Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Demon on October 04, 2006, 01:49:00 am

Title: Insanity's Projects
Post by: Demon on October 04, 2006, 01:49:00 am
BlocBuster: 10%
>> A xLIB breakout game.

Repeat Me!: 99%
>> A simple xLIB Simon clone.

Nakamuru: 10%
>> Yes, my forever-freaky AI bot you see on IRC, now on your calc.  Like my last one (which killed itself), this one learns on its own as you talk to it, but thanks to the new string-array subs I made, his mind does not take up anywhere near as much space.

PyroEdit:  95% complete.  Adding some extra features as requested by another user.
>> A sprite editor and tilemapper with a crapload of features to "help get you off the drawing board."

Dependency checker:  100% complete.
>> This subroutine lets your programs make sure subroutines it needs to run are installed on a user's calculator.

String Array functions:  100%
>> Lets you emulate string arrays on the 83/84. Functions include the ability to make a string array, append item, delete item, get item, search, and instant array (a string array sub that dosen't preparse, good for menus, etc).

Battle (aka Mosh Pit): 1% -ENQUEUE-
>> Demon vs demon fighting game.  Haven't quite figured out where I want to go with this game.

String to List and List to String converter: 100%

Powersave Subroutine: 100%
>> When used in a looping instuction, this will automatically make the user's calculator stand by after staying idle for a while to save battery life.

Compressor: 99%
>> Compresses strings, lists, and matrices.

aEquation Math Console: 100%
>> A command-line shell for doing mathmatics in.  Extra functions can be easily added in.  Does everything on my formula chart at school right now :Ptongue.gif

Extra Chars: 100%
>> Yet another program for getting those elusive characters in your programs.

There's more but I can't remember them off the top of my head right now.
Title: Insanity's Projects
Post by: SilverCalcKnight|_ on October 04, 2006, 02:05:00 am
Cool. Can't wait for Nakamuru.

-=SilverCalcKnight|_=-
Title: Insanity's Projects
Post by: Spellshaper on October 04, 2006, 03:06:00 am
QUOTE
Dependency checker


Link? ^_^
I may need this for BM... does it check programs only or all kinds of vars, like pics and stuff, too?
Title: Insanity's Projects
Post by: Netham45 on October 04, 2006, 06:20:00 am
you should finish Nakamuru as fast as you can, but don't teach him the "y" word. You know what I mean.
Title: Insanity's Projects
Post by: DJ Omnimaga on October 04, 2006, 10:43:00 am
wow you beaten bfr/tifreak8x in amount of projects!! O_Oshocked2.gif And quite a few interesting ones as well :)smile.gif do you have any screenies of the new ones?


*xlibman
Title: Insanity's Projects
Post by: Liazon on October 04, 2006, 10:56:00 am
Nakamuru sounds really cool!
Title: Insanity's Projects
Post by: Demon on October 04, 2006, 11:51:00 am
QuoteBegin-Spellshaper+4 Oct, 2006, 9:06-->
QUOTE (Spellshaper @ 4 Oct, 2006, 9:06)
QUOTE
Dependency checker


Link? ^_^
I may need this for BM... does it check programs only or all kinds of vars, like pics and stuff, too?  

 Right now it only searches for programs.  It uses VarStats and one of my array subs so it could be modified to look for other kinds of vars, though.

Right now there is no link while I am still setting up my servers and stuff.
Title: Insanity's Projects
Post by: Netham45 on October 07, 2006, 12:32:00 am
Betas? Espically Nakamuru!
Title: Insanity's Projects
Post by: Demon on October 07, 2006, 06:50:00 am
<< Nakamuru's being rewritten so that he will make an array database and give better responses. >>

More projects:
StickFigure sub: 5%
>> A subroutine for drawing 9-line stick figures.  (Yes, I have too much free time :Ptongue.gif)

ASCII Tunnel: 100%
>> Yet another Fast-Tunnel clone.

Adaeus IDE: 1%
>> Will be an on-calc program editor for you guys who are sick and tired of TI-OS's program editor; will be powered by Iambian's Celtic program.
>> Will also be useful for writing notes, too.

Array Functions: 5%
>> Using Iambian's Celtic program, these new array functions will allow program files to be used as arrays instead of strings and list indexes.
>> Functions written so far:  Search.

Guardian: 75%
>> Lock your calc when not in use with a password.  The 'On' button does not break the program, either.  Fixing it so that it can be added to the powersave sub so that you will have the option of automatic locking when programs that uses the powersave sub standby after some seconds of no activity, and so that it can be used with the Startup app.

BasicChat 2.0: 99% -Delayed-
>> A nice graphical chat program to chat with others via link cable or wireless.  Commands:  Flash (to get user's attention), Clear (emergency screen clear on both calcs), and Hist (get the last message the user sent in case you missed it).

SmartEdit frontend: 100%
>> An improved frontend for the SmartEdit editor.

SimpleTimer:  100%
>> The title says all; it is a simple timer.

Batch Copy from Archive (xlib): 100%
>> Makes copying multiple files from ROM to RAM using xLIB easier.  You can also offset the XTEMP number to start copying files to.

Graphical Input sub:  100%
>> Gives your programs ability to get input on the graphscreen (like that of the ZSUBs).  Input window can have two lines for a title, and input type can be set to number or string.   Uses the powersave sub to standby after some seconds of no input.

Graphscreen Cache: 100%
>> Saves and retrieves graphscreen saves.  Very useful for layering things like menus and dialogs dynamically on the screen without having to redraw everything once the user closes one.

Grahical (xLIB) and Homescreen (pure BASIC) Menu subs: 100%
>> Menu subroutines for both xLIB and BASIC (ASCII) programs.  Uses the array libraries, so you can have as many menu items as your heart desires... or at least as many as can fit in your RAM.

Progress bar sub:  100%
>> A simple, all-purpose graphical progress bar.
Title: Insanity's Projects
Post by: DJ Omnimaga on October 07, 2006, 07:51:00 am
hmm interesting, some of those may be useful for people who are learning basic, like the menu things
Title: Insanity's Projects
Post by: Demon on October 08, 2006, 06:33:00 pm
Nakamuru:  25%
He will now be smart and compare what he knows to what you say to him, and then choose an appropriate response depending on what you ask or say, or he will remember what one says and then improvise conversation when he does not know something yet.  You can now also teach him new responses and he will write them to his responses file.
Title: Insanity's Projects
Post by: DJ Omnimaga on October 09, 2006, 02:02:00 am
sound cool, I cant wait to see how that bot will turn out
Title: Insanity's Projects
Post by: Halifax on October 09, 2006, 04:55:00 am
I wonder if he will be smarter then the AIM bot SmarterChild
Title: Insanity's Projects
Post by: DJ Omnimaga on October 09, 2006, 05:15:00 am
never heard of that one sry x.x
Title: Insanity's Projects
Post by: Netham45 on October 09, 2006, 01:29:00 pm
Wait, Nakamuru = ASM or Nakamuru = Basic?
Title: Insanity's Projects
Post by: Demon on October 09, 2006, 02:25:00 pm
Nakamuru == BASIC.
QUOTE
Scott>> Hello again.
Nakamuru>> Hi.
S>> How are you?
N>> I am fine.
S >> Do you want to be released as beta yet?
N>> What's it to you?
S>> Because people want to talk to you.
N>> Oh.
S>> So do you want to go out into the world?
N>> I'm not sure.
S>> Are you nervous?
N>> No.
S>> Or are you just lazy?
N>> No.
S>> Well, do you?
N>> Yes.
S>> That's good.
N>> Thank you.
Title: Insanity's Projects
Post by: DJ Omnimaga on October 10, 2006, 09:52:00 am
Lol fun stuff, is it kinda smart yet?  
Title: Insanity's Projects
Post by: Demon on October 11, 2006, 11:56:00 am
It it kind-of smart.  I made it interface with aEquation so it can help you with your math homework now and with the SmartEdit frontend so you can ask it to open documents.  Soon it will be able to run programs and play some games with you.
But the biggest drawback is speed.  It it slow as hell on 83+.  It needs some serious optimizing.  It can take up to almost a minute for it to respond to anything that is not in the command sub or is at or near the top of its responses list. On top of that, it can take up into minutes to load and exit because it has to convert the array of phrases it learns from and to lists when you start and exit.  :(sad.gif
Title: Insanity's Projects
Post by: DJ Omnimaga on October 12, 2006, 01:58:00 am
at least thats faster than EfneTI86 on #tcpa efnet :Dbiggrin.gif
Title: Insanity's Projects
Post by: Demon on October 13, 2006, 01:43:00 am
Grahical (xLIB) sub:  Updated
Optimized a little and now you can append data to the input box from homescreen input (especially when you want to type characters that you can't type in on the graphical input).
Also, programs can now have predefined text already in the text area.

Nakamuru:  30%
A match and responce editor has been made.  You can now train Nakamuru easily.  It will be added to his command list so you can add something without having to open the training intererface.

aMAZE: 5% -New-
A Pacman-like game.  Collect the food and powerups, avoid the maze guardian.  More ideas will be added soon.

Title: Insanity's Projects
Post by: DJ Omnimaga on October 13, 2006, 01:58:00 am
the last one sound interesting i hope to see screenshots of it soon :)smile.gif
Title: Insanity's Projects
Post by: SilverCalcKnight|_ on October 14, 2006, 04:33:00 pm
I wanna see some Mosh Pit progress...that looked fun. Like his old sig, but less convulsion-inducing, er, "psychedelic".

