimas or wait for Mosaic to come out

78
KnightOS / Re: KnightOS
« on: November 17, 2010, 06:41:51 am »
I'm not using a register, although refresh is a good idea.
So, an entirely different subject. How do you manage multi-threading? I really have been wrecking my brain over it...I assume you use time-division multiplexing? But then again where do you leave/store all the 'shadow' Program Counters?

Also, how many threads will KOS support eventually or is it basically unlimited (despite significant slowdown)

You really should also include BSOD's hehe, any calc user will go nuts on seeing their screen turn dark blue! j/k :P

79
KnightOS / Re: KnightOS
« on: November 15, 2010, 05:26:15 pm »
What if you designated a unused bit in one of the registers to hold the value and refreshed the register on startup? That would make the read a one command instruction from a very fast location in RAM.
maybe the refresh register?

80
TI Z80 / Re: Dwell - Radical different game idea
« on: November 15, 2010, 02:32:13 pm »
Ah cool to hear. I take it that school exams end around late November in your country?

Also for a cinematic it would be cool, but try to not do the mistake I did in Zelda: Dark Link Quest, and do a 2 minutes long frame-by-frame cinematic sequence that takes like 40 KB of memory. Zelda DLQ ending cinematic sequence is about 30% of the entire game file size alone. ;D
Yea well, I am going to make the cinematics/cutscenes to be rendered by the actual engine so it won't take up as much size, however this pretty much requires me to make a waypoint-AI and to somehow program in a appvar, events. So it's gonna be tough but I am sure i'll succeed if I get the time to do it...

81
Computer Usage and Setup Help / Re: Pentium II, Linux...hmmm...
« on: November 15, 2010, 02:09:58 pm »
Too bad that I am a little late with this but I have one very old computer with a unknown brand of processor, motherboard, crappy integrated graphics and I think about 128-64MB of RAM and it runs Ulite prety well. Since your computer is likely to be better then the machine I am talking about I guess Ulite is a pretty good choice, it comes with some useful utilities...only thing I didn't get to work was to install firefox, ooh well it works 100x faster then with XP on it, I really just can't understand why any normal human being would put XP on such crappy machines I mean...that is just so stupid...

Help us Steve Jobs!!

82
KnightOS / Re: KnightOS
« on: November 15, 2010, 09:09:17 am »
Would there be a way to have KOS do both and let the user pick which one they want to have?
I'd prefer that option personally, no pressure though...

83
TI Z80 / Re: Xeverion
« on: November 15, 2010, 08:43:19 am »
Sorry I can't help but this is the thing I like most about axe, we can now finally make neat data files and select when transferring only those that we need! This is great for a game that is designed for multiple languages!

Why the -40343? is that an appvar size limit or something?

84
KnightOS / Re: KnightOS
« on: November 15, 2010, 08:39:35 am »
Anyway what worries me is that KOS clears RAM every time the OS starts, the memory chips can't be erased and rewritten forever, 'only' a million times and well...it just bugs me a little cause it simply decreases the calc's lifespan a little (though not significant).
That's the Flash chip you're thinking of. You can do whatever you want as much as you want to RAM, that's why it's RAM.

Last thing, erm...maybe there are some more ways to save power when its off? I mean TIOS only turns the LCD off maybe there are some more things we could turn off? just to save power? (I don't know if it's possible, just saying)
TI-OS goes into low-power mode when it is "off".
ok thanks for explaining. Altough nothing in 'Random Access Memory' tells me that erasing it so often is good...I still think it might be a lightly unwanted habit...but anyways, you ahve comforted me enough by pointing out it's the flash not the RAM, thanks.

85
TI Z80 / Re: Dwell - Radical different game idea
« on: November 15, 2010, 08:20:39 am »
no worries, I just have one more week to go with some exams/test and then there will be code! :D

Anyway, I just got some inspiration again. I played bomberk(ids) for the Ti83/84+(SE) today and I loved the 8x8 main chracter sprite so I think I am going to use that sprite in Dwell...I'll credit the original author of course...

edit: 333th post! I am half-way trough getting evil :)

edit2: I might add cinematics but in order to do that I will step back to axe. Main focusses in this game are going to be to make a good AI/NPC and some nice puzzles but hey, some epic in and outtro's are cool to eh?

86
KnightOS / Re: KnightOS
« on: November 15, 2010, 08:14:57 am »
Cool but why is there no assembly program support in the 2011 dev version? I can think of some reasons my-self but since it's your project I'd like to hear it from you, Sir. Anyway, there will be assemly support later on right?
Lol that's the only thing that is supported in the Dev version :P
My bad.

As for the backup battery 'issue' well, I suggest you'd do only the neccesary stuff like saving the registers and maybe the OP's...stuff like that. I'd just clear the RAM but if you could built-in a option that will duplicate the RAM every now and then into ROM...gah..that is just inpractical....hmm, how about savestates? or system-restore points? problem is how do you make these (assuming you make 'em beforehand) and how do you keep the size of them feasible...

Anyway what worries me is that KOS clears RAM every time the OS starts, the memory chips can't be erased and rewritten forever, 'only' a million times and well...it just bugs me a little cause it simply decreases the calc's lifespan a little (though not significant).

Last thing, erm...maybe there are some more ways to save power when its off? I mean TIOS only turns the LCD off maybe there are some more things we could turn off? just to save power? (I don't know if it's possible, just saying)

I like the way this is going so far, KOS will indeed be awesome!

Edit: If I am going to make a library for KOS I want it to be registration number 1337 :P

87
Art / Re: 3D Art
« on: November 15, 2010, 07:52:50 am »
What is the loading at the beginning of levels for? Is it mostly to uncompress textures and map data then load them into RAM?
Well yes. Of course this differs per game but in general models are loaded, texture are loaded and 'wrapped' over the models. Swap models are loaded...basically it is just loading the pieces that make up the world not the game code that makes it turn up on your screen in the first place.
I hope one day we will get UnlimitedDetail instead of poly (search YT for Unlimited detail to see what I am talking about it's kinda hard to explain). There are three ugly things about poly's: raw edges, swap models (in a game there might be three models of a tree, a far-away, low detail model, a mediocre detailed model and a close up highly detailed model) and last but not least, hidden geometries. Poly's are also quite hard to do collision detection with because you are suggesting roundness by stacking a bunch of poly's together in a circular shape, however each of these poly's has a different bounding box so it works pretty inacurate in physics...

The good thing is that it is pretty lightweight on memory which is why we are often still counting in MB's when talking about the RAM on a GPU and not about GB's (well okay, there are some 1-2GB gpu's out there but they are pretty high-end)...

88
KnightOS / Re: KnightOS
« on: November 14, 2010, 11:53:48 am »
Cool but why is there no assembly program support in the 2011 dev version? I can think of some reasons my-self but since it's your project I'd like to hear it from you, Sir. Anyway, there will be assemly support later on right?

89
Art / Re: 3D Art
« on: November 14, 2010, 06:20:00 am »
Y'all correct. Except that compiling a game does not take ages...don't thinnk of a game as being a set of images...a game is just a engine, a process that generates those images on the fly, if a game would be build from pre-rendered images then it would take ages to render but also it would take massive amounts of storage space...

90
Other Calculators / Re: Simple yet useful virus
« on: November 13, 2010, 02:29:55 pm »
just do a search on 'Blast' (without quotation marks) on the top right of this page/site. It should be about the third of fouth hit...

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