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Messages - shmibs

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676
tileIt! / Re: dev thread
« on: May 23, 2012, 11:40:13 am »
no, it's not made for animations. it's going to be a tool geared solely towards tilesets (although it could be used for quickly converting a sprite or two).

turiqwalrus: no, if i make a grey version it will probably be completely separate, after the program is completely finished, or at the very least add it in at the end.

hayleia: i have no clues. i probably did something dumb when making the new board.

oh, and i finalised the gui (unless someone has a better idea for "not used yet" sprite tiles. that was sort of just haphazardly tossed over there.) and wrote a text input routine, so the stored data can be exported into appvars or programs of the user's choosing. screenies!



oh, and a question: what type number do appvars have in the VAT? programs are 5, right?

677
tileIt! / dev thread
« on: May 23, 2012, 01:45:23 am »

there are a dozen and one sprite-makers out there, but useful tools for creating tile sets and and tile maps seemed much harder to come by. for this reason, i decided to make a single tool to cover, from start to finish, the process of drawing tiles, creating tile maps, and exporting that data in a format that can be inserted directly into programs on-calc. this is also sort of for my own benefit, to try and motivate myself to work on other projects :P

it isn't very complete thus far, but already has the basic outline of the tileset creator and exports a single tiles to Str0. it will have ten save slots for tilesets (0-9), saved to appvars that can be used in the tilemap creator, and each one can contain up to 256 tiles. if people think that isn't enough, i could add in custom naming of saved tilesets, but the other system is already mostly complete. there will also be copy/paste functions in both the editors. here is a screenie of the current gui:

right now the only available drawing function is turning on and off single pixels. what other things should it do? rotation? inverting everything? shift left-right? which things are actually functional and which are just pointless glitter?

678
TI Z80 / Re: Nemesis
« on: May 22, 2012, 09:08:36 pm »
as in, the closest point to the viewer?
well, you literally "cast rays" at them. check points at intervals along a line pointing out away from your viewing point and stop when one of those points is inside a wall.
so if your map is broken up into blocks of 8*8 blocks, you would have to get the truncated integer value of the point's cartesian (x, y) coordinates in order to find what block it's inside, and then check that block on the map to see if it's inside a wall.

680
TI Z80 / Re: Nemesis
« on: May 22, 2012, 11:24:22 am »
it isn't only french, and more people will see it here.
what past experience do you have?
basically, the idea in raycasting is that your character moves around on a 2d plane with walls and things, and a pseudo-3d projection of that area is made by casting rays out from the character's position in the direction he's looking, one for each column of pixels, measuring the distance to the nearest wall using trigonometry, and drawing walls either taller or shorter, depending on their distance away from the viewing point. what all do you need help with?

EDIT: this is a really helpful tutorial.

681
TI Z80 / Re: Axe Parser Developer's Kit 1.0
« on: May 22, 2012, 02:51:11 am »
the auto backup only on large changes sounds like a good way to save flash and save sourcecode at the same time =)
how did you manage to make it compile things from within the program?
and what do you mean by "internal appvar"?

682
over the past few years, bus prices here have quadrupled. i have a student pass thing, so it isn't as bad, but the service is still awful, with things breaking down all the time or showing up half an hour late.

683
TI Z80 / Re: Axe Parser Developer's Kit 1.0
« on: May 21, 2012, 06:11:13 pm »
what exactly was it you were trying to accomplish?
if you show people what you have so far they may be able to help you.

684
Computer Programming / Re: Ti-84 emulator for ipod
« on: May 21, 2012, 05:33:49 pm »
if you have no experience whatsoever, then writing an emulator is definitely not where you should start. make some simple games and other things first, and come back in a year or two, once you're thoroughly familiar with C, whatever SDK these "i" devices use, z80 assembly, and the inner workings of the 8x series. wabbitemu is definitely a good base to start from, and will remove a lot of work, but it's still a daunting task.

685
OmnomIRC Development / Re: Guest
« on: May 20, 2012, 01:47:14 pm »
yup, that did it. what could be the cause of this, though?

686
OmnomIRC Development / Re: Guest
« on: May 20, 2012, 01:24:53 pm »
nope, this is the same hardware from which i almost always sign in, although it was doing it from another as well.

687
OmnomIRC Development / Guest
« on: May 20, 2012, 01:17:05 pm »
omnom thinks that i'm a guest, hilighting me every time someone says guess or something similar, and not letting me say anything.

688
Site Feedback and Questions / Re: Idea: [key ] bbcode
« on: May 19, 2012, 04:44:19 pm »
ti has a font with their key images and other symbols as well.
no matter how you look at it, though, this is a difficult thing to handle, just because there are so many, and i don't think it's really worth all the effort, since people have found ways to portray most things anyways already.

689
TI Z80 / Re: Tap
« on: May 15, 2012, 08:01:00 pm »
WOOOOO

690
Axe / Re: Enemies Freezing after another enemy is shot?
« on: May 13, 2012, 01:41:56 pm »
sorry that nobody has gotten back to you, yet. it might be because the section of code you posted had messed up tokens. here's what it should be:
Code: [Select]
:For(G,1,I)
:If pxl-Test({L2+(G*4)},{L2+(G*4)+1})
:For(θ,1,U)
:If {L2+(G*4)}=({L1+(θ*4)}) or ({L2+(G*4)}=({L1+(θ*4)}-1))
:If {L2+(G*4)+1}=({L1+(θ*4)+1}) or ({L2+(G*4)+1}=({L1+(θ*4)+1}-1))
:{L1+(θ*4)+2}-100→{L1+(θ*4)+2}
:0→r1
:If {L1+(θ*4)+2}=0 and (U≠0)
:S+10→S
:100→{L1+(θ*4)+2}
:Pxl-Off({L1+(θ*4)},{L1+(θ*4)+1})
:Pxl-Off({L1+(θ*4)},{L1+(θ*4)+1}-1)
:Pxl-Off({L1+(θ*4)}-1,{L1+(θ*4)+1})
:Pxl-Off({L1+(θ*4)}-1,{L1+(θ*4)+1}-1)
:5→{L1+(θ*4}→{L1+(θ*4)+1}
:r1+1→r1
:End:End
:End:End
:U-r1→U
:
:{L2+(I*4)}→{L2+(G*4)}
:{L2+(I*4)+1}→{L2+(G*4)+1}
:{L2+(I*4)+2)→{L2+(G*4)+2}
:0→{L2+(I*4)}→{L2+(I*4)+1}→{L2+(I*4)+2}
:I-1→I
:Else
:Pxl-On({L2+(G*4)},{L2+(G*4)+1})
:End:End

i don't have time to look over it right now, as i'm about to walk out the door, but hopefully the bump will catch people's attention.

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