-=SilverCalcKnight|_=-
Title: Insanity's Projects
Post by: Demon on October 21, 2006, 05:44:00 pm
PyroEdit:  62% -Rebuilding-
Grayscale will be added back - it has already - and extra features that not everyone may want to use will be made into plugins to save one space.
Also, cursor contraining is back.  It's better this time because can now set how much of an area you want to edit now so you don't accidentally go out of bounds an end up with a sprite larger or smaller than you wanted.

All subroutines:
Have been made Celtic-friendly.
Title: Insanity's Projects
Post by: DJ Omnimaga on October 22, 2006, 03:20:00 am
ooooh nice :Dbiggrin.gif , dont forget to backup this time tho X.X i hope to be able to try it soon :)smile.gif
Title: Insanity's Projects
Post by: Demon on October 22, 2006, 02:16:00 pm
GUI Libraries - 20%
Subroutines to allow you to have a full-blown GUI in your programs - cursor input, input boxes, radio buttons, dialog windows, buttons, drop-down menus, etc.
So far, I got the cursor, graphical and homescreen text input, the windows and the menus but now I gotta figure out how to get all this stuff to work when it's all in a dialog without much coding for the person using the routines.
Title: Insanity's Projects
Post by: DJ Omnimaga on October 22, 2006, 02:27:00 pm
this use xlib right?
Title: Insanity's Projects
Post by: Demon on October 22, 2006, 03:10:00 pm
Some of them will.  The homescreen versions probably won't but might.
Title: Insanity's Projects
Post by: DJ Omnimaga on October 22, 2006, 03:51:00 pm
aaah i see, any planned screenies soon?
Title: Insanity's Projects
Post by: Demon on October 31, 2006, 02:46:00 pm
RandoGUI GUI Library - 30% - delayed due to RAM clear.
PyroSprite - 65% - delayed until RandoGUI is finished.
Array subs - updated.  You can use your own one-character delimiter now (you don't have to stick with the colon).
Title: Insanity's Projects
Post by: DJ Omnimaga on November 01, 2006, 03:17:00 am
ugh ram clear sucks x.x will you have new screenshots of pyroedit soon btw?
Title: Insanity's Projects
Post by: Demon on November 01, 2006, 12:58:00 pm
Er... scratch that.
What happened today was much worse than a RAM clear (I guess that's what I get killing the OSes of five or so calcs in class today) and I ended up losing everything -- including backups -- everything except for bits and pieces of programs in archive.  But I think most of everything is on the computer except RandoGUI -- [frustrated growl].  Well anyway, back to the [...]ing drawing board...

EDIT: Got everything back except for RandoGUI and Mosh Pit.
RandoGUI's gonna get put off for a while so I can hurry up and finish PyroEdit -- after all, if I keep adding stuff to it it's gonna get big, slow, and bulky...
Title: Insanity's Projects
Post by: Demon on November 04, 2006, 06:43:00 am
>> [bump!]
>> PyroEdit: 92%
Plug-ins have been finally [re]implemented, and all the extra stuff have been converted into plug-ins.
Plug-in key hooks have been implemented.  Each plug-in will tell the editor the key that activates it and whether it is from the selection screen or within the pixel editor, and soon, the user will be able to define what keys do what.

Plug-in made so far:
- PyPoly (Advanced Polygon Tool)
- PyRArt (Random Art Generator)
- PyTxt (Insert Text)
- PyXSC (xLIB Sprite Code)
- PySpri (Simple pixel-only editor)

User-contributed plug-ins:
- Imagebot and Mapmaker, created by Tyler Johnson - "This program...uses xLIB and is made for people who make maps.  It includes various functions such as Fill, Fill Every Other, Fill With Current Selection, Save, Load, Generate Code, Delete, Fill Rectangle, Copy, Paste, Set Delete Block, Set Shortcut to '1', Fill with Delete Block,  Block Selector, Block Chooser, and See Current Block Number.  prgmMAPMAKER also comes with an Image adjuster, loader, saver, and code generator, prgmIMAGEBOT."
Title: Insanity's Projects
Post by: bfr on November 04, 2006, 04:31:00 pm
Great progress!  This is looking great.
Title: Insanity's Projects
Post by: Demon on November 06, 2006, 05:59:00 pm
PyroEdit: 97% - Coming up with a more dynamic method of loading plug-ins.
Three percent left!!!
98% - Last optimizations and putting things into Archive so they won't use up as much RAM.
99% - Write the instructions.
100% - Celebrate!!!!
Title: Insanity's Projects
Post by: necro on November 07, 2006, 01:25:00 am
nice to see some good progress...can't wait till its done
Title: Insanity's Projects
Post by: DJ Omnimaga on November 09, 2006, 01:55:00 pm
QUOTE
[19:48:30] * Full-Metal-Randomist goes and works on something else to make up for not being able to work on PyroSprite ( b****y-a** Algebra teacher)
:(sad.gif
Title: Insanity's Projects
Post by: Demon on November 10, 2006, 12:13:00 pm
*Full-Metal-Randomist
Title: Insanity's Projects
Post by: DJ Omnimaga on November 10, 2006, 02:16:00 pm
w00t ^.^
Title: Insanity's Projects
Post by: Demon on November 12, 2006, 07:43:00 am
PyroEdit: 98% - Finalizing.
Title: Insanity's Projects
Post by: DJ Omnimaga on November 12, 2006, 09:14:00 am
wow missed this tppic, I cant wait for 100% :)smile.gif
Title: Insanity's Projects
Post by: Demon on November 12, 2006, 01:50:00 pm
Well, I'm almost there.  I'm at 99% now, and I've been chop-choppin' subroutines so it's gone from using 2-something subs to less than 15 (probably less than 10 but I don't feel like running upstairs to get my calc to check right now :Ptongue.gif)

Anyway, I just gotta write the manual now and I'll be done with this time-consuming beast...
...at least for the time being...
Title: Insanity's Projects
Post by: DJ Omnimaga on November 12, 2006, 02:05:00 pm
I'm glad to see this finished, it will be a great tools for xlib users :)smile.gif
Title: Insanity's Projects
Post by: Spellshaper on November 13, 2006, 05:02:00 am
kewl. I wanna test it ^^
Title: Insanity's Projects
Post by: Demon on November 13, 2006, 01:41:00 pm
PyroEdit: 100% - Finishing tutorial...
- PyroMap Tile mapper Plug-in and Executor:  99% - Writing tutorial.
- Other PyroEdit plug-ins: 99% - Writing tutorials.
- PyroEdit - "Plug-In Manager" Plug-in:  10%
>> Allows a user to easily add and remove plug-ins from loading at the editor's start-up without having to manually edit the plug-in list.

Moshpit: 20%
Title: Insanity's Projects
Post by: DJ Omnimaga on November 14, 2006, 03:44:00 am
w00t almost complete!!! *hugs FMR*

any idea when it will be ready? :)smile.gif
Title: Insanity's Projects
Post by: Demon on November 14, 2006, 03:58:00 pm
There was a bug in the plug-in tool that was screwing up the list.  Turns out that was a bug in on of my string-array subs.  Fixed that.  Then I tried optimizing the plug-in tool as much as I could (and I'm still sure I could optimize it some more but don't know what I could change right now).  It went from 1337 bytes (w00t!) to 1169 plus 65 and 295 its subroutines.

Even though I did all that work writing a plug-in tool for the lazy masses, I still got to write about how to do it manually for those who would rather do it themselves and not sacrifice two kilobytes to this monster.   ;)wink.gif


EDIT:  I'm trying to figure out another way to deal with plug-ins so that the program will be smaller.
Title: Insanity's Projects
Post by: DJ Omnimaga on November 15, 2006, 02:16:00 am
dude you should have let to take 1337 bytes, it doesnt matter how unoptimized it was, 1337 is cool.


j/k :Dbiggrin.gif

glad you fixed it :)smile.gif
Title: Insanity's Projects
Post by: Demon on November 15, 2006, 01:57:00 pm
PyroEdit:  More otimizing has been done.  Start-up time reduced from 15 to 5 secs (83+) because it doesn't query plug-ins until you add or delete one, and doesn't make a new string index each start-up.   Plug-ins are a cinch to install now from the now 693+321 byte plug-in manager.

Moshpit:  No fighting action yet, but I do now got in addition to the acid: fire, spikes, moving ground, a spinning blade, an energy ball and a odd-looking 'generator'.  The animation looks pretty cool, but the movement is kinda slow...
Title: Insanity's Projects
Post by: DJ Omnimaga on November 15, 2006, 05:10:00 pm
mosh pit is the fighting game you had screenshot for a while ago, right? that looked cool
Title: Insanity's Projects
Post by: Demon on November 15, 2006, 05:27:00 pm
Yep, then I put it on the comp and lost it again 'cause I didn't look before I cleaned up my old backups.
Title: Insanity's Projects
Post by: necro on November 15, 2006, 06:32:00 pm
you realy need to be more organised with your back ups, it is the only thing it is good to be ocd about
Title: Insanity's Projects
Post by: Demon on November 17, 2006, 04:29:00 pm
PyroEdit and my subroutines may be the first and last calc programs I write and release.  After that, I am going back to web development, starting with my web desktop (and console), and then, eventually, some games for it.
Title: Insanity's Projects
Post by: DJ Omnimaga on November 17, 2006, 04:43:00 pm
I am sorry to hear that :(sad.gif, afterward will you still release web/computer games/app/routines under Omnimaga staff? It would be sad to see you dissapear :(sad.gif
Title: Insanity's Projects
Post by: Demon on November 17, 2006, 04:45:00 pm
Yes, I will.
Title: Insanity's Projects
Post by: DJ Omnimaga on November 17, 2006, 04:47:00 pm
I,m glad to hear, it's nice to see you here you are a pretty nice person, and you have great skills. I can't wait to see your pyroedit program and your future non calc projects :)smile.gif

*xlibman
Title: Insanity's Projects
Post by: Demon on November 19, 2006, 07:07:00 pm
PyroEdit (entire suite):  100%

Now to figure where the hell my link cable is...
Title: Insanity's Projects
Post by: DJ Omnimaga on November 20, 2006, 02:18:00 am
I hope you didn't got it stolen, can't you borrow one from someone at school? Otherwise if the program isn't too big (like, under 2 KB) and if you still have picture files on your pc maybe you could post the code here by hand and the pics in bmp format and someone could copy it on calc, as well as convert the pics into 8xi format and send it to you?
Title: Insanity's Projects
Post by: Demon on November 22, 2006, 09:23:00 pm
Well... dosen't look like I'm getting a cable anytime soon, so I guess it's time to start typing its code up somewhere...
Title: Insanity's Projects
Post by: DJ Omnimaga on November 23, 2006, 03:17:00 am
:'( good luck, that will be really long x.x I did it with ROL1 once, i lost a group from my calc, and only had it on the comp, no working link cable. it was 22 KB of code to copy
Title: Insanity's Projects
Post by: Demon on November 23, 2006, 03:19:00 pm
It sure is!  I've been typing with short breaks to see how port updating is going for the last four or five hours and I'm still not done.  I am onto typing up the plug-ins now.

