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Topics - squidgetx

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46
Other Calculators / MOVED: The TI-Nspire ViewScreen is a true Nspire too!
« on: September 14, 2011, 05:40:03 pm »
This topic has been moved to News.

http://ourl.ca/13000

47
TI Z80 / Gravity Guy
« on: September 07, 2011, 06:09:03 pm »
Hey everyone, so basically I've started a new, small project to get back into calc programming and to help me learn to use CalcGS. (This is Axe of course)

It's a port/variation of the popular iphone/flash game Gravity Guy. It's one of those endless style games, where your only weapon is the ability to change the direction of gravity. If you fall or touch the edge of the screen, you die >:D Most of the engine is done atm, there's just a little bit left to do:

-Score
-Increasing speed as you hit the >> tiles (current speed is at 6mhz, no delay; I'll have it start with a delay like in Cuberunner and Space Dash)
-Snail powerup
-Rockets? (Not sure if I'll include this)
-Level switching
-Title screen/Death coding etc
-Level clear
-Fix bug where tilemap glitches after being pushed backwards.
Here's an executable, although I think I accidentally made the level so that it's impossible...lol Source attached, I didn't bother putting up the data include files though :P

48
Computer Usage and Setup Help / best virus protection?
« on: August 23, 2011, 03:13:16 pm »
so i'm finally getting my own computer (yay) and it's a pretty ancient one that runs xp (lol)

my question to you guys is, what's the best free virus protection software out there? and is it even needed? and don't tell me to run linux lol (although i am tempted to try it out)

thanks :)

49
Miscellaneous / temp leave of absence
« on: August 03, 2011, 06:11:18 pm »
I'm going to Philmont Scout Ranch on the 11th (yay!) Unfortunately that means I have a load of work to do until then (summer hw, college apps) because after I come back I'm getting dragged off the New England for college visits :(

So basically that means I'm not going to be around for the rest of August  <_<

Bai guys for now...

50
Ash: Phoenix / Ash: Phoenix- Reboot
« on: July 17, 2011, 07:17:07 pm »
Latest screen:


Spoiler For Old Screenshots:


The latest screenshot, source (A.8xp, screenshift.asm), and build (build.zip) will be attached to this post. (Note you don't need screenshift.asm to compile, it just holds the original asm code if you wanna look at it)

Installation instructions:
Send build.zip to archive, and run Phoenix.8xp with asm() or whatever shell you want


People I have to remember to credit:
chickendude (tilemapping help, asm help)
runer112 (debugging/asm help/help for everything)
jacobly (asm help/optimizing mask routine)
calc84 (asm help, optimizing decompression routine)
thepenguin77 (bugfixes, asm help)
Spoiler For original post:
Ok, I'm rewriting this game (almost) from scratch.

Before you kill me, let me give a few reasons:

1. I really want to optimize. Severely. Axe 1.0.0 provided updates (like getting label addresses) that could make some things SO MUCH BETTAR!
2. I want to make the battle engine more dynamic. Again, Axe 1.0.0 makes this possible. Say hello to unique move effects?
3. I found a severe bug that has to do with program structure. If I could understand my own code, it would still be pretty hard to fix. But I can't.
4. My calc won't turn on atm. I'm assuming that if I can get it to ever function again, the archive is done for anyway.
5. Axe 1.0.1 won't compile it currently, mainly because I have a lot of labels that begin with numbers.

Edit: After reinstalling the OS and using the safe-boot, I've revived my calc. The archive got wrecked though. I have backups, but I don't think I'll use them much.

51
TI Z80 / StickNinja (Contest Entry)
« on: June 26, 2011, 08:34:10 pm »
So I ditched the isometric 3d thing...

Anyway, here's my contest entry. Inspired from all those stick figure platformer flash games, and Zelda. Jump around with a sword and kill stuff, yay!

Enemies and coins are fully functional but not shown in the screenie. Best viewed in FF/Opera, sorry :P Runs at 6mhz.

