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Messages - shmibs

Pages: 1 ... 29 30 [31] 32 33 ... 126
451
Axe / Re: Displaying greyscale sprites
« on: October 03, 2012, 09:26:48 pm »
you are doing several things "wrong"
firstly, you didn't clear the buffers before drawing to them. the front and back buffers are free ram areas that other things can and do use, so you need to clear them yourself with ClearDraw and ClearDraw^^r before drawing anything there or you will end up with the "junk" you mentioned.
secondly, all you are doing with that pt-on command is drawing to the front buffer. axe doesn't have a "draw to both front and back" command yet, although people have poked runer about it, so it may be added soon-ish. as of right now, you have to draw them separately, so that would mean drawing the first 8 bytes to the front buffer with pt-on(15,20,Pic1) and then the second 8 bytes in a sprite to the back buffer with pt-on(15,20,Pic1+8)^^r

452
TI Z80 / Re: Pixelscape: online sprite and tilemap editor
« on: October 03, 2012, 09:15:09 pm »
just so people know, tileit can still only do 128*128 maps, so trying to open a larger one won't work.

editing the hex directly is useful =D

453
tileIt! / Re: dev thread
« on: October 03, 2012, 08:54:07 pm »
alright, here is a working mono/threelevel/fourlevel grey version. the controls are almost identical to what they were before, with the only exceptions being that trace now switches between the three colour modes (the default is mono) and mode draw to the back buffer in the tile editor. this current version is a bit slow, because i was sloppy while throwing together this behemoth before, so it only runs on 15mhz and the grey still looks a bit ugly. if you are leafy, or if you want to use it now for some other reason, go ahead and download it, but it hasn't been tested very exhaustively yet, so it might explode.

oh, and if you see any obvious optimisations in this section:
Code: [Select]
.EXPORT
!If H-3
If D=51 or (D=15)
0->A->B->D->HEnd
!If D-52
->A->B->D
2->H
6->GEnd
!If D-53
->A->B->D
1->HEnd

!If D-1
A<9+A->AEnd
!If D-4
A-(A>0)->AEnd
If D=3 or (D=2)
If A/5
A-5->AElse
A+5->AEnd
End
Lbl EXD
ClrDraw
7:While ->L+1
7:While ->M+1
!If M>1 and (M<7)
0->T
Else
768-(A/5*320)->T
End
Pt-On(L*8,M*8,M*8+L*8-T+Pic6
M-1:End
L-1:End
Pt-On(7,A^5*6+23,Pic8
StorePic
If H>3
Return
End

!If D-54
5->H
If A>4 and (A<7) or (A<4)
For(L,1,10
0->{L+L1}End
If A<4
21->{L1}
Else
5->{L1}
End
0->U->D->B
4->H

!If A*(A-5)
If {L2}-95
Copy(L2,L1+1,8
length(L1+1)->U
!If A-5
!If U-8
83->{L1+8}
Else
83->{L1+U+1}
U++
End:End
End:End
!If A-1*(A-6)
If {L2+10}-95
Copy(L2+10,L1+1,8
length(L1+1)->U
!If A-6
!If U-8
77->{L1+8}
Else
77->{L1+U+1}
U++
End:End
End:End
End
!If A-4
6->H
End
If A<10 and (A>6)
6->HEnd
End


End
.MAP EDIT
!If H-2
!If D-51
3->HEnd
If D=52 or (D=15)
0->H->DEnd
!If D-53
1->HEnd

If G<5
If getKey(48)
If getKey(3)
P<128+P->PEnd
If getKey(2)
P-(P>8)->PEnd
N-(N+8>P)->N
If getKey(1)
Q<128+Q->QEnd
If getKey(4)
Q-(Q>8)->Q
O-(O+8>Q)->OEnd
6->GEnd

End

If D

If D-1<4
!If D-3
N+8<P*(A=7)+N->N
A<7+A->AEnd
!If D-2
N-(N>0*(A=0))->N
A-(A>0)->AEnd
!If D-1
O+8<Q*(B=7)+O->O
B<7+B->BEnd
!If D-4
O-(O>0*(B=0))->O
B-(B>0)->BEnd
6->GElse

