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Messages - nitacku

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31
News / Re: AxePaint released
« on: March 06, 2011, 03:38:31 pm »
Thank you everyone for the compliments!

I'm working on optimizing and adding the new export abilities into AxePaint right now.
The export command will open a new menu:

F1: top buffer
F2: bottom buffer
F3: both buffers
F4: 8x8 parts (splits the buffers into 8x8 blocks) (per squidgetx's request)
F5: return

Also, if there are any feature requests, let me know and I'll see if I can implement them.

32
News / Re: AxePaint released
« on: March 06, 2011, 03:53:03 am »
I'm thinking of changing the export feature slightly. Currently, AxePaint exports both buffers to Str1.
But, I propose splitting up the buffers: front to Str1, back to Str2, and both to Str3.

What are other people's thoughts on this?
Would I be using too many variables?

33
News / Re: AxePaint released
« on: March 06, 2011, 03:12:01 am »
Yea, it should work for non-Axe sprites as well.
In fact, I used the program to generate a MirageOS program icon for itself :P

34
News / AxePaint released
« on: March 06, 2011, 03:05:31 am »
AxePaint is a  sprite editor capable of editing 8x8 and 16x16 sprites in both 3 and 4 level grayscale. In addition, sprites can be exported as HEX directly to the Str1 variable for easy use in other applications. AxePaint uses an intuitive GUI so you don't have to memorize hotkeys. Writen in the Axe programming language, AxePaint benefits from the speed this language has to offer.



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=630

35
Protocol.
This was a joint project between me and 3 other people, but it never was completed because it's difficult to coordinate efforts and ideas through pm/irc. I might revive this project though, now that Axe is available.


36
Humour and Jokes / Statistical Analysis
« on: September 19, 2010, 07:53:51 pm »
Check the vote ^^

37
News / Re: Axe Contest poll and judging starts
« on: September 17, 2010, 04:25:02 am »
Some good entries here!
Ok, here's my breakdown on each of the entries.
(btw, please don't take offense to anything I say. I'm not criticizing.)

Parsec: Good concept, although currently there isn't much of a challenge. I'd like to see more variety in the AI/ships/weapons.

Simul: A new take on the classics! Adding multiple instances kept the game interesting. Level 2 was as far as I could get x.x

Blur: Classic tunnel game on caffeine. I understand the inspiration for the name.

Mansion Impossible: I have to be honest here. I couldn't figure out how to play this one.

Splut: Other than avoiding the falling blocks, I couldn't figure out the objective. The flag is probably the goal, but without being able to move the blocks, I'm stumped.

Mines4: Classic minesweeper clone. The undo feature is convenient. Allowing the player to hit a mine on the first selection should be changed.

AxePak: 3D pong is definitely my favorite game in the AxePak. I suggest allowing the user to retry by pressing 2nd/Enter instead of only Y/N.

HoMM: The graphics are very nice looking. I'm getting RAM clears when I battle, so I'm not sure on the gameplay.

Advance Wars: There is definitely high potential here. I look forward to seeing this game completed!

WFRNG: Dude, it's so amazing! :P What can I say but one word? Epic. This random numbers generator takes random numbers to a whole new level.

Space Dash: Very nice game here. Simple yet entertaining. I think a bit more variety would make this game even better. The custom font looks amazing btw.

Exec: I like what's here so far. I suggest making the jump height a function of the keypress duration. Also, maybe decrease the momentum slightly.

Jump: Very clean and simple. Similar concept to Space Dash. Also entertaining. I suggest making multiple tiers (high/low) to add some variety.


Overall, a very close competition.

38
TI Z80 / Re: My Axe Contest Entry
« on: September 16, 2010, 02:47:58 am »
That is very cool. Did you just not have time or something to enter it on time?

I misunderstood the deadline to mean 12AM on September 17.
As you can see by the post date, I missed the actual deadline by an hour.

Quote
Only thing I found was that that picking the level is weird. Either it's too responsive and skips numbers, doesn't respond enough, or something weird.

The game runs a bit fast on emulator, but it should be perfect on a real calculator.

39
TI Z80 / Re: My Axe Contest Entry
« on: September 16, 2010, 02:33:16 am »
The AI only has 2 parts to it right now.

[1] weighted values for all the board squares
[2] edge routine to maximize successful edge capture

40
TI Z80 / My Axe Contest Entry
« on: September 16, 2010, 02:19:15 am »
Here is my Axe Contest Entry.
Although it never got entered.
But it would have...

A.I. Reversi




Source is attached.
prgmA holds the engine, prgmAAA holds the A.I.
prgmREVRSIAI is the compiled native ASM program

Attached is also an animated screenshot of the A.I. in action.

41
Axe / Axe Boolean Logic
« on: September 02, 2010, 11:20:36 pm »
I'm a bit confused about the results of this code:

Quote
:.AATEST
:ClrHome
:4→X
:For(Y,1,255)
:If X and Y
:Disp "Yes",Y►Dec,i
:Else
:Disp "No",Y►Dec,i
:End
:End

Instead of getting all "Yes", I get groups of "Yes" followed by groups of "No".
The size of the groups are equal to X.

Since this is just 8 bit logic, shouldn't this work?

42
News / Re: Music download section no longer available to guests
« on: September 01, 2010, 04:01:09 pm »
It's too bad stuff like this happens.
Hopefully this change will keep people from visiting Omnimaga just to steal our songs (as well as those mp3 web-crawlers)

43
General Discussion / Re: This shit is fucking awesome
« on: September 01, 2010, 03:07:36 pm »
While we're on the topic of mashup's, how about this one:


44
General Discussion / Re: hilarious but weird song O_o NSFW
« on: September 01, 2010, 02:34:25 pm »
haha, it's actually not too bad x.x

(<nitacku> listens again)

45
Axe / Re: Accessing AppVar
« on: September 01, 2010, 02:03:24 pm »
Is this for the contest, by the way? If not, you could maybe post source code of what you are trying to do.

Quote from: Axe Code
:.AATEST
:ClrHome
:"appvTEST"→Str1
:!If GetCalc(Str1,Y1) .Check if the appVar is in ROM GetCalc() always returns a non-zero value! (unless the appVar doesn't exist)
:!If GetCalc(Str1) .Check if the appVar is in RAM
:Return!If GetCalc(Str1,7)→P .Create appVar
:Data(0,1,0,2,1,1,1)→GDB1
:For(X,0,6)
:{X+GDB1}→{X+P}
:End
:End
:Return!If ArchiveStr1
:End
:GetCalc(Str1,Y1) .Read appVar from ROM
:For(X,0,{Y1-2}r
:Disp {X+Y1}►Dec,i
:End
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