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Messages - shmibs

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496
TI Z80 / Re: Alien Breed 5
« on: August 31, 2012, 01:27:29 pm »
* shmibs tried it out today, and it crashed on me as soon as i hit new game.
is there any reason why this wouldn't work with doors?

497
ASM / Re: Menus
« on: August 31, 2012, 11:16:47 am »
you could easily just hardcode this. consider the whole thing as a rectangular, 6*4 grid, assign the bottom words to x positions 1 through 3 and 4 through 6, so anything in that range will point to them, and then just make x jump by 3 when it's on the bottom section instead of 1.

EDIT: and, if you have some situations where not all of the menu items will be visible/selectable, just check for that and jump again.

498
The Axe Parser Project / Re: How to properly use lists in Axe (1.1.2)?
« on: August 29, 2012, 05:32:30 pm »
what exactly did you do, and what exactly are you seeing?

oh, and expanding upon the idea from earlier, axe doesn't have any high level data structures whatsoever; everything in RAM is just a byte to it, and it is up to you as the programmer to determine how to interpret that byte/whether or not it is within a free ram area, to which you can write without affecting anything, or a chunk of ram in use by something else. L1 is not a variable, but rather a pointer (the address number of a specific byte in ram) that is a free area your programs can write to without fear of corrupting anything. that free space is only 714 bytes, though (it's actually 768, but the first chunk is used by axe's variables a-theta, which can be moved with the #Realloc command). if you write to a byte greater than {L1+713}, you will be writing to space that other OS processes use, and thus can corrupt things quite easily.

499
TI Z80 / Re: zStart - an app that runs on ram clears
« on: August 29, 2012, 09:51:44 am »
hey! it's ALWAYS wonderful to see updates here, no matter how long they take.
* shmibs can wait patiently =)

and college is only annoying for the first year or so; after that, you finish the mandatory classes unrelated to your major and start studying things that you find really interesting (unless you picked a major you don't enjoy D=)

500
well, the people who come to mind who are most knowledgeable about the operating systems of those calculators would be brandonw (brandon wilson), thepenguin77 (Brian Coventry), and Kerm Martian (Cristopher Mitchell). they would all be wonderful people to ask, and it looks like the penguin is online right now. load up your favourite irc client and hop on #omnimaga on irc.efnet.org =)

501
this is pretty cool!
be advised, though, that if you modify TI's os you can't go around distributing your version of it. a patch that other people can apply to one downloaded from their site is fine, though =)

oh, and before you start anything, you should check out the other 3rd party OS projects we've had around here. sircmpwn, a former member here, was working on his own os called KnightOS, and i think he wrote a tutorial for people in order to help them get started. eeems was also working on one (rogue) based on the knightos kernel. brandonw, a long time calculator programmer, has been working on his, OS2, for an extended period of time, and he is very knowledgeable about the 8x line in general, so he would be a wonderful person to ask questions. the most complete (that i know of) is GlaßOS by ahelper. he is around most often over on cemetech.net, so you should poke him over there.
good luck =)

502
TI Z80 / Re: Alien Breed 5
« on: August 29, 2012, 01:29:17 am »
i bet it would be helpful to loads of people =)
is it something that could only be adapted to 8*8 monochrome on windows, though?

503
Computer Projects and Ideas / Re: [LD24] Angry Fish
« on: August 27, 2012, 09:39:02 pm »
this is pretty fun =)
i noticed two bugs pretty quickly, though:
if you die, trying to restart without quitting and re-opening the game will take you right back the the spot where you died, and getting too big causes this:

504
TI 68K / Re: Pokemon TI-89
« on: August 27, 2012, 11:26:58 am »
caninos?
and this sounds fantastic =D

505
TI-Nspire / Re: kArmTI - TI-Nspire emulator with skin
« on: August 24, 2012, 01:27:26 pm »
why would there be two trees?
i have no clues how that follows, and, typically, the root folder would just not include a ".."

506
TI Z80 / Re: Alien Breed 5
« on: August 24, 2012, 11:54:59 am »
you work so efficiently =D
* shmibs is rather excited.

507
TI Z80 / Re: [Axe] Bullet Proof
« on: August 23, 2012, 04:12:13 pm »
changing the size of the tiles does not necessitate changing the size of the player or of bullets; not wanting to have to rewrite things is understandable, though. good luck =)

508
TI Z80 / Re: [Axe] Bullet Proof
« on: August 22, 2012, 01:52:02 pm »
exactly this /\
checking the map data directly rather than "loading and pixel checking" will be much more feasible, and larger tiles will both cut the required map data to one half/fourth/eighth of what it is now, while playing right into axe's strength of drawing 8*8 tiles.

509
TI Z80 / Re: Silence: Lost Memory
« on: August 21, 2012, 10:45:13 pm »
are you trying to figure out some mystery?
and yes, if each "level" is a complete image, you are going to need a rather strong compression algorithm. you can definitely afford one, though, without any realtime requirements.
* shmibs always recommends working out code before starting on cosmetic things.

510
TI Z80 / Re: [Axe] Bullet Proof
« on: August 21, 2012, 10:40:16 pm »
this looks like a fantastic start, but either link play or a good AI (or both :P) and larger, scrolling maps are practically a must for this kind of thing.
* shmibs wishes you good luck =D

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