This is just a little break 'cause I noticed I just typed up half a program on the console command-line instead of in the text editor x.x
Title: Insanity's Projects
Post by: DJ Omnimaga on November 23, 2006, 03:32:00 pm
just copy paste it in the other box x.x
Title: Insanity's Projects
Post by: Demon on November 23, 2006, 04:23:00 pm
Well... I now I got it all typed up... now to figure out what to do with it...  that part will have to wait until I finish upgrading.
Title: Insanity's Projects
Post by: DJ Omnimaga on November 24, 2006, 02:15:00 am
-.-blah.gif make sure you backup cuz upgrades can be nasty sometimes
Title: Insanity's Projects
Post by: Demon on December 04, 2006, 01:56:00 pm
PyroSprite Key Reference: 100%
>> A reference of what keys do what in the editor and some plug-ins.

ShipShooter: 100%
>> A simple games where you aim the cross-hair at a ship flying across the screen and try to shoot it down.  Ships go faster with each one you hit.  You have 500 cycles to hit as many ships as you can.
Title: Insanity's Projects
Post by: DJ Omnimaga on December 05, 2006, 02:32:00 am
Did you continued typing the program by hand btw? That must take friggin long o.oblink.gif
Title: Insanity's Projects
Post by: Demon on December 05, 2006, 06:23:00 pm
PyroSysX Web Desktop: 5%
-- PyroSysX: Demon's Chat Client:  Working.
>> Fixed a lot of bugs and added some archiving commands so admins can back up the chat buffer before doing something that could erase it, like remfind or clear.  Added a few more commands, and did a little optimizing to make it smaller.
Title: Insanity's Projects
Post by: DJ Omnimaga on December 06, 2006, 07:06:00 am
^.^ nice
Title: Insanity's Projects
Post by: Demon on December 07, 2006, 03:41:00 pm
3D Pong: 75%
>> A three-dimensional BASIC + xLIB Pong game with a speed of ~3 FPS (for now) on an 83+!

3D Hockey: Pending
>> A three-dimensional Hockey game in BASIC + xLIB.  Will be like that one version for the old macs.

PyroSysX: Demon's Chat Center: Updated
>> Text formatting commands (like those on the forums such as [color], [url], [font], [size], etc.) have been added along with two more commands for admins to control profanity and offensive phrases:

/badword WORD_OR_PHRASE_TO_ADD_TO_FILTER
/notbadword WORD_OR_PHRASE_TO_REMOVE_FROM_FILTER

See the commands list for more.
- Censoring is now optional and not forced in chat, so you can just turn it off if you want to see everything.
- You can now have a status message.
- Some more nick bugs fixed.

Coming soon:  Smileys and avatars.  You'll be able to use mine (I have over three hundred!!!) or upload your own.
Title: Insanity's Projects
Post by: DJ Omnimaga on December 07, 2006, 03:55:00 pm
interesting new projects, I am glad you still do calc stuff :Dbiggrin.gif
Title: Insanity's Projects
Post by: Halifax on December 07, 2006, 03:56:00 pm
wow 3D pong sounds sweet
Title: Insanity's Projects
Post by: Demon on December 07, 2006, 06:07:00 pm
PyroSysX: Demon's Chat Center: Updated
>> Avatars added.
Coming soon:  Avatar uploader.  AJAX updating to get rid of that stupid refreshing.
Title: Insanity's Projects
Post by: DJ Omnimaga on December 08, 2006, 01:51:00 am
yea the refreshing was annoying after a while x.x it made my compy slow down sometimes. I'M gonna check it again asap
Title: Insanity's Projects
Post by: Demon on December 10, 2006, 06:07:00 am
PyroSys X (All):  Restarted
>> See signature.
Title: Insanity's Projects
Post by: DJ Omnimaga on December 10, 2006, 06:15:00 am
O_Oshocked2.gif WAIT! WAIT WAIT! does it means you lost everything you had on your PC? I hope not :(sad.gif, even if its only website it still sucks tho because you put lot of work in it :(sad.gif sorry to hear
Title: Insanity's Projects
Post by: Demon on December 20, 2006, 02:28:00 am
PyroEdit: Updated.
>> Yay, screenshots!
user posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted imageuser posted image
Title: Insanity's Projects
Post by: Demon on December 25, 2006, 06:10:00 pm
Here's one of ShipShooter:
user posted image
This was as close to a verison of xlibman's Avions game as I could get on the calc... but if I keep messing with it, I could probably do it; it shouldn't really be too hard to do it and make it fast, too...
Title: Insanity's Projects
Post by: necro on December 25, 2006, 10:34:00 pm
yay!  now make it released.
Title: Insanity's Projects
Post by: DJ Omnimaga on December 26, 2006, 04:03:00 am
wow sound nice, you should make planes move faster though, or move faster after a while. At least you didn't added the original seizure inducing background color changes :Dbiggrin.gif
Title: Insanity's Projects
Post by: Demon on December 29, 2006, 12:28:00 pm
Auto Dep Check
Status: Updated, Released
Description:  Auto Dep Check is a dependency checking subroutine.  You can use it in your programs to check to make sure that all the subroutines your program uses are installed on a user's calc.  It will work with and without the xLIB app, but if you have xLIB (included) installed, it
will take advantage of that, allowing you to keep Auto Dep Check and the subroutines it uses in archive.  If not, you must have prgmVARS and prgmSA in RAM.
Title: Insanity's Projects
Post by: Demon on December 29, 2006, 04:11:00 pm
ShipShooter
Status:  Updated, Released
Title: Insanity's Projects
Post by: Demon on December 29, 2006, 04:16:00 pm
String Array Sub
Status: Updated, Released
Description:  Allows the use of arrays in BASIC.  Can retrieve the first value of a delimited string, convert a delimited string into an array, and get, find, add, replace, and delete elements from an array.  
Title: Insanity's Projects
Post by: Demon on December 29, 2006, 04:18:00 pm
Graph Cache Sub
Status: Updated, Released
Description:  Pushes and pops graphscreen saves. Very useful for layering things like menus and dialogs dynamically on the screen without having to redraw everything once the user closes one.
Title: Insanity's Projects
Post by: Demon on December 29, 2006, 04:26:00 pm
The rest (and not so important ones) will be on TIcalc.org here:
http://www.ticalc.org/archives/files/authors/97/9768.html
when they are processed and are also on my webserver (see signature).

Sorry about all the posts (when is Invasionfree ever going to let people attach multiple files to a posts!?).

Admins, please don't kill me!  :angel:ange.gif
Title: Insanity's Projects
Post by: DJ Omnimaga on December 30, 2006, 01:45:00 am
i wish invisionfreee allowed multiple upload per posts, i know IPB 2.0 does. On top of that it fail to upload big files, even if the size limit is set to 50 MB

I'll check them out as soon as I can
Title: Insanity's Projects
Post by: Demon on December 31, 2006, 09:06:00 pm
Pyro's Compactor
Status:  Updated
Changes:  Uses no ASM libs, optional xLIB support (allows you to keep the compactor's subroutines archived), now compresses strings, displays size information, speed and size optimizations.
Screenshot:  user posted image
Title: Insanity's Projects
Post by: Halifax on December 31, 2006, 09:09:00 pm
Holy crap o.oblink.gif ima have to download all this when i have more time. Keep it coming though.
Title: Insanity's Projects
Post by: DJ Omnimaga on January 01, 2007, 04:03:00 am
wow thats a lot of stuff :Dbiggrin.gif
Title: Insanity's Projects
Post by: Demon on January 01, 2007, 11:47:00 am
[PyroEdit Plug-In] ZoomEdit
Status:  Released
Description: ZoomEdit reimplements that nice little zoom feature that Pyro's Sprite Editor had.  It also lets you transpose and invert, too....(Nope.  No easter eggs here, yesirree... ;)wink.gif)
Screenshot:  user posted image
Title: Insanity's Projects
Post by: Demon on January 01, 2007, 11:53:00 am
PyroEdit 2.2.12282006
Status:  Released, updating
Description:  PyroEdit, the successor to Pyro's Sprite Editor, is a graphics editor that utilizes Patrick Prendergast's xLIB library to let you edit Pics and sprite sheets on your calculator. PyroEdit gives you many more features than the tools in the DRAW menu on your calc. On top of that, if you design graphical games on your calc, PyroEdit will help you get through the spriting process much faster. PyroEdit's "core" is minimal for those who don't need, want, or have room for lots of extra bells and whistles. However, if you do want some of those bells and whistles, then you can get those by installing plug-ins.
Screenshot:  user posted image
Title: Insanity's Projects
Post by: Demon on January 01, 2007, 01:13:00 pm
ShipShooter
Status:  Updated