O+B*128+N+A+Y->T
.SELECT BY MAP
!If D-40
{T}->E
8->GEnd

!If D-54
.ADD TO UNDO STACK
If {L1+20}
{L1+20}+1
While -1->L
{L-1*3+L1+21}->{L*3+L1+21}
{L-1*3+L1+22}^^r->{L*3+L1+22}^^r
L:End:End
{T}->{L1+21}
T->{L1+22}^^r
{L1+20}+({L1+20}<128)->{L1+20}
E->{T}End
.UNDO
!If D-55
If {L1+20}
{L1+21}->{{L1+22}^^r}
Copy(L1+24,L1+21,384
{L1+20}-1->{L1+20}
End:End

End:End

.DRAW
7:While ->L+1
7:While ->M+1
O+M*128+L+N+Y->T
If {T}<=F
Pt-Off(L*8,M*8,{T}*8+Z
Pt-Off(L*8,M*8,{T}*8+Z+2048)^^r
Else
Pt-Off(L*8,M*8,Z
Pt-Off(L*8,M*8,Z+2048)^^r
End
M-1:End
L-1:End
If G
If getKey(48)
Rect(0,0,64,14
RectI(1,0,62,13
Rect(0,0,64,14)^^r
RectI(1,0,62,13)^^r
N>10*4+(N>100*4)->T
O>10*4+(O>100*4)->U
N+7>9*4+(N+7>99*4)->V
O+7>9*4+(O+7>99*4)->W
Text(2,0,"X:"
Text(2,6,"Y:"
Text(9,0,N>Dec
Text(9,6,O>Dec
Text(T+13,0,"-"
Text(U+13,6,"-"
Text(T+17,0,N+7>Dec
Text(U+17,6,O+7>Dec
Text(T+V+21,0,"/"
Text(U+W+21,6,"/"
Text(T+V+25,0,P>Dec
Text(U+W+25,6,Q>Dec
Else
Pt-Change(A*8,B*8,Pic4
End
Else
0->T
End
Else
.SET EDIT
!If H-1
If D=53 or (D=15)
0->H->DEnd
!If D-52
2->H
6->GEnd
!If D-51
3->HEnd



If D
If D-1<4


!If D-3
A<7+A->AEnd
!If D-2
A-(A>0)->AEnd
!If D-1
B<7+B->BEnd
!If D-4
B-(B>0)->BEnd



Else



!If D-56
Fill(E*8+Z,8,0)
Fill(E*8+Z+2048,8,0)
End

.NUM COMMANDS
If D>17 and (D<37)
E*8+Z->T+2048->S
!If D-36
Copy(rotCC(T),T,8
Copy(rotCC(S),S,8
End
!If D-28
Copy(T+1,L1,7
{T}->{T+7}
Copy(L1,T,7
Copy(S+1,L1,7
{S}->{S+7}
Copy(L1,S,7
End
!If D-20
Copy(rotC(T),T,8
Copy(rotC(S),S,8
End
!If D-35
For(L,0,7
{T+L}*2+(/256)->{T+L}
{S+L}*2+(/256)->{S+L}
End:End
!If D-27
For(L,0,7
{T+L} xor 255->{T+L}
{S+L} xor 255->{S+L}
End:End
!If D-19
For(L,0,7
{T+L}*257/2^256->{T+L}
{S+L}*257/2^256->{S+L}
End:End
!If D-34
Copy(flipH(T),T,8
Copy(flipH(S),S,8
End
!If D-26
Copy(T,L1,7
{T+7}->{T}
Copy(L1,T+1,7
Copy(S,L1,7
{S+7}->{S}
Copy(L1,S+1,7
End
!If D-18
Copy(flipV(T),T,8
Copy(flipV(S),S,8
End
If E>F
E->FEnd
End

End:End




.ANIMATION
If {L2+400}
!If D-32
->{L2+400}
8->G
End
!If G
2->G
E++
If E>F
-1->EEnd
End
Else
!If D-32
+1->{L2+400}
0->E+1->G
End:End





