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Messages - shmibs

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706
Art / General purpose art thread
« on: April 27, 2012, 04:24:33 am »
post here anything you feel like showing people but don't think is worth a topic of its own.
here is a thing:

707
Gaming Discussion / Re: You don't see that everyday in a store
« on: April 27, 2012, 12:47:03 am »
wait, is that rare?
* shmibs used to see it in gamecubes in public areas (like McDonald's play areas) all the time.

708
Introduce Yourself! / Re: ::Wut up?::
« on: April 27, 2012, 12:44:10 am »
ohithur!
more musix are definitely welcome here. =)

oh, and in case the last few weren't enough, here are some more peanuts:

709
Gaming Discussion / Re: You don't see that everyday in a store
« on: April 27, 2012, 12:40:27 am »
0_0
so does a juju now has it?

710
TI Z80 / Re: Dev Team for Zelda
« on: April 26, 2012, 09:50:36 pm »
apart from bosses, the ai really isn't complex. enemies wander around, turning at random, and shoot/attack at random iff you are in front of them.

711
TI Z80 / Re: [Ti-Concours]Jetpack 8x+
« on: April 26, 2012, 07:55:20 pm »
it isn't too difficult to convert.

why do you have the whitespace on the right, anyways, can't you just use horizontal, grab the next two columns of pixels and draw them?

712
TI Z80 / Re: [Ti-Concours]Jetpack 8x+
« on: April 26, 2012, 07:38:06 pm »
so you're copying with a loop that runs through the data, copying line by line? that still seems like it would be slower than the sprite commands.

713
TI Z80 / Re: [Ti-Concours]Jetpack 8x+
« on: April 26, 2012, 07:15:43 pm »
wait, so do you have separate frames for every look the background can take, then?
if so, then that would be very fast, absolutely massive, and not require horizontal at all. if not, then i don't understand...

714
TI Z80 / Re: [Ti-Concours]Jetpack 8x+
« on: April 26, 2012, 07:08:25 pm »
you can, indeed, do that. if you're going to keep it monochroms, just draw the background on the back buffer and copy it over, and if you want greyscale, make a couple of backup buffers with an appvar or something. it will be a LOT faster. if you're drawing the background in monochrome, it's 16 pt-on( s and a single conj( instead of 96 pt-on( s

715
TI Z80 / Re: [Ti-Concours]Jetpack 8x+
« on: April 26, 2012, 06:40:01 pm »
judging from the fact that you are shifting the buffer before updating the screen, i'm guessing you are, indeed, drawing the entire background every frame rather than just the rightmost column of pixels. if you were to swap drawing the entire background in monochrome for drawing only the rightmost column it would mean a change from 96 sprites for monochrome to 32 for greyscale.

if you're doing it that way already, though, then my mistake :P

716
TI Z80 / Re: Dev Team for Zelda
« on: April 26, 2012, 06:24:44 pm »
in original zelda, zora shots are the only things (i remember) that move in more than 4 directions. they can't turn once they've been fired, so all you'd have to do is determine which of those 16 is the closest to facing towards link (which the original game did somewhat poorly :P) set the values to increment x and y accordingly, and then add those amounts every time. it could even just be whole pixel amounts to make it easier, so down is +4y, 0x, down down right is +3y, +1x, down right is +2x, +2y, and so on. you can tell, from playing the game, that it doesn't do anything more complex than that.

717
TI Z80 / Re: Dev Team for Zelda
« on: April 25, 2012, 07:01:56 pm »
if you are basing your enemies on those of the first zelda game, there doesn't have to be any diagonal motion at all except for zora projectiles, which can move in 16 directions and can't change direction once they start. other games are a bit more complicated, though. here are a few quick examples of how enemies move:

718
TI Z80 / Re: Dev Team for Zelda
« on: April 24, 2012, 10:26:40 pm »
/\that works, too, but means that you would have to draw everything to three buffers instead of two, or even more if you want to have insta-kill tiles, like holes, which could really slow things down.

EDIT: it might be faster to check for enemies that way, though, because all that math can slow things down.

719
TI Z80 / Re: Dev Team for Zelda
« on: April 24, 2012, 10:21:25 pm »
for collisions, just use (<pixel position>+<amount of pixels the screen has scrolled since the last tile change>)/<tile size>+<tile offset to the top/left most tile being displayed on the screen> to find the tile a specific pixel is inside. that means that, in order to find the tile above/to the left of your character you would make pixel position the player's position minus one, and to find below/to the right of it would be player position+player size+1

you can do enemy collisions the same way, storing the player's position somewhere and then checking the enemy position against it. it would use their absolute pixel positions (x,y on the screen+tile offset*tile size), though, and would have to use regions, though, so the check for a contact between the player and an enemy would be:
(player position < enemy position < player position + player size) or (player position < enemy position + enemy size < player position +player size), where the positions are the top/leftmost pixel in the sprite. you don't need to worry about having any <= in there unless you make enemies that move in increments larger than enemy increment+player increment, because link gets knocked back by enemies, so they will never be exactly on top of him.

zelda AI should be simple, as they're mostly just moving in straight lines and turning at random intervals or moving towards the player. bosses may be more difficult, though.

just make bullets a special type of enemy that moves faster and deal with them the same way.

720
Other / Re: Rasberry Pi Calculator
« on: April 19, 2012, 08:03:39 pm »
it would be possible, yes. however, the pi is an end product in and of itself, and they are not accepting resale/redistribution offers from third parties in order to make sure the price stays where it is. that means that anyone who wanted to one would have to buy a pi as well as any other components on their own and put them together, which i doubt would be very popular. it would be much better to just go through with an OTcalc type idea and distribute finished products.

edit: furthermore, it wouldn't be cost-effective at all the pi, though small, is a complete personal computer on its own, with full hd video etcetera. there is absolutely no reason to pay $25 and have specs like that in a pocket graphing calculator (not to mention the added cost for a screen, keyboard, and case). just install your linux distro and CAS of choice and plug it into your tv =)

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