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Messages - tr1p1ea

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121
TI Z80 / Re: xLIB 84C Edition
« on: September 16, 2013, 07:19:31 pm »
Oh yeah, there is setPixel and getPixel as well. There are 2 versions of these routines, ones that set one of the standard 256 colours, and ones that set 16-bit colours.

122
TI Z80 / Re: Spaze Invaders for TI-84+CSE
« on: September 16, 2013, 07:16:09 pm »
Will the enemies be more than 1 colour? If so then you could possibly even use 1-bit sprites if need be?

123
TI Z80 / Re: Spaze Invaders for TI-84+CSE
« on: September 16, 2013, 01:25:33 am »
Interested in how you are handling drawing, are you buffering at all?

124
TI-BASIC / Re: xLIB-BASIC ERR:DIM
« on: September 15, 2013, 09:18:24 pm »
You still have X then Y, Y needs to come first:

If [A]((Y/8)+1,(X/8)+1)=0:Then

Code: [Select]
:ClrDraw
:8→X
:8→Y
:[[0,0,0,0,0,0,0,0,0,0,0,0][0,1,1,1,1,1,1,1,1,1,1,0][0,1,1,1,1,1,1,1,1,1,1,0][0,1,1,1,1,1,1,1,1,1,1,0][0,1,1,1,1,1,1,1,1,1,1,0][0,1,1,1,1,1,1,1,1,1,1,0][0,1,1,1,1,1,1,1,1,1,1,0][0,0,0,0,0,0,0,0,0,0,0,0]]→[A]
:
:0→K
:Repeat K=45
:
:real(2,0,0,0,12,8,0,12,0,8,1,0,8,0
:real(1,X,Y,1,8,1,2,0,0,0,1
:
:X→S:Y→T
:
:getKey→K
:If K=24
:X-8→X
:If K=25
:Y-8→Y
:If K=26
:X+8→X
:If K=34
:Y+8→Y
:
:If [A]((Y/8)+1,(X/8)+1)=0:Then
:S→X:T→Y
:End
:End

125
TI-BASIC / Re: xLIB-BASIC ERR:DIM
« on: September 15, 2013, 08:48:37 pm »
Just out of interest, where are you adding 1?

You only need to do it in the matrix check: If [A]((Y/8)+1,(X/8)+1)=0:Then

126
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: September 15, 2013, 06:19:35 pm »
Yeah i agree, you shouldnt limit yourself to sprites. Perhaps you can have a small data structure that can be parsed when drawing animations which can reference sprites, lines, ASCII (or a combination) for its frames.

127
TI-BASIC / Re: xLIB-BASIC ERR:DIM
« on: September 15, 2013, 05:50:12 pm »
Remember that matrices on the 83+ are column first, so it should be [A](Y,X).

128
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites
« on: September 12, 2013, 09:20:22 pm »
Looking pretty sweet!

129
TI Z80 / Re: xLIB 84C Edition
« on: September 12, 2013, 05:32:10 pm »
Yeah there was a little bug in there that has since been fixed :).

130
TI Z80 / Re: xLIB 84C Edition
« on: September 12, 2013, 07:00:57 am »


Here is a demo of the screen shift function, used for a simple earthquake effect.

131
TI Z80 / Re: xLIB 84C Edition
« on: September 12, 2013, 02:06:55 am »
DJ suggested that i implement a RAND function since the TIOS Rand is reputed to be quite slow. It will give you a random number between 0 and the upper bound you specify (<=255).

I did a rough test drawing 1000 rectangles, TIOS came in at 1m57sec, xLIB was 52sec which is enouraging.

Here are 2 screenies side by side drawing 100 random rectangles. Left is TIOS Rand, right is xLIB Rand.


132
TI Z80 / Re: xLIB 84C Edition
« on: September 11, 2013, 02:36:00 am »
I have implemented drawLine and drawRectangle (which just uses drawLine :)). I havent tested drawing offscreen that much but it should work.

Simple screenie of a basic program randomly drawing rectangles...



Now to do fillRectangle!

133
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: September 09, 2013, 06:38:24 pm »
Its very good, but its strange that when zoomed out the fps doesnt change? Although the cube appears to rotate quicker/is more responsive.

Either way its amazing, and the speed is great!

134
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: September 09, 2013, 05:23:00 pm »
Magnificent!

The speed looks really good (although the fps counter doesnt seem to change?).

Awesome work!

135
TI Z80 / Re: TI-84+CSE: Checkers
« on: September 08, 2013, 11:59:43 pm »
Looking good tifreak!

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