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TI Z80 / Re: Half Life 2: On-Calc
« on: April 13, 2011, 11:06:32 pm »
And you're darn good at it too. Any updates for portal X planned?
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. 1741
TI Z80 / Re: Half Life 2: On-Calc« on: April 13, 2011, 11:06:32 pm »
And you're darn good at it too. Any updates for portal X planned?
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The Axe Parser Project / Re: Axiom Requests« on: April 13, 2011, 11:05:59 pm »
It's a thought. You get 8000 bytes for the prog, without any L* messing around, right? That might be enough if I use appvars for map data.....
What? I didn't say anything! ![]() 1743
The Axe Parser Project / Re: Axiom Requests« on: April 13, 2011, 11:02:13 pm »
so....app-only axiom? that's not really a problem for me.
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The Axe Parser Project / Re: Axiom Requests« on: April 13, 2011, 11:00:35 pm »
So, how does one use it in a program? seems like there must be some way to switch back and forth....
@Ashbad, sure, but try it! 3 transitions to 5 the same way ![]() 1745
TI Z80 / Re: Half Life 2: On-Calc« on: April 13, 2011, 10:59:25 pm »
@ruler it would be much cooler to port axe
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TI Z80 / Re: Half Life 2: On-Calc« on: April 13, 2011, 10:54:51 pm »
Yay, gravity gun! I loved that. Maybe portalgun too?
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The Axe Parser Project / Re: Axiom Requests« on: April 13, 2011, 10:53:46 pm »
@BuilderBoy That's why your routines fit in the other half of the RAM not taken by the four buffers, and return you like a subroutine when finished.
![]() @AshBad with the newer dispgraph, 7 level is easy enough. swap between 0 and 1 (4 lvl) every frame for one between them. It doesn't look half bad, either! same for 1 and 2, 2 and 3. It looked hideous before 0.5.1, but now it's pretty decent. 1748
TI Z80 / Re: Half Life 2: On-Calc« on: April 13, 2011, 10:50:53 pm »
Lol, what if they're already on the edge?
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The Axe Parser Project / Re: Axiom Requests« on: April 13, 2011, 10:47:35 pm »
But a Buffer takes 768 bytes. A Ram page has 8000, right? That's 10 buffers with a few bytes of breathing room, if I did my multiplication right
![]() Also another request: Partial screen updates for more speed. As in, specify update a rect from 0,0 to 10,10, only changing 100 pixels, instead of the whole screen. 1751
TI Z80 / Re: Half Life 2: On-Calc« on: April 13, 2011, 10:45:55 pm »
Wow! So, like powder game with awesome player physics!
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The Axe Parser Project / Re: Axiom Requests« on: April 13, 2011, 10:45:05 pm »
I don't know
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The Axe Parser Project / Re: Axiom Requests« on: April 13, 2011, 10:42:56 pm »
I have one: Multiple Buffer Suppert. Meaning, you can have two, three, or four Graph screen buffers, with diff. symbols for each, and different DispGraphs draw different ones to the screen. Also, you could OR one buffer over the other when displaying. This would be soooo useful.
I'm thinking this removes greyscale, so, Dispgraph = Buffer 1 Dispgraphr = buffer2 DispGraph(Degree symbol0 = Buffer Three DispGraph' = Buffer 4 And so on, applied for all the drawing commands (including Line, preferably) 1754
Miscellaneous / Re: What is your avatar?« on: April 13, 2011, 10:16:38 pm »
I only love FF because it has way more extensions, and it comes with linux. I've used chrome, and have nothing against it.
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News / Re: First non-TI-BASIC game on TI-Nspire OS 3.0« on: April 13, 2011, 09:29:31 pm »
Well, it really depends on the system, not the language. Lua might be able to alter some memory elsewhere, so when the system thinks it's running Lua it's running Asm, and being happy with ndless.
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