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Messages - mdjenkins86

Pages: 1 ... 7 8 [9] 10 11 ... 16
121
TI Z80 / The Earth
« on: June 29, 2005, 03:47:00 am »
Tian Tia (The world)

122
General Calculator Help / A Resolve For a New Standard
« on: June 29, 2005, 03:43:00 am »
That was initially my first idea, but it is just way too low level for me.  What I want to do is just move a picture around in space.  I need to fiqure out how to move the picture past 0,0 and into the negative.

123
Other Calculators / Basic Elite
« on: June 28, 2005, 05:19:00 pm »
I see what you did and no I don't know how to do this in 89 basic.   :(sad.gif I could do this in C with no problem.

124
Other Calculators / Basic Elite
« on: June 28, 2005, 04:52:00 pm »
Go on...tell me more do you string matrices, because that just gave me a huge idea, I wonder how much space I could save....

125
Other Calculators / Basic Elite
« on: June 28, 2005, 04:32:00 pm »
QuoteBegin-tifreak8x+June 28, 2005, 22:15-->
QUOTE (tifreak8x @ June 28, 2005, 22:15)
Ok, matrix detection is extremely simple on the 8x series. Since the matrix only handles numbers, you have to use a converter to change the numbers into what it is you want displayed. You can also use the numbers to determine hit detection, since in the case of the 8x, you have an 8x16 screen, you have an 8x16 matrix, so you can use the variables that control the character to also navigate the matrix at the same time. You would just need conditions that would search [A](var+/-1,var+/-1), the conditions depending on which key is pressed.

The map data itself is figured by a coordinate system, kinda like a grid on a map. I use 0,0 as the top left corner, and work my way down. This map data is then stored into any matrix that you wish to use.

You also have to comprise the hit detection in to two parts for this to work, without getting dimension errors. This would be edge-of-screen detection, and not-at-the-edge-of-screen detection, basically a bunch of < and > symbols.

The events are easily handled, as there is a line of code that searches to see if the character is standing on a spot that isn't empty. You do not have to make sure about walls and stuff, since the hit detection does that when you move the character. :)smile.gif

I think that is everything...  

 Oh my god, That is almost exactly how I do it.
Great minds I tell you. :)smile.gif

126
TI 68K / 89 Basic Tutorial
« on: June 28, 2005, 04:28:00 pm »
Thanks. :)smile.gif

127
General Calculator Help / A Resolve For a New Standard
« on: June 28, 2005, 04:26:00 pm »
First, I want to congradulate all of you on a job well done.  I have seen and read new concepts that push the boundary of our art.  Each of us has trully push the Basic language to it limits. If you can make a function mapper in Basic, you are a pro.

But alas I have resolved to challenge myslef to expand the limits of my potential for the sake of story telling.  I am trully inspire by the mappers I have seen.  I am especially proud to observe the brillant utilization of Output (The honest blew me away.  I didn't know that was possible, but a mapper using output funtion is really quite interesting to a 89 programmer like myself.)  I trully believe that I have made the fasters mapper in pure 89 Basic but found that it still took about 1 second to redraw the entire screen.  This is what inspired me to create mapit2 a C program that maps the screen in about .1 seconds and is nearly fast enough to support 4 direction screen scrolling.

This is my problem:
My current mapper draws a screen.  Then when the user walks off of the screen, the screen fades out, the map is redrawn and the screen fades back in.  This process roughly takes about 1 second and isn't slow by any means.

But what I want to do is have the screen scroll as the user moves up, down, left or right.  I don't want to have to redraw every time the character moves off screen. I want to keep the character relatively in the center of the calculator screen at all time unless they reach a map boundary.

I want to draw the entire map to a big scructure, which would be the entire map and then move that scructure when the character moves.  Does anyone know what I am getting at.  I have an idea about how this would be done, but I could use input.

128
TI 68K / 89 Basic Tutorial
« on: June 28, 2005, 04:07:00 pm »
Sorry for not updating, I promise to do so very soon.

129
Other Calculators / Basic Elite
« on: June 28, 2005, 03:57:00 pm »
I do collision detection using a binary test.  A matrix is scanned in and the plotter test conditions for movement.  You can walk onto places with a one on them.  If the tile has a zero then its a collision. In other words...The screen is split into 40 sections.  It is 8 by 5.  If you are on tile on and dress down, tile 9 (or map[1,9]) will be tested to see if it has a zero in that corresponding cell.  If it does, you cant move to that section.

Each map is made of 3 maps
Map1Tiles
Map1Collision
Map1Event

The first on draws the map made of 40 cells
The second on has a 0 or 1 for each of the 40 tiles
The third allows events to be written under each cell.

The movement program runs until the event stacker is populate with an event from one of the cells.

130
Other Calculators / Basic Elite
« on: June 28, 2005, 03:48:00 pm »
matrix please :)smile.gif

131
Other Calculators / Basic Elite
« on: June 28, 2005, 01:37:00 pm »
Very interesting, can you explain to me exactly how you implemented the hit detection.  Tell me in psudo code.  i see you had live lists, so does this mean that you are writing over the L1, L2...  is there a way for you to preserve that list if someone had some data in it. I understand your code, but I need pseudo code so I can write a tutorial in 89 Basic that 83 programmers can relate to.
This way I can explain I can do what you did with the matrices, and then translate a similar function into 89 Basic.  If you want, I can write a discription of how I did collision in 89.

132
TI 68K / The Sword of Darkness
« on: June 28, 2005, 05:43:00 am »
ThinkPokemon.
Sometimes it was impossible to avoid fight if you were in the los of other trainers.

133
TI 68K / The Sword of Darkness
« on: June 27, 2005, 05:46:00 pm »
I am looking to add
Line of sight for soilders.

134
TI 68K / The Sword of Darkness
« on: June 26, 2005, 05:42:00 pm »
Does the emulator support the clock function

135
TI 68K / The Sword of Darkness
« on: June 26, 2005, 08:26:00 am »
V200 and Titanium (Which are infact the same thing) will run the clock perfectly.  The TI 89 HW 2.0 will run it if upgraded to the lasted OS from the TI website.

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