The torches light when you hit them, they can open doors and things, etc. (Phantom Hourglass, anyone?) They can also be linked to other torches: ie you'll have to light 2 before it activates. Others can also have a limited burntime, and will only stay permanently lit if you activate the other torch. Fun stuff, hehe. I'll use this to add a puzzle element to the game as well.

52
Music Showcase / Electric Rain (song)
« on: June 04, 2011, 11:39:55 am »
Electric Rain

New song, again made with LMMS. Also I managed to add it to the dl section, along with the other ones I forgot to add XD but I know you love my awesome backdrop pictures so here's the youtube as well:



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=677

53
Axe / MOVED: A new game - input please!
« on: May 31, 2011, 08:49:16 pm »

54
TI Z80 / Sort of 3D Platformer-Contest Entry
« on: May 22, 2011, 04:17:14 pm »
So this is my contest entry, maybe. It depends on how much more I can optimize it...The screenshot is at 6mhz, but you can see its pretty slow atm.

Isometric 3d ftw. Gravity/jumping/collision detection all kind of work so far. atm I'm not really sure what the actual point of the game will be..have to think about that one..But for now, enjoy a screenie.

55
Other Calculators / MOVED: AxeSynth
« on: May 21, 2011, 03:21:47 pm »
This topic has been moved to News.

http://ourl.ca/11129

56
News / AxeSynth
« on: May 21, 2011, 03:21:26 pm »
So I've finally gotten around to uploading AxeSynth, a music-synthesizer written in Axe. The key mappings are like a guitar's; MATH is E2, x-1 is F2, etc. The base-note is displayed above the key column on the screen. You have access to 8.125 octaves, from the note C0 through C8



Features/Controls:
2nd: Activate Continuous note mode; hold down keys to play a note for as long as the key is held down
MODE: Fixed length mode
DEL: Major chord mode (root, major third, fifth, octave)
ALPHA: Power chord mode (root, fifth, octave)
XT0N: Minor chord mode (root, minor third, fifth, octave)
STAT: Custom chord mode; press ZOOM/F3 to set the chord structure
Up: shift all notes down 1 half step; equivalent of moving a capo down the fingerboard
Down: shift all notes up a half step; equivalent of moving a capo up the fingerboard
Left: set the five columns of keys to E/A/D/G/B (can be shifted up-down with Up/Down keys though)
Right: Set the five columns of keys to A/D/G/B/E
Y=: Decrease the note length. The different note lengths available are 1024, 2048, 4096, 8192, 16384, 21576, 32768, 49152, and 65535
WINDOW: Increase the note length. Note that you can change the note length in continuous mode to achieve varying levels of sound quality.
On+CLEAR: quit

Since this is a sound program, I've also put together a little video to show the full effect:



Download Link: http://www.omnimaga.org/index.php?action=downloads;sa=view;down=671

57
Axe / Optimized Pt-Mask routine
« on: May 21, 2011, 01:04:22 pm »
Hi,

I was wondering if anyone could help me to create a 16x16 routine that does the same thing as the following code, taking arguments to x, y, and pointer-to-64-byte-masked-sprite:
Code: [Select]
Lbl D
Pt-Mask(r1,r2,r3
Pt-Mask(r1+8,r2,r3+16
Pt-Mask(r1,r2+8->r2,r3+32
Pt-Mask(r1+8,r2,r3+48
except that it can be optimized to monochrome-only (I don't need the routine to be writing to the backbuffer)

If it can be done as an asm() routine, I would appreciate it greatly ^.^ Thanks in advance

58
The Axe Parser Project / MOVED: Axe Tutorial: Interrupts
« on: May 19, 2011, 03:22:25 pm »
This topic has been moved to Axe Language.

http://ourl.ca/11099

59
ASM / MOVED: Twitch
« on: May 16, 2011, 03:09:04 pm »

60
Music Showcase / Ripples- comp #4
« on: May 03, 2011, 04:14:33 pm »

I actually finished this one a while ago but forgot to post it :P Criticism welcome, tough I won't be able to change it at all due to my lack of my original computer :P

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