This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - willrandship
Pages: 1 ... 76 77 [78] 79 80 ... 208
1156
« on: December 10, 2011, 04:55:09 pm »
I'm betting that's a no, since deadlines have a tendency to create problems in Open-Source projects. The 'when it's done' approach, while sometimes irritating, allows for an easy excuse if you're later than expected.
1157
« on: December 09, 2011, 06:21:12 pm »
A lone 5-block tree in the midst of the desert but no saplings drop
1158
« on: December 09, 2011, 12:25:11 am »
That's too bad  Still, I liked the ability to draw as if there were. Also, it was *just* clipping, not scaling. The scaling occurs because the virtual screen res is 320*240 or thereabouts (depends on your MODE setting)
1159
« on: December 09, 2011, 12:21:50 am »
Darl, last I checked it was a creeper  but now it is gman, a horrible person from Half Life I want to kill.
1160
« on: December 09, 2011, 12:19:50 am »
 glad to hear it. If I get time I might make up a custom sprite sheet after all.
1161
« on: December 09, 2011, 12:13:51 am »
I walk in the woods. There is a gigantic hole. I fall in and die.
Haiku
1162
« on: December 09, 2011, 12:09:49 am »
Hmm, on the smooth scrolling thought: What about having arbitrary-sized (or large but fixed) graphics buffers, which you can draw a portion of which you point to? As in:
DispGraph(X,Y,Buf) would draw a 768-byte section of Buf, starting with X,Y as the top-left. Edge detection would be in-code, or it could even loop. Whichever. That way, you could tilemap or hand draw an entire area, very easily implement smooth scrolling and parallax effects, among various other features.
BBC Basic does it that way, but only has one graphics screen. The actual buffer is somewhere in the 32768x32768 range or higher, I don't really remember.
1163
« on: December 08, 2011, 11:59:20 pm »
Glad to hear it! I look forward to devving for the 3.0 OS!
1164
« on: December 08, 2011, 11:57:29 pm »
So I can't blame you for my suckage at Link's Awakening then?  j/k
1165
« on: December 08, 2011, 11:38:32 pm »
it does? I never noticed! (although I can see it now in retrospect  ) Is the frameskip just on rendering or does it also cause input lag?
1166
« on: December 08, 2011, 11:15:39 pm »
I would think that nSDL covers nDraw's more advanced drawing, and ndless already gave buffer access.
Also, I was thinking: How hard would it really be to interface to the 84+ emu inside the nspires? I bet we could (without providing warez ofc) take the 84+ img and code off of an OS upgrade, and have an ndless prog load theirs! It's not much, but it is a start. At least theirs exists at the moment. That method would also allow for loading diff. OS versions as well as diff models of calc.
1167
« on: December 08, 2011, 11:13:57 pm »
I have no objection to the GBCnspire speed management as it currently is. If you need all sorts of fanciful frameskipping and slowdown features, a PC would be a much better option. Also, I feel a slight slowdown is favorable on the nspire, due to its blurry screen. My only complaints are due to the nspire hardware, aside from the extremely minimalistic GUI and not having buttons vs touchpad as an internal option, rather than a recompile.
1168
« on: December 08, 2011, 12:07:47 am »
No thread is pointless if it actually has progress inside.  See the spam section for many great examples of pointlessness.
1169
« on: December 08, 2011, 12:05:28 am »
At the very least, now we will have 3D graphing and Ndless at the same time! I got really hyped when I saw gbcnspire was already ported.  I totally want to port a SNES emu to this!
1170
« on: November 25, 2011, 04:12:31 am »
Does the prizm use tokens, or does it edit BASIC programs like the 86 did? I can see syntax-similarity problems if it's token based.
Pages: 1 ... 76 77 [78] 79 80 ... 208
|