I guess it'd help if I had included the spritesheet pic, wouldn't it?
Also, there's a group now for those unfortuneante enough to be using TI-Connect.  ;)wink.gif
Title: Insanity's Projects
Post by: Demon on January 01, 2007, 05:44:00 pm
[PyroEdit Plug-In] PyroMap 2.1
Status: Updated
Description:  PyroMap is a tile mapper plug-in for PyroEdit that makes tile mapping a piece of cake. This version contains fixes to some bugs that were causing PyroEdit to crash.  If you downloaded PyroEdit before 1/1/07 and you use PyroMap, make sure you upgrade to this version.
Screenshot: user posted image
Title: Insanity's Projects
Post by: DJ Omnimaga on January 02, 2007, 03:33:00 am
wow nice to see updates! So pyro map is more of a plugin for Pyro edit, right? or a stand alone program?
Title: Insanity's Projects
Post by: Spellshaper on January 02, 2007, 04:17:00 am
more pyro goodness. :)smile.gif
Title: Insanity's Projects
Post by: Demon on January 03, 2007, 06:11:00 am
>> It's a plug-in. It used to have a front-end so you can use it without having to go into PyroEdit, and I need to go remake that...

>> PyroEdit 3.0 is around the corner.
- It won't have any Lbls or Gotos
- It will have a fully graphical GUI (No TI-OS Menus or Inputs)
- There will be only five subroutines (give or take)
- It will have more features, so some plug-ins like PyCopy, PyStamp, etc will be depreciated.

The downside to all the features is that the memory requirements may jump from 8k to 10k.  On my calc it is already pushing around 6 or 7k altogether right now...
EDIT:  o.oblink.gif It's pushing 10 right now and not getting any better...  optimization powers away!
Title: Insanity's Projects
Post by: bfr on January 03, 2007, 07:17:00 am
10K...wow.  o.oblink.gif  It better be worth it.  :Dbiggrin.gif
Title: Insanity's Projects
Post by: Demon on January 14, 2007, 06:22:00 am
PyroEdit 3
Status:  90% complete.
I am nearing completion of PyroEdit 3.  I made it smaller by a kilobyte or two.

[PyroEdit Plug-In]:  Scale
Status:  45% complete.
Lets you scale a selection by a factor.

[PyroEdit Plug-In]:  ScanToList
Status:  70% complete.
Scan the selection/pic to a list and let you send it to another calc, redraw it differently (slant, bold, etc), compress it, and more.  The resulting list after  scanning is relatively small due to the fact that it only stores the count of consecutive pixels, then when drawing back to the screen, uses xLIB's line command to quickly turn on only the pixels that were on.
Title: Insanity's Projects
Post by: DJ Omnimaga on January 14, 2007, 08:56:00 am
I did not know there was a 3rd version of pyroedit in the work o.oblink.gif
Title: Insanity's Projects
Post by: Demon on January 22, 2007, 02:19:00 pm
Nakamuru III
>> Yet another version of Nakamuru.  The other one somehow died before I could finish it (I swear this thing is f-ing Emo or something)!  Even the IRC bit$h won't respond to me anymore nor recognize me as the botmaster anymore and I still don't know what the heck is wrong...  anyway,  I hope I will finish this one before anything bad happens as something always -- always -- tends to do every time I work on a version of Nakamuru.  (Maybe it's a sign?)

[ Edit ]:  I got a feeling I already announced this...  maybe it was the second version...

That one BASIC IDE from way way back when that starts with an 'A'
>> I'll start working on this whenever I can find a program to string converter that will convert a whole program to as string and can convert back too.  Celtic won't work 'cause it only convets line by line which is too slow 'cause you can't just sub the whole thing (and reading/writeback takes forever in a loop - five minutes to find and replace last time I tested it)

EDIT:  I found the String to Program program, now to find the opposite...
Title: Insanity's Projects
Post by: DJ Omnimaga on January 23, 2007, 03:14:00 am
wow a bot that is emo, the prophecy is true then (points to atreyu37865 in the news section), I hope you can fix it  
Title: Insanity's Projects
Post by: Demon on January 23, 2007, 02:20:00 pm
EDIT:  Thanks to Calc84maniac on Cemetech I got the prog to string and vise vesa converters.  Now the -- what was the naem of that that IDE I was goign to make? -- project is at one percent.

PyroEdit:  I need opinions:  Yes or no:
Should I use a graphical GUI over TIOS?
Should I use lowercase?

I got the GUI part already implemented but I'm still kind of " :/confused.gif " about the size 'cause GUI lib is what, about 1 or two kilos and the subroutine uses of it made PyroEdit about a couple hundred bytes larger...
Title: Insanity's Projects
Post by: DJ Omnimaga on January 24, 2007, 02:30:00 am
No lowercase. each lowercase letters takes 2 bytes of ram, uppercase take 1 byte.

what do you mean by graphical gui over tios, do you mean non-homescreen? Imo if it's just a side routine I would go with tios, so it take less space
Title: Insanity's Projects
Post by: Demon on January 25, 2007, 02:12:00 pm
MoshPit
Status: 5% complete
The sumo game is back in development, and this time, in ASM, baby!
Title: Insanity's Projects
Post by: necro on January 25, 2007, 03:00:00 pm
its an asm revolution!
Title: Insanity's Projects
Post by: DJ Omnimaga on January 25, 2007, 03:22:00 pm
YAY!
Title: Insanity's Projects
Post by: trevmeister66 on January 25, 2007, 03:36:00 pm
 :bow:worship.gif ASM  :bow:worship.gif
Title: Insanity's Projects
Post by: Demon on January 28, 2007, 04:28:00 pm
Moshpit: 20%
I'm having trouble translating some psedocode I made for the AI to ASM...

PyroEdit III
Status: Down to 40%
I'm rewriting the plug-ins system, and making the manager work with the new Array sub.
Title: Insanity's Projects
Post by: DJ Omnimaga on February 01, 2007, 03:50:00 pm
I see, I am curious about how it will turn out when ready :)smile.gif
Title: Insanity's Projects
Post by: Demon on February 08, 2007, 02:03:00 am
PyroEdit III Screenshots:

The new interface:
user posted image

Soft Crashes:  If PyroEdit crashes during use, it does not hard-crash back to the shell, but will instead give you a nice error message and an option to restart or exit.
user posted image
Title: Insanity's Projects
Post by: Delnar_Ersike on February 08, 2007, 04:47:00 am
Nice...the error message kinda reminds me of Windows XP for some reason, but I like the editor (especially those well-drawn stick figures :Dbiggrin.gif )!
Title: Insanity's Projects
Post by: Demon on February 11, 2007, 04:20:00 pm
PyroEdit Updates:
- Plug-ins got taken out (again).  They will be modded in later if/when the string array sub can be optimized any more or written in ASM, which I still need help doing...
- Contrast effects added.  You can adjust the contrast within PyroEdit.  PyroEdit will remember your contrast setting and restore it at start-up and will also remember to set the contrast back to the way you had it in TI-OS when you exit.
- Starting to integrate PyroMap Tilemap Editor.
Title: Insanity's Projects
Post by: trevmeister66 on February 11, 2007, 04:27:00 pm
sweet, it's looking good, can't wait for the finished product. :)smile.gif
Title: Insanity's Projects
Post by: Demon on February 16, 2007, 01:50:00 am
Added:
GUI:  You can now use the number keys to jump to and double-click on a menu item so you don't have to scroll so much.  Hitting a number once will jump to that item number; hitting the same number again will select it.
PTM:  The tilemapper has been added to the base.  It is still being updated, however.  The base size is now 200 bytes from 6k.
Crash Handler:  Now tells you exactly what kind of error occured rather than just a number.  Also allows you to toggle the Crash Handler.
Preferences:  Toggling the Crash Handler will restart PyroEdit when you exit preferences.  Will make this so it will ask permission first.
PyroPS (powersave):  Dosen't kill any other vars than C/Y so that PyroEdit dosen't act weird when you're in menus, etc.

PyroEdit's Total Size: 13.3k
Components: 9
Title: Insanity's Projects
Post by: trevmeister66 on February 16, 2007, 10:44:00 am
Wow, this is looking really good! Is this in Basic or ASM?!?
Title: Insanity's Projects
Post by: Demon on February 16, 2007, 02:30:00 pm
BASIC + xLIB + the ERRH Error Handler

Updates:
Tilemapper integration has been finished... well, almost.  Debugging it further and adding some stuff.
Title: Insanity's Projects
Post by: Demon on February 19, 2007, 05:13:00 pm
Moshpit
Status: 40%
I finally got the AI going.  Using the API to flip now, but I still need to figure out some things before I try adding it.

PyroEdit III
Status: 60%
Still working on the tilemapper, and still trying to optimize this 13-kilobyte beast.  Plug-in system has yet to be remade.
Title: Insanity's Projects
Post by: Demon on February 25, 2007, 12:01:00 pm
Moshpit
Status: BASIC:  62%, ASM:  42%
Screenshots:
(The BASIC version):
user posted image
(The ASM version):
user posted image
Title: Insanity's Projects
Post by: CureDesu on February 25, 2007, 12:23:00 pm
For the ASM version of Moshpit, are you using bcall(_GetCSC) or port input?