If D




.COPY/PASTE
!If D-40
Copy(E*8+Z,L5,8
Copy(E*8+Z+2048,L5+8,8
End
!If D-48
Copy(L5,E*8+Z,8
Copy(L5+8,E*8+Z+2048,8
If E>F
E->FEnd
End
!If D-47
7:While ->L+1
{E*8+Z+L} or {L+L5}->{E*8+Z+L}
{E*8+Z+L+2048} or {L+L5+8}->{E*8+Z+L+2048}
L-1:End
If E>F
E->FEnd
End
!If D-46
7:While ->L+1
{E*8+Z+L} xor {L+L5}->{E*8+Z+L}
{E*8+Z+L+2048} xor {L+L5+8}->{E*8+Z+L+2048}
L-1:End
If E>F
E->FEnd
End

If (D=54)+(D=55)
E*8+B+Z->T
!If D-55
T+2048->T
End
If {T}[e]A
{T}-e^((7-A))->{T}Else
{T}+e^((7-A))->{T}End
If E>F
E->FEnd
End


End




7:While ->L+1
7:While ->M+1
Pt-On(L*8,M*8,C/4*8+Pic3
M-1:End
L-1:End
StorePic
7:While ->L+1
7:While ->M+1
If {E*8+M+Z}[e]L
Pt-On(L*8,M*8,Pic2
End
If {E*8+M+Z+2048}[e]L
Pt-On(L*8,M*8,Pic2)^^r
End
M-1:End
L-1:End
Pt-Change(A*8,B*8,Pic1
Pt-Change(A*8,B*8,Pic1)^^r
End:End
.INFO
!If H
!If D-53
1->HEnd
!If D-52
2->H
6->GEnd
!If D-51
3->HEnd


If D


If D-1<4
8->G
!If D-3
E^4<3+E->EEnd
!If D-2
E-(E^4>0)->EEnd
!If D-1
E<252*4+E->EEnd
!If D-4
E-(E>3*4)->EEnd
End

.COPY/PASTE
!If D-40
Copy(E*8+Z,L5,8
End
!If D-48
Copy(L5,E*8+Z,8
If E>F
E->FEnd
End
!If D-47
7:While ->L+1
{E*8+Z+L} or {L+L5}->{E*8+Z+L}
L-1:End
If E>F
E->FEnd
End
!If D-46
7:While ->L+1
{E*8+Z+L} xor {L+L5}->{E*8+Z+L}
L-1:End
If E>F
E->FEnd
End

!If D-54
E->FEnd



End



ClrDraw
Text(30,19,L2
Text(30,25,(E+1)>Dec
Text(46,25,(F+1)>Dec
Text(30,33,L2+10
Text(30,39,N>Dec
Text(46,39,P>Dec
Text(30,45,O>Dec
Text(46,45,Q>Dec
7:While ->L+1
7:While ->M+1
Pt-On(L*8,M*8,M*8+L*8+Pic6
M-1:End
L-1:End

StorePic
End

32:While ->L+1
Pt-On(L^4*8+64,L/4*8,C/6*8+Pic5
L-1:End

!If E/32>(F/32)
!If E/32-(F/32)
F^32->TElse
32->TEnd
E/32*256+Z->S
T:While ->L+1
Pt-Off(L^4*8+64,L/4*8,L*8+S
Pt-Off(L^4*8+64,L/4*8,L*8+S+2048)^^r
L-1:End
End

If G
Pt-Change(E^32^4*8+64,E^32/4*8,Pic4
G--
End
If D-15
!If R-2
DispGraph^^r^^r
Else!If R
DispGraph
Else
DispGraph^^r
End
End
C++
!If C-12
->CEnd
End
If GetCalc(Str3,16)->theta
Copy(L2,theta,8)
Copy(L2+10,theta+8,8)
End
DelVar Str1
DelVar Str2
Return

.TO STRING
Lbl STR
nib{r1+L*2}->T
T>9*7+48+T->{L*2+theta}
nib{r1+L*2+1}->T
T>9*7+48+T->{L*2+theta+1}
Return

.DRAW PROG BAR
Lbl BAR
sub(EXD)
For(M,0,r1
Pt-On(M+3,54,Pic9
End
DispGraph
Return

