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Messages - shmibs

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826
News / Re: SOPA/PIPA blackout
« on: January 18, 2012, 01:38:17 am »
fantastic!
i'm glad that we can be a part of this =)

827
Blaster Master / Re: sprite development
« on: January 13, 2012, 05:23:58 pm »
/\it would indeed. also, i need to redo this, because, as you can see if you look closely, i did it wrong so there are spots where the map repeats itself horizontally.
basically, my approach right now for this project is to get all the concrete things done first (map, tiles, etcetera), then make the dungeon section, and finally move on to the main engine, as that was what killed me last time :P

828
Axe / Re: consistant framerates?
« on: January 13, 2012, 12:53:49 am »
if the interrupts are firing constantly and incrementing a counter and then storing another value, wouldn't that cause a lot of lag? how much, approximately, is it at the lowest speed?

829
Axe / consistant framerates?
« on: January 13, 2012, 12:48:17 am »
if i were writing a processor-intensive program that had a lot of variance in framerates, how could make them stable?
interrupts would slow things down too much, wouldn't they? would measuring out the difference in number of cycles at any branch in the code and then adding in a wait for that long on the slower one work?

830
TI-Nspire / Re: SpeedX 3D
« on: January 12, 2012, 10:12:53 pm »
if you really are using a 3d engine already, then you should try what dj mentioned. it would look a lot better. if you don't want to, though, then you could make a system to draw those cubes without having to deal with any "true" 3d at all, thus making it a lot faster. i like the idea of powerups and things! this could turn out great! =D

831
Blaster Master / Re: sprite development
« on: January 12, 2012, 10:03:29 pm »
i finally figured out how to rip data directly from the rom, so i'm starting there, laying out the tilemaps and such before getting into other things. i've figured out that the overworld levels all have <=160 tiles, the overworld maps are 160*160 tiles large, and, for compression purposes, those tiles are grouped together into larger 4*4 tiles. there are <=80 tiles for the dungeon maps, the map storage seems really confusing at the moment, so i'll probably just redo that entirely. here are the first few tile sets and the complete map of level 1's overworld (warning, it's fracking huge. oh, and the white text marks enemy spawns and the blue and yellow are warps.). if anyone has any ideas on how to best compress this, they would be welcomed =).

832
TI 68K / Re: DOA
« on: January 12, 2012, 10:46:39 am »
this game has more style than wolfenstein ever did =D
i always loved this project and am glad to see you're working on it again =)

833
News / Re: Ndless 3.1 coming soon?
« on: January 10, 2012, 08:54:18 pm »
this is just a little bit fantastic news! i'm sure that it will bring in the crowd of new CX using students pretty quickly and motivate some of them to make things of their own.

834
Art / Re: my best pxl work yet!
« on: January 05, 2012, 03:25:02 pm »
well, the legs themselves are fine. just move them over one pixel, and they would fit with the body better, is all i was suggesting.

835
Art / Re: my best pxl work yet!
« on: January 05, 2012, 03:11:54 pm »
some of them look like they were resized from a larger image <.< >.>
the clones are nice, but their legs look too far forward to actually be attached to their bodies.

836
Computer Usage and Setup Help / Drive connector types?
« on: January 05, 2012, 03:01:17 pm »
heys, everyone. i have a hard drive and a disc drive that i took out of a very old laptop and would like to repurpose. the problem is, though, that i'm not sure exactly what type of connectors they use. what are these? the first one is a 30 gig fujitsu hard drive, the second is an hp disc drive, and they both appear to have 1.8" connectors (i don't have a ruler handy)

837
TI-Nspire / Re: Bloxorz
« on: November 19, 2011, 04:25:51 pm »
it's in the right forum (other calc-related projects and ideas) now because i moved it there.

838
Axe / Re: Tile mapping tutorial? for axe?
« on: November 19, 2011, 03:01:56 pm »
i'm working on it already, actually, and will edit it in here.

EDIT:
The main restriction of our last map drawing style is that it doesn't allow drawing different spots in a tile map larger that 12*8, but rather only draws a single screen. here is a simple example that uses bytes for map data (because usually people have more that 16 tiles) and allows the map to be scrolled with getkey.

Code: [Select]
[HEXCODE]->Pic1
[MapDataInBytes]->GDB1
0->A->B //A and B are the x and y coordinates in the tilemap.
<map's width in tiles, minus 12>->X
<map's height in tiles, minus 8>->Y
Repeat getkey(15) //repeat until Clear is pressed

if getkey(3) //if right key
A<X+A->A //A is increased by the value of (A<X) which can either be 1 or 0, meaning that A will be incremented unless it equals X
end

if getkey(2) //if left key
A-(A>X)->A //similar to the last line
end

if getkey(4) //if up key
B<Y+B->B
end

if getkey(1) //if down key
B-(B>Y)->B
end

For(M,0,7)
For(L,0,11)
PtOff(L*8,M*8,{B+M*X+A+L+GDB1}*8+Pic1)
end
end
/*
/This is a fun section to describe. L*8 and M*8 should be fairly obvious in the first and second arguments.
/B+M*X is, because of Axe's lack of order of operations, interpreted as (B+M)*X. This will give the Y coordinate
/in the map data to read, because in order to find Y coordinates in a single dimensional list, one has to
/multiply that value by the total width of the map. A+L then gives the X coordinate, and adding GDB1 makes it point to
/the tile map data.
*/

end

839
Axe / Re: Tile mapping tutorial? for axe?
« on: November 19, 2011, 02:54:35 pm »
jonius: a nibble is four bits, or half a BYTE :P
saintrunner: c0de fellow posted a decent example there. here it is explained, though:

Code: [Select]
[HEXCODE]->Pic1 //this is the place where you put the hex data for all of your sprites, one after another.
[MapDataInNibbles]->GDB1 //this holds the map data in nibbles, which basically just means that every four bits holds a binary number from 0 to 15 (or 0 to F) to describe what tile to draw in what location. here they are listed in rows of twelve.
For(A,0,95) //a for loop. 12*8 (the screens width and height in increments of 8) is 96, so it has to run from sprite 0 to sprite 95 in order to cover the whole screen.
nib{GDB1*2+A}->B //this gets the sprite that is to be drawn next. it uses a "nibble pointer" rather than a "byte pointer" (i'm not sure what these are actually called...), so the "byte pointer" location of GDB1 has to be doubled. A is then added to determine which one to draw currently.
A^12->X //a modulus 12, or the whole integer remainder that would remain after A is divided by 12 is stored to X
A/8->Y //the integer value of A, were it divided by 8, is stored to Y
Pt-off(X*8,Y*8,B*8+Pic1) //drawing sprites to the screen. because B holds a value from 0 to 15, multiplying this by 8 and adding Pic 1 slides the pointer to the spot where you stored your sprite data and then jumps forward to the number desired.
End

840
News / Re: ColorTetris
« on: November 19, 2011, 02:34:46 pm »
i'm not sure where the phrase is from, but basically i was referring to the way that the text boxes are angled and the border and inside don't quite match up.

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