Looks pretty cool.
Title: Insanity's Projects
Post by: bfr on February 25, 2007, 12:28:00 pm
He's probably using direct key input, which is faster and doesn't destroy as many registers (I think).  :)smile.gif

Looks great!  
Title: Insanity's Projects
Post by: Halifax on February 25, 2007, 04:22:00 pm
port input destroys only A which holds the value of the key pressed
Title: Insanity's Projects
Post by: Demon on February 25, 2007, 04:42:00 pm
Yep, it's port input.
Title: Insanity's Projects
Post by: Liazon on February 26, 2007, 10:57:00 am
you can also use in any-8-bit-register,(c ) and out (c ),any-8-bit-register

but I rarely encounter a need to put the Key input in anything other than a, or change the port of interest for that matter.

now you just need to get the sprites to flip in other directions.  like I mentioned on IRC earlier, you really have the choice of

1.) storing all the directions of the sprites in your program
pro: good for few sprites, possibly faster; many addresses to deal with, though not a problem if you index them nicely
con: bad for more and more sprites since it takes up more permanent space in your program

2.) flip the sprite when it changes direction
pro: only 1 copy per 2 directions, so less space; only 1(or 2 when you add up/down views) address for sprite input
con: doubtful that you need the clocks, but will eat up clocks since you have to flip before using ionlargsprite; routines still take up space

3.) create all copies of the sprite before the fight and store the copies in saferam
pro: no clocks to flip during gameplay; less space taken when program not running; less addresses to deal with than method 1 assuming you use the same buffers for sprites
con: routines still take up space

Of course there are always other more appropriate methods for what you're doing, and since I'm not sure what the game will ultimately look like, I can't recommend one over the other

but it's looking good so far  :thumbup:google.gif
Title: Insanity's Projects
Post by: Jon on February 26, 2007, 06:00:00 pm
Best idea: make your own sprite routine that goes to the and of the sprite, then reads it from the bottom up, but still plots it from the top down, making it upside-down on the screen. (Jon points out that he wrote a NexGenGS routine that does this)
Title: Insanity's Projects
Post by: Demon on February 27, 2007, 02:13:00 am
PyroEdit III
Status: 65%
- Sped up pixel-editing.
- Memory monitor.
- Reduded size by 700 bytes.
- GUI improvements.
- Saving bug fixed.
Title: Insanity's Projects
Post by: tifreak on February 27, 2007, 02:19:00 am
700 bytes, or 700,000 bytes? o.oblink.gif I think you might have made a typo... :Ptongue.gif
Title: Insanity's Projects
Post by: Insanity on March 18, 2007, 08:49:00 am
PyroEdit III
Status: 75%
- Added Pen Tool
- Added Preview-before-opening
- More size optimizations

Still pending:
- Rotation by x degrees (can I get an ASM routine - most preferred for live rotation - for this or can someone teach me how to do it in BASIC?)
- Tilemapper
- The polygon tool (making it smaller)
- Plug-ins, and deciding whether I should implement them or not.
Title: Insanity's Projects
Post by: Halifax on March 18, 2007, 11:33:00 am
Wow Demon this is shaping up to be the (if not already) best sprite editor ever.

@Liazon: Using A is the most speed efficient and size efficient way because that is what you use to do all comparing. So putting key input into C would only make it slower because you have to load into A.
Title: Insanity's Projects
Post by: bfr on March 18, 2007, 11:43:00 am
Yeah.

Excellent progress!  :king:king2.gif
Title: Insanity's Projects
Post by: Insanity on March 18, 2007, 02:15:00 pm
PyroEdit Online Sprite and Tilemap Editor
Status: 20%
>> PyroEdit is now being unleashed to the Internet!  PyroEdit Online will be able to do what PyroEdit III can do and more when it is finished, and can be accessed from anywhere.
Title: Insanity's Projects
Post by: Halifax on March 18, 2007, 03:31:00 pm
Dude amazing. Best ideas ever.
Title: Insanity's Projects
Post by: bfr on March 18, 2007, 03:33:00 pm
Awesome!

Will users be able to save their sprites and tiles online, and will it be able to generate the sprites not only as code, but as computer and calculator image files?  That would be cool (but not really necessary - maybe these features could be added after the main stuff is finished).
Title: Insanity's Projects
Post by: Halifax on March 19, 2007, 09:52:00 am
*Halifax knows how to write and read Bitmaps if you want to save them in thaet format and stuff.
Title: Insanity's Projects
Post by: Insanity on March 26, 2007, 12:52:00 am
PyroSysX Web Desktop
Status: 40%
I'm slowly getting it rebuilt...  It can already run "applications."
http://pyrosysx.mine.nu
Title: Insanity's Projects
Post by: Insanity on April 07, 2007, 10:37:00 am
Celtic Frontend
Status: 99%
>> Makes the task of issuing arguments to Celtic a breeze so that if you use Celtic extensively in your program, your program will be much smaller.
Instead of having to say - for example:
c1-->
CODE
ec1"MYPROG->Str0
2->[Theta]
"->Str9
1:Asm(prgmCELTIC2
"->Str9
3:Asm(prgmCELTIC2
"->Str9
10:Asm(prgmCELTIC2
c2
ec2
You only have to write:
c1
-->
CODE
ec1"MYPROG->Str0
"11Text You Wanna Insert Somewhere3More Text You Wanna Insert Somewhere>10Even More Text You Wanna Insert Somewhere->Str9
prgmCTFNc2
ec2
And just look at all those bytes you save.

== Small Capital E (2nd - Comma)


Also, it will replace Celtic's long error codes with ones that are only two bytes long.
Title: Insanity's Projects
Post by: Insanity on April 10, 2007, 01:06:00 pm
This is my current TGUI routine (Text GUI).  I tried to make it as small and fast as possible, but are there any more optimizations I could do?

That big 'E' == the 2nd-Comma 'E' (whatever it's called).

Syntax:
Menu (finally made it display more than eight items now - yay!)
"0MENU ITEM 1EMENU ITEM 2EITEM 3EITEM 4 (and so-on)
Returns selected item in Ans and X.

Numerical Input
-> U
-> V
"1
Returns selected number in Ans and X.

Text Evaluation Wrapper
"2
Return entered text (or evaluation) in Str7.

QuoteBegin-"BASIC Code"+-->
QUOTE ("BASIC Code")
:Ans→Str7
:expr(sub(Ans,1,1→W
:sub(Str7,2,length(Str7)-1→Str7
:W
:If Ans=1
:Goto 1
:If Ans=2
:Goto 2
:Str7+"E→Str7
:0→nMin
:DelVar W{0→A
:Repeat max(PMT={21,22
:1→θMin:1→X
:If nMin≥length(Str7
:DelVar W0→nMin
:If not(max(nMin=?A
:nMin→?A(1+dim(?A
:ClrHome
:Repeat θMin>8 or nMin≥length(Str7
:nMin+1→PMT
:inString(Str7,"E",Ans→nMin
:Output(θMin,2,sub(Str7,PMT,Ans-PMT
:1+θMin→θMin
:End
:Ans-1→θMin
:Repeat X<1 or X>θMin or max(PMT={21,22,105
:Output(X,1,">
:1→C/Y
:Repeat Ans
:prgmXTEMP010
:getKey→PMT
:End
:Output(X,1,"
Title: Insanity's Projects
Post by: Halifax on April 10, 2007, 02:00:00 pm
very cool. I don't know if there are any optimizations that could be made though. I have been out of the basic loop for a long time now.
Title: Insanity's Projects
Post by: Insanity on April 15, 2007, 10:34:00 am
PyroEdit III
Status: 100% - Completed.
PyroEdit III is finally finished.  I kind of finally realized it's just a sprite editor :Ptongue.gif , so I worked on slimming it down, and now it only requires 8k of RAM (including space for two pics).  Plug-in support has also been added back in, and it is much smaller and simpler.  You can have as many plug-ins installed in PyroEdit as your memory will allow.

Three plug-ins have been developed so far:
- Pyromap, which has been slimmed down from the 2.x version.
- PyroDCS, which displays a DCS header for an 8x8 sprite.
- Pyroart - the insprational drawer from PyroEdit 1.x and 2.x.
Title: Insanity's Projects
Post by: Halifax on April 15, 2007, 10:42:00 am
Insanity do you intend on releasing a Plugin SDK with documentation cause I really don't understand how to make plugins but I want to make some.

Also where is the link to Pyroedit III
Title: Insanity's Projects
Post by: Insanity on April 15, 2007, 03:36:00 pm
I probably won't have it ready to submit until a few more days from now (documentation).  And yes, I will.

aMAZE
Status: 40%
The Pacman clone is back in development.  The AI is pretty smart, and goes the nearest direction towards you.  It's also pretty mean, too, because it eats your food. :Ptongue.gif

Screenshots later.
Title: Insanity's Projects
Post by: bfr on April 15, 2007, 04:13:00 pm
PyroEdit III is finished!  This looks pretty advanced.

I'd be interesting in trying out aMAZE and testing out its AI.
Title: Insanity's Projects
Post by: Insanity on April 16, 2007, 01:45:00 pm
How do you make games that use xLIB tilemaps go fast (at least in the case of a Pacman clone)?  My start to aMAZE wasn't too great as far as speed goes.  I've already deleted what I had and am starting over again 'cause my code got really messy (now I'm starting to think that wasn't such a good idea)...
Title: Insanity's Projects
Post by: Halifax on April 17, 2007, 10:12:00 am
Well really this is no way except to drop Xlib and get back to programming some assembly
Title: Insanity's Projects
Post by: Insanity on April 22, 2007, 09:47:00 am
PyroEdit 4: DCS Edition (ASM)
Status: 0%, Enqueued.
Title: Insanity's Projects
Post by: Halifax on April 22, 2007, 10:41:00 am
PyroEdit 3.1(ASM) w00t :)smile.gif . You know but since its on a totally different stage from PyroEdit III I would consider making the name.

