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Messages - tr1p1ea

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46
TI Z80 / Re: xLIB 84C Edition
« on: April 27, 2014, 08:46:06 pm »
It could be possible, but it might be a little tricky ... ill check it out.

47
ASM / Re: So I wondered if Aether3D went unnoticed
« on: April 27, 2014, 08:41:53 pm »
It is an amazing engine and i do think that qarnos did leave a copy of some source code with maxcoderz ... However i dont think its the source to the app lib, but code to some earlier tests. I used to talk regularly with qarnos about 3D when i was making my own engine.

He also has a really nice 2D library as well.

48
TI Z80 / Re: xLIB 84C Edition
« on: April 26, 2014, 10:19:14 pm »
It should be noted that archived strings not working is not a bug, xLIB 84C has never advertised that it works with archived strings - its not meant to.

However, i can look into adding support for it by the next release, since it should prove useful for large maps. This however means that setTile will not work while a string is archived ... but maybe i can look into adding support for that too.


On the other hand, the screenies look sweeet.

49
Works awesome so far i have tested:

Worms - works well and is playable
Pokemon Red - Runs magnificently
NBA Jam - Works well but is a bit too slow to play
Final Fantasy 3 - intro into game+dialog works then freezes
Mortal Kombat - Freezes during startup brand logos

All in all a fantastic effort and the scaling+colour switching is great, i will try to get more information on the ones that freeze.

50
Reuben Quest / Re: Some Reuben Quest art (new and old)
« on: April 22, 2014, 03:53:24 am »
Sadly no it doesnt, it might not be easily achieved either im afraid.

There is however LOADSINGLETILE which enables you to copy HEX data for an 8x8 sprite to a tile slot in TEMPRAM ... I wonder if that could be used?

51
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: April 21, 2014, 05:47:51 pm »
Gotta say, this looks incredible! Liking the new texture update.

52
TI Z80 / Re: xLIB 84C Edition
« on: January 23, 2014, 06:20:46 pm »
Gentlemen, I understand there is a pressing issue at hand but perhaps it could be handled outside of the xLIB thread.

Happy to field any xLIBC related questions, queries or suggestions!

That being said, i really do need to finish my example programs.

53
News / Re: 2013 POTY winners announced
« on: January 06, 2014, 10:25:03 pm »
Congratulations to all those that entered and to the winners.

I guess congratulations are in order for anyone that managed to finish and submit a project, that in itself is a great achievement :).

54
Other Calculators / Re: Dual-layer RPG Graphics Demo
« on: January 02, 2014, 03:30:31 pm »
Oh ok, BASIC only, i get ya now :).

Very impressive B&W screenies btw, looks amazing :).

55
Other Calculators / Re: Dual-layer RPG Graphics Demo
« on: January 02, 2014, 12:18:11 am »
So it wasnt plausible on the CSE? Mainly because of speed reasons?

Could xLIB help in any way?

56
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: December 19, 2013, 03:34:47 pm »
Yeah, thats what im talking about! :).

Nice work as always.

57
Axe / Re: Support Request - How Does One Rotate a Tilemap?
« on: December 12, 2013, 06:43:26 pm »
i agree that you dont really have to rotate the actual map data in place, rather just read from it differently and rotate the sprite data when its draw in accordance.

58
TI Z80 / Re: MiniGolf for the +C
« on: December 12, 2013, 12:13:17 am »
Looks awesome! Once the math is properly implemented it should be a very enjoyable game :).

Are you going to add the crabs and stuff as well from the original?

59
TI Z80 / Re: "Runaway" for TI-84+CSE
« on: December 05, 2013, 11:18:29 pm »
Hi DJ, just wondering if you had any more information on the bug you highlighted?

60
TI Z80 / Re: TI-84+CSE Mode7 test
« on: December 05, 2013, 09:05:06 pm »
I made a few small changes to improve the accuracy of the engine. It is mainly evident when at angles of 90deg intervals as shown below. At 45deg it is still pretty average, but at least its a little better overall.



Also i like the idea of scanline interlacing, its something that i have been thinking about implementing. Such a trick should greatly improve speed, just not sure about image quality.

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