.EXP ERROR
Lbl ERR
Rect(19,33,25,9
RectI(20,34,23,7
Text(21,34,"ERROR!"
!If D
->UEnd
!If U
If D
3->HEnd
End
Return
or if you run into any bugs, let me know =) there are a bunch of obvious changes, like not clearing/redrawing the screen every single time and moving the portions in the "if H-n" statements into subroutines, but things like that would require massive rewrites and restructuring, which i'm not really up to right now :P

TILE and TDATA are the source. oh, and the grey doesn't look nearly as good on calc as it does in this screenie.

454
Pokémon Purple / Re: Progress 2012 [PP]
« on: September 30, 2012, 07:27:03 pm »
well,
* shmibs thinks that it looks good.
there isn't really any way it could be improved.

455
TI Z80 / Re: Pixelscape: online sprite and tilemap editor
« on: September 30, 2012, 04:54:32 pm »
the screenshot method i was using was selecting an area, and i have an overlay colour for selections, so it was recording that, too :P i fixed them already.
and here's the 8xv:
EDIT: and the current tileIt source. by the way, peoples, don't go using this just yet because there are still bugs and things.
DOUBLE EDIT: and here's a video of the shifting bug. it's only affecting the back buffer. i cleared my cache and things before recording.

456
Miscellaneous / Re: Lack of spambots
« on: September 30, 2012, 04:52:54 pm »
speaking of spam floods, old forums that are inhabited by nothing else can be pretty funny sometimes. here one that was particularly great:
check out this post and then take a look here :P

457
TI Z80 / Re: Pixelscape: online sprite and tilemap editor
« on: September 30, 2012, 04:36:11 pm »
deep, switching to a tile is making its contents shift down out of the sprite.
i got tileIt to save and load sets properly now, so i tested a set from that as well, and it's not opening properly. here is the set in tileIt and the way it's opened in pixelscape:

458
Miscellaneous / Re: Lack of spambots
« on: September 30, 2012, 04:03:15 pm »
it's the latter. i usually delete a spam account or two that's caught by the filter trying to sign up every time i log on.
anywhere that doesn't filter ends up being flooded, no matter how obscure it may be.

459
TI Z80 / Re: Alien Breed 5
« on: September 28, 2012, 08:42:06 pm »
thanks a bundle for sticking with it, james!

460
Miscellaneous / Re: My new internet speed
« on: September 26, 2012, 09:32:12 pm »
that's not too bad =)
hooray for having internets all the time =D

461
Miscellaneous / Re: Post your desktop
« on: September 26, 2012, 05:40:09 pm »
hooray for arch
and ephan changed his name again?

462
tileIt! / Re: dev thread
« on: September 25, 2012, 06:48:18 pm »
no, up there i was just using dynamic tiles to distinguish spots that haven't been filled yet from actual tiles. it was pretty arbitrary, and i might change that as well.

463
TI Z80 / Re: MP3's from flash drive
« on: September 25, 2012, 06:28:45 pm »
mp3s use complex compression algorithms to reduce file sizes, so an on-calc player for them isn't feasible, let alone one that reads usb and playss at the same time. you could write an application to read and play simpler files, maybe something that reuses code directly from usb8x when it's on the calculator, but it would be difficult, time consuming, and, with the proclivity of smaller, cheaper devices with larger internal storage space and the ability to decode better compression formats, ultimately pointless.
it would be cool, though :P

464
tileIt! / Re: dev thread
« on: September 25, 2012, 03:04:34 pm »
* shmibs is working to make this support 3/4 level grey, seeing as how so many people complained :P

actually writing this is going to be fairly simple; the only difficult part is going to be in trying to optimise things afterwards so the grey actually looks decent, as i sort of didn't even try before because it wasn't necessary.

465
TI-BASIC / Re: Correlation Compiler
« on: September 25, 2012, 02:39:51 pm »
there are links under Major Community Projects on the Forum tab, we have a search engine (although be sure to use it from the home screen), and there is a grammer link in xeda's signature just above.

here, though:
batlib
grammer

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