PE IV
Title: Insanity's Projects
Post by: Insanity on April 22, 2007, 10:56:00 am
Good idea.

PyroEdit 3 Plug-In:  PyroDCS
Status:  Updated.
PyroDCS can now convert not only 8x8, but also 16x16 icons to DCS hex now.

PyroEdit 3 Plug-In:  PyroMap
Status:  76%
Rewriting interface.

Darkness Background for DCS6
Status: 100% (Attached)
user posted image
Title: Insanity's Projects
Post by: bfr on April 22, 2007, 11:15:00 am
Nice progress.  :)smile.gif

I'm going to have to start getting into xLIB TI-BASIC programming just so I can use PyroEdit.  :Ptongue.gif

Just wondering - do these plugins work with previous versions of PyroEdit, such as PyroEdit II?
Title: Insanity's Projects
Post by: Insanity on April 22, 2007, 12:30:00 pm
Unfortunately not.

And here's some screenshots of PyroDCS:
user posted imageuser posted image
Title: Insanity's Projects
Post by: Halifax on April 22, 2007, 12:59:00 pm
Possibly with PyroEdit 3.1(PE IV) then Insanity will be able to add the abilty to export it on the computer as a Windows Bitmap or Assembly code.

Hey I also like that background there for DCS Insanity.
Title: Insanity's Projects
Post by: Insanity on April 22, 2007, 03:08:00 pm
Change of plans.  Looks like I'm going to porting it to NextGen while Halifax is porting a version of DCS (as far as I know - correct me if I'm wrong?).
[ Halfiax ]:  Here's the pre-release of PyroEdit 3.
Title: Insanity's Projects
Post by: Halifax on April 22, 2007, 03:17:00 pm
Thank you
Title: Insanity's Projects
Post by: Insanity on April 22, 2007, 03:24:00 pm
Are there any includes or anything I'm gonna need or do I just ask as I go?
Title: Insanity's Projects
Post by: Insanity on April 23, 2007, 12:34:00 am
( Bump )
PyroEdit Plug-In: PyroMap
Status: 99%
PyroEdit now allows editing of maps smaller than 8x12 (4x6 @ 16x16), and you can now also use display offsets.  Editing's a bit easier, too, as you only need to use one set of keys now to scroll around the map.
Title: Insanity's Projects
Post by: Halifax on April 23, 2007, 12:06:00 pm
I will send you updates as I make them. You will always have the copy of the most current and up to date source laying in your email box. No worries. It will include everything to compile the program and the source will be well-commented out.

I would ask of you to do the same if you decide to make edits as this will prevent any riffs betweens code. :king:king2.gif
Title: Insanity's Projects
Post by: Insanity on April 23, 2007, 02:41:00 pm
DCS Background "Albums"
user posted image
QuoteBegin-Insanity+-->
QUOTE (Insanity)
I got the idea for this background after looking at all the software CDs scattered around my computer. :Ptongue.gif
Title: Insanity's Projects
Post by: Insanity on April 27, 2007, 08:24:00 am
Chemical Reaction
Status: 67%
Chemical Reaction is a pure-BASIC DDR clone that I am making.  It is coming out pretty good, and it looks just as good as an xLIB version of the game would.  It's also pretty small, too, coming under the radar of about 3k.  I will post a screen shot of it later on today.
Title: Insanity's Projects
Post by: Halifax on April 27, 2007, 08:26:00 am
Yo that's pretty sweet. You are putting some serious hours in aren't you sheesh.
Title: Insanity's Projects
Post by: Insanity on April 27, 2007, 12:51:00 pm
And here's the screenshot:
user posted image
Title: Insanity's Projects
Post by: Halifax on April 27, 2007, 12:56:00 pm
Wow dude that's awesome. Why is your background green though??
Title: Insanity's Projects
Post by: Insanity on April 30, 2007, 01:39:00 pm
Chemical Reaction
Status: 100% complete
The DDR clone is finally finished.  And here's the final product!
user posted image
Title: Insanity's Projects
Post by: Halifax on May 01, 2007, 09:11:00 am
Wow that's cool.
Title: Insanity's Projects
Post by: Insanity on May 01, 2007, 10:40:00 am
All projects suspended.
I got in trouble at school because of some stupid, stupid, stupid idea for an animation/game I got - and executed the moment I got bored writing games.  I got caught showing the funny but highly graphic animation off at the last period of the day.  Now I'm suspended for a week; my Grandma has given up on me and wants nothing to do with me anymore; my mom is pissed, and I won't be able to use the computer until the summer or next year and I probably can't have my calculator back until next year or until I go to college (but fortunantly I still have the other one so I can still write games and utilities).

See you later in the future, hopefully...  :oops:embarassed.gif:disapointed:nonono.gif
Title: Insanity's Projects
Post by: Speler on May 01, 2007, 10:46:00 am
I'll miss you on IRC and forum's Insanity/FMR/pyro_x2k.  It seems your animations have caused you alot of trouble in the past though.
Title: Insanity's Projects
Post by: Halifax on May 01, 2007, 11:31:00 am
Yeah haha I have gotten in trouble for my basic animations too. Mines aren't even graphic, but supposedly it's a rule that you can't have students names in the programs even if they are showing them in a good light. :(sad.gif Oh well I will miss you.
Title: Insanity's Projects
Post by: Insanity on May 04, 2007, 07:08:00 am
PyroSysX Web Desktop
Status:  Aborted.
I'll make something else that I can update faster (and away from home) instead.

Nakamuru
Status:  Temporarily aborted.

aMAZE
Status:  Queued, position 1.

PyroEdit III
Status: 92% complete.

PyroEdit Plug-in: PyroMap
Status: 94% complete.

BlocBuster
Status: Aborted.

Moshpit
Status (ASM): Temporarily aborted.
Status (BASIC):  Queued, position 2.

Adaelus BASIC IDE
Status: Temporarily aborted.

Guardian
Status:  Aborted.

BasiChat 2.0
Status: Temporarily aborted.
Title: Insanity's Projects
Post by: dinhotheone on May 04, 2007, 11:56:00 am
a one week suspension?!?!?! thats a bit extreme i think, you musta had a horific animation or overreactive teacher...though, are there any other kind? Well goodluck with your parents, i know how you feel (due to some things i did in 4th grade, i think the computer head has been monitoring me more than other people ;]) and i hope it turns out as well for you as it did for me and my parents.
Title: Insanity's Projects
Post by: bfr on May 04, 2007, 04:05:00 pm
Can I see the animation?  :angel:ange.gif

Too bad.  :(sad.gif  Hopefully you learned from this, though.  
Title: Insanity's Projects
Post by: Insanity on May 06, 2007, 09:59:00 am
PyroEdit III
Status: 97%
PyroEdit III has been simplified and optimized down to just about 3.5k and three programs.
Title: Insanity's Projects
Post by: Insanity on May 08, 2007, 01:09:00 am
PyroEdit III
Status: 99%
- "Execute string" added.

PyroEdit Plug-in: PyroFill
Status: 100%
Fills a closed shape within a selection.

PyroEdit Plug-in: PyroCir
Status: 100%
Draw empty and shaded circles.

PyroEdit Plug-in: PyroMap
Status: 100%
Title: Insanity's Projects
Post by: Halifax on May 08, 2007, 09:52:00 am
Nice progress!
Title: Insanity's Projects
Post by: bfr on May 08, 2007, 11:50:00 am
Excellent progress.  99%!  Soooo close!
Title: Insanity's Projects
Post by: Insanity on May 29, 2007, 08:20:00 am
To .TXT Utility
A batch script that simply converts files you drag to it to .txt
Title: Insanity's Projects
Post by: Insanity on May 30, 2007, 07:45:00 am
DragonMod 1.0
Status: 50%
DragonMod is a subroutine that reads DragonMod libraries and allows you to execute modules within the libraries.  Soon, it will allow you to also add and remove modules from libraries, too.

Program request:  I need a program that does the following to complete this project:
- Store a string into a program.
- If the program already exists on the calc, the program's current contents will be replaced with the string.
- If the program doesen't exist, it will create a new one and store the string to it.
- If the program is archived, then it will try to unarchive it and then store the string.
- If something fails, an error will be returned.

I know Celtic does this already, but Celtic is too big, and only replaces a line at a time of a program.

PyroEdit III
Status: 70%
PyroEdit is getting rebuilt again.  Each PyroEdit -- and PyroMap -- function will be a module within a DragonMod library.  This will supercede the Plug-In Executor in the API, especially when DragonMod's add and remove module feature gets added.
Title: Insanity's Projects
Post by: dinhotheone on May 30, 2007, 09:11:00 am
you can check the code, then deleet it if you dont like it, then recreate it and insert whatever you want, and you can use colons to make it for more than one line
Title: Insanity's Projects
Post by: Insanity on May 31, 2007, 10:58:00 am
DragonMod 1.0
Status: 75%
DragonMod can now execute modules and standby.  Add and Remove features are being added now.

PyroEdit III
Status: 72%
All functions have been converted to modules except for PyroMap.  Some of them still need to be rewritten a little bit.

user posted image
Title: Insanity's Projects
Post by: dinhotheone on May 31, 2007, 11:49:00 am
wow that runs really fast. that dragon module thing, are you making that or is someone else making it? and is that the reason it runs so fast?
Title: Insanity's Projects
Post by: Insanity on May 31, 2007, 01:16:00 pm
I am making it.

As for any subroutines, it uses uses xLIB, Benjamin Moody's Error Handler to execute strings, Calcmaniac's Program to String, and the fast GUI subroutine I wrote.

Here's another screenshot of an example library I wrote:
user posted image
Title: Insanity's Projects
Post by: bfr on May 31, 2007, 03:11:00 pm
Dude...this looks so incredibly advanced.  O_Oshocked2.gif

Great work.  :thumbup:google.gif

I seriously am going to have to start a small xLIB project so I can use PyroEdit to make the sprites for it.  It's a good thing that school is almost over.
Title: Insanity's Projects
Post by: Insanity on June 01, 2007, 07:03:00 am
DragonMod -> DragonShell
Yep, DragonMod is going to become a BASIC shell.  There's no point in making it a subroutine because you'd end up having to make a front-end every time, and that would take up more space.
Title: Insanity's Projects
Post by: Halifax on June 01, 2007, 10:45:00 am
That stuff looks great man :thumb:thumb.gif

Its funny though your projects start as 1 byte programs and then expands to 100 bytes and then 10000 bytes and so on... haha it's cool though it looks like DragonShell is going to be pretty cool.
Title: Insanity's Projects
Post by: Insanity on June 01, 2007, 06:56:00 pm
This should answer more questions about what it is I'm making (I should of said all this in the first place in one post :Ptongue.gif ):
QUOTE
Note:
Title: Insanity's Projects
Post by: Halifax on June 02, 2007, 11:53:00 am
Yo dude that is so awesome man. I love that!!!!!
Title: Insanity's Projects
Post by: Insanity on June 03, 2007, 09:42:00 am
DragonShell
It's getting better, even though it's a bit slower now due to the masking, and could probably use some optimizing if there's any to be done.  The executor is almost done (it can run modules out of a libarary), but I still need to add DragonMod's module scanner to the API.

user posted image

I forget who's avatar I'm using for the background... :Ptongue.gif
Title: Insanity's Projects
Post by: Jon on June 03, 2007, 11:15:00 am
What types of programs does this shell execute?
Title: Insanity's Projects
Post by: Speler on June 03, 2007, 11:17:00 am
Demon, that's Brazcus's avatar.
Title: Insanity's Projects
Post by: Insanity on June 03, 2007, 11:48:00 am
QuoteBegin-Jon+3 Jun, 2007, 17:15-->
QUOTE (Jon @ 3 Jun, 2007, 17:15)
What types of programs does this shell execute?

Right now it will only execute DragonShell programs... or will after I add the module scanner in.
Title: Insanity's Projects
Post by: Halifax on June 03, 2007, 01:55:00 pm
that's the sickest idea and sickest basic shell I have ever seen. Kudos!
Title: Insanity's Projects
Post by: Insanity on June 07, 2007, 11:51:00 am
DragonShell
Status: Aborted.
XPheonix was right - there's no point in a BASIC shell.
But here's some good news...

PyroEdit III
Status: 99%
And this time, I really mean it!
PyroEdit has been toally modularized -- that's double-speak for "there's gonna be a user posted imageload of subroutines," but all except for about three are "[Theta][Theta]" prefixed so they will always be at the bottom.
Lots of subroutines may sound bad, but PyroEdit and the modules I've made are quite a bit focused on saving RAM.  Modules and subroutines stay in the archive; PyroEdit copies them to RAM only as needed then cleans up.  Modules that use subroutines clean up whenever that subroutine won't be needed again and the module is going to do anything later that could use a variable amount of RAM.
The modularization is also good for those who want to install, make their own, or improve upon an existing module.  PyroEdit assumes that any program that starts with "[Theta][Theta]PE", but does not have another [Theta] after that, is a module, and it will poll it at start-up.  Developing modules is easer than developing Plug-Ins for any previous version of PyroEdit have ever been.

Here's a screenshot:
user posted image
And here's a screenshot of how easy it is to make a module:
user posted image

Oh, yeah, and by the way -- the TI-Connect compatibility problem got fixed in this version.
Title: Insanity's Projects
Post by: trevmeister66 on June 07, 2007, 12:11:00 pm
Wow o.oblink.gif I am going to be the first one to download PyroEdit when it is finished and released! That is brilliant work.

Too bad for the Basic shell thing, it looked promising, although i do have to agree a bit with Xphoenix, what good is a basic shell?
Title: Insanity's Projects
Post by: Halifax on June 07, 2007, 12:50:00 pm
Yeah but the basic shell looked faster then most and I liked the idea of running several programs in one from it. Oh well glad to here about PyroEdit though.
Title: Insanity's Projects
Post by: bfr on June 07, 2007, 01:01:00 pm
PyroEdit is looking pretty good.  :)smile.gif

Modules are easy to make.
Title: Insanity's Projects
Post by: Insanity on June 07, 2007, 02:50:00 pm
Writing the documentation now.
Title: Insanity's Projects
Post by: Insanity on June 08, 2007, 06:36:00 am
PyroEdit Updates:
- PyroEdit now supports PyroMap modules.
- PyroEdit will now poll modules for initialization scripts.
- A module skeleton is now as follows:
c1-->
CODE
ec1PROGRAM:[prgmname]
:"[Title/Description of Module]>Dec
:If [italic n]:Goto S
:[program]
:Return [if needed]
:Lbl S
:[init script]
c2
ec2

I've got the User Guide, now I'm writing documentation for each module.
Title: Insanity's Projects
Post by: Insanity on June 09, 2007, 03:47:00 pm
PyroEdit 3.0 (RC1)
One word:  Finally!!!
Remember to post any bugs, quirks, or things that can be changed, your on modules or better versions of the ones I have made, etc!

Have fun!

EDIT:  Click in signature to download.
Title: Insanity's Projects
Post by: Insanity on June 10, 2007, 06:42:00 am
If you want a copy and don't want to wait for it to hit Ticalc.org,  I uploaded it to TICALCS...
http://forum.ticalcs.net/showthread.php?tid=451&pid=5986#pid5986

...Cemetech, in Archives / 83plus BASIC Graphics Programs...

...Revolution Software...
http://www.revsoft.org/phpBB2/viewtopic.php?t=695

...and Ticalc.
Title: Insanity's Projects
Post by: Insanity on June 11, 2007, 10:32:00 am
PyroEdit 3.0 RC2 is now out.
Updates:
- Most lowercase letters are now caps. It saved a lot of space.
- Optimizations.  
Title: Insanity's Projects
Post by: Insanity on June 11, 2007, 04:24:00 pm
RC3 is now out - Updates:
- More optimizations.  Start-up should be a little bit faster now.
- Module skeleton:
PROGRAM:[theta][theta]PE[name]
:"[Title/Description]>Dec

If you are NOT going to use an init script...
:If [italic n]:Return
...otherwise...
:If [italic n]:Goto S

:[program code here]

...and finally, if you ARE going to use an init script...
:Lbl S
:[init script here]
...otherwise you're done after your program code.

- The ZoomEdit module has been updated and included in PyroEdit Extras.
- TiLP users:  If you are having problems sending the groups to your calculator and you keep getting programs that start with brackets instead of Thetas, try sending them individually from the folders instead.  If the problem persists, I will make two PyroEdit packages to remedy this problem.
Title: Insanity's Projects
Post by: dinhotheone on June 12, 2007, 06:51:00 am
yay, its done, i guess i wont need to get tilp to work
Title: Insanity's Projects
Post by: Insanity on June 13, 2007, 07:39:00 am
PyroEdit Module:  Run Indicator
This module lets you turn off the run indicator (and will reload your setting at start up).  Usually when Pics get saved, part of the run indicator sometimes gets saved with it.  You can now clean that up and use that blank space for something.
Title: Insanity's Projects
Post by: dinhotheone on June 15, 2007, 12:21:00 pm
time for dinhotheone and his obligatory noob question(s):

i dled RC3 and loaded all its modules. it seems to work great except whenever i edit a map i cant seem to save it anywhere... so where does it go after i've edited it?
Title: Insanity's Projects
Post by: Insanity on June 15, 2007, 01:19:00 pm
Matrix [A].
I'll work on an import/export module.
Title: Insanity's Projects
Post by: dinhotheone on June 15, 2007, 02:32:00 pm
oh i c, i was thinking it would save as a picture. my only suggestion(s) is a modification to the zoomedit module that allows you to press graph and you can preview you work easier. and im not sure what transpose does, it looks like it mirrors it over the -x=y line but rotation seems like it would be more useful than that. despite my whining i do like version 3 and am using it to make sprites for a game i might make.
Title: Insanity's Projects
Post by: Insanity on June 16, 2007, 06:13:00 pm
PyroEdit 3.0
- ZoomEdit updated - preview feature added (GRAPH key).
- Map Importing and Exporting module added.
- Missing subroutine added.
- GUITNUM subroutine fixed (as well as any modules that used it).

Click mah signature to download it.
Title: Insanity's Projects
Post by: Insanity on June 22, 2007, 08:31:00 am
PyroEdit 3.0 -> 3.1: 50%
- Faster start-up.  You have an option to turn off dynamic cleaning during load and to skip probing for init scripts if you have no modules that don't explicitly rely on them.
- Main tools will be built back into PyroEdit (and the interface changed) to make editing more efficient.
- Considering Grayscale and Animation.

Anything else I should add?
Title: Insanity's Projects
Post by: Insanity on July 10, 2007, 08:36:00 am
PyroEdit 4.0
I'm almost done with PyroEdit.  I'm doing a last test to make sure everything does what its supposed to and I need to add Active Help instructions to the Map Editor.  A lot of new features have been added, the two most important being grayscale editing and active help.  You can now edit standard grayscale pictures, sprites, and tilemaps (I tried to go for extended grayscale editing too, but that ended up slowing everything down too much), and if you're new to PyroEdit, you can turn on Active Help and get instructions as you edit.  Also, I've updated the interface a bit.  Menus no longer take up the whole screen, and you also get a cool bi-directional pan of the picture you're editing.  PyroEdit will also bookmark the last menu item you chose to save you some time.  Modules have also been changed and you can now go to Module Info and get a module's name, type, version, author, and description.

All these new features have probably made the entire PyroEdit suite about the size of a one-page application, but PyroEdit has had a few more optimizations to keep memory usage down while it's running.

ZoomEdit
I've finally added support for 16x16 sprites, too.  I also took any non-dynamic calculations out of loops and put them into variables beforehand to speed things up.

PyroSysX -> #Buckwild, #Buckwild IAC/IRC, and Nakamuru (PHP)
The quiet-at-the-moment "organized world of insanity," is still under construction at http://buckwild.mine.nu:8080/. Right now, I'm working on the chat and on Nakamuru, the pseudo-sentient bot (which perhaps won't go psychotic this time :Ptongue.gif).  Nakamuru can already transfer messages between IRC and IAC script I wrote, now I just got to make IAC parse its relays.  After Nakamuru and IAC/IRC, I will start working on the forums.
Title: Insanity's Projects
Post by: Insanity on July 11, 2007, 01:44:00 pm
PyroEdit 4.0
PyroEdit is finished and is ready to be released, but I will need to get Windows before I'm able to package everything and get screenshots.

The entire PyroEdit suite is 20k after totaling up everything, but you'll only need at least 5 or 6k of RAM free to use it without having to worry about Memory errors.

In addition to the features added earlier, there is now a drawing grid so you can tell where one sprite should end and one should begin (the on-screen coordinate slew down things too much); PyroMap has Active Help, and you also now have to the option to archive the settings lists and the grid to save RAM.  They are off by default, however.  Pictures can be instantiated when you open them and that should get rid of any "graphical weirdness" may occur (even when PyroEdit tries to take care of it) when you try to edit a non-existant pic.


Oh yeah, and if you have an IRC room you want to be connected with Buckwild and you're on EFnet, give me the room name and I'll add it to Nakamuru's list.  This pretty much the opposite of TiSax at Cemetech, which connects websites together on one channel.
Title: Insanity's Projects
Post by: trevmeister66 on July 11, 2007, 02:45:00 pm
Man that was some fast progress between 3.0 and 4.0. Is this going to be the final version?
Title: Insanity's Projects
Post by: Insanity on July 11, 2007, 04:46:00 pm
I'm trying to make it the final version.  There might be some subversion updates every now and then and extra modules when I get bored.
Title: Insanity's Projects
Post by: Insanity on July 11, 2007, 06:54:00 pm
Here's a pre-release of PyroEdit 4 for those of you who want to try it out.
Run APYROEDIT
Like the README says, you'll have to turn on Active Help in Options on yourself if you need it.  But it should be pretty easy to figure out now and you don't need a manual.

You'll need about 2-22k of Archive space free and 5 or more k or RAM.
Title: Insanity's Projects
Post by: Ragol666 on July 12, 2007, 01:44:00 am
Cool! I am wondering, does PyroEdit have a map editor (like, for matrixes)?
Title: Insanity's Projects
Post by: Insanity on July 12, 2007, 07:51:00 am
Yes, it does.
------------
New features added:
- Active Help added in Options
- Contrast option added

-- Rotation is being added.
Title: Insanity's Projects
Post by: Insanity on July 13, 2007, 01:02:00 pm
PyroEdit 4.0
- A module for rotation has been created.  This time it actually rotates instead of transposing.
- Think it takes forever to move the cursor to something way on the other side of the screen?  You can now jump in four-pixel increments using 4, 8, 6, and 2 keys, and in the sprite selection, TRACE and VARS to move the selection up and down in 4px increments, and "(" and "." to resize the boundary in 4px increments.
- When pasting a sprite to a pic, you can now change whether it is horizontally flipped and what drawing method is used using the "^" and the Sin/Cos/Tan keys, respectively.
- The PyroEdit guide may get written on-calc.
- The Module Development Guide will not be written this time unless someone requests it.  Otherwise, if you're brave, you can browse around PyroEdit's source and other modules and learn how it works.
Title: Insanity's Projects
Post by: Ragol666 on July 13, 2007, 01:21:00 pm
cool, I will be sure to use it for my game if it fit
Title: Insanity's Projects
Post by: Speler on July 14, 2007, 03:26:00 am
*Super Speler
Title: Insanity's Projects
Post by: Insanity on July 14, 2007, 12:12:00 pm
Once again, that's why I'm adding everything I can possibly fit within 30k into this version of PyroEdit.
Title: Insanity's Projects
Post by: Insanity on July 23, 2007, 08:30:00 am
Random screenshots are in:
user posted imageuser posted imageuser posted image
user posted imageuser posted imageuser posted image
user posted image
Title: Insanity's Projects
Post by: Speler on July 23, 2007, 10:06:00 am
Looks nice, I would certainly use this if it didn't take up so much space.
Title: Insanity's Projects
Post by: DJ Omnimaga on July 23, 2007, 05:46:00 pm
wow awesome, grayscale look amazing, i wish i could fit it wih rl4 it would help a lot
Title: Insanity's Projects
Post by: Insanity on August 03, 2007, 07:26:00 am
TI-Pipes
EDoR: Unknown
Status:  Stalled
Complete:  50%
Description:  TI-Pipes is a hybrid-BASIC pipes game a la Pipe Dreams/MacPipes/Pipeline.

aMaze
EDoR: <= 8/10/07
Status: Resumed
Complete: 80%
- Level Editor finished.
[I'll get a screenshot when I finish setting up this OS.]

PyroEdit 4.0
EDoR: Unknown
Status: Finishing
Complete: 99%
- Bugfixes, optimizations, and removal of unnecessary fluff.  Should boot and run a bit faster now.
Title: Insanity's Projects
Post by: Insanity on August 05, 2007, 10:58:00 am
PyroEdit Module:  Session Manager
Session Manager is a module that will let you save and load PyroEdit and PyroMap sessions to and from a list.  You can quickly save and restore your PyroEdit/PyroMap configurations along with the pic(s) or tilemap you're editing along with the session (and the lists created for pics are only just a few bytes over 767).

PyroEdit Module:  Module List Editor
This is a simple module to simplify adding/removing/reordering PyroEdit modules in APYROCFG.

PyroMap Module:  Binary Tree Level Generator (Ported)
Programmer_to_be's Binary Tree Level Generator ported to PyroMap.  http://www.unitedti.org/index.php?download=198

OTBP Assembler (Modified)
Calcmaniac's on-calc assambler, modified to use xLIB so that it along with all of the subroutines it uses can stay archived. http://www.ticalc.org/archives/files/fileinfo/392/39241.html
Title: Insanity's Projects
Post by: DJ Omnimaga on August 05, 2007, 11:03:00 am
nice to see progress on this!
Title: Insanity's Projects
Post by: Insanity on August 19, 2007, 05:25:00 pm
PyroEdit 4
You've probably heard me say this a million-and-something times now, probably annoyed or caring less by now due to all the close-but-still-no-cigar progress on PyroEdit (and anything else I've been working on for that matter), but PyroEdit is, dare I say, almost done... again.  Well... actually, it had been done for quite some time now, but I lazed out on writing instructions, and while playing around with it again one day, I found some quirks and got some last-minute ideas on how to improve things a little and remove more fluff.  Anyway, the base is finished for now and it's size has been reduced to 9k instead of 16k.  All except for one base module has been finished, but it's nearly complete.  Hopefully I finish this before school starts back for us and I get no more last-minute ideas (or find any last-minute bugs for that matter) because this program's been in the development stage far too long.

Oh yeah, and the modified version of Calcmaniac's Assembler has been done for the last week or two now.  I just haven't repackaged it yet.
Title: Insanity's Projects
Post by: DJ Omnimaga on August 19, 2007, 05:28:00 pm
great to see it is done. glad you made it smaller now.
Title: Insanity's Projects
Post by: Insanity on August 22, 2007, 06:38:00 pm
PyroEdit 4.0
user posted imageuser posted imageuser posted image
http://www.mediafire.com/?a1yzlnfb5qj
Title: Insanity's Projects
Post by: DJ Omnimaga on August 22, 2007, 07:45:00 pm
^.^
Title: Insanity's Projects
Post by: Insanity on August 24, 2007, 09:36:00 am
OTBP Assembler ++
user posted image
http://www.mediafire.com/?cdz3lvrm9jn
Title: Insanity's Projects
Post by: DJ Omnimaga on August 24, 2007, 11:23:00 am
Hmm nice, i remember seeing an assembler like this somewhere before, altough with much less options
Title: Insanity's Projects
Post by: MechaTech84 on August 24, 2007, 12:30:00 pm
On pyro edit 4, I noticed that on my computer (windows 2000) the readme file gets all screwy, and I don't know how big to make the window to see the picture... you should put something or fix it or something... and you need line breaks. you really need line breaks.
Title: Insanity's Projects
Post by: DJ Omnimaga on August 24, 2007, 02:29:00 pm
i think he did the readme in linux or mac, because in notepad it doesnt open fine  
Title: Insanity's Projects
Post by: bfr on August 24, 2007, 04:17:00 pm
Yeah, the readme looks messed up to me too in Notepad on Windows XP.  It's probably in a rich text format.  

And, the .zip file seemed a bit...well. I'll explain:

I was in the folder PyroEdit 4.0.  In it was a folder called "home," which contained "metalrandomist" which contained "CalcStuff" which contained "Projects" which contained "BASIC" which contained "PyroEdit" which contained "PyroEdit 4.0" which *finally* contained PyroEdit README.txt and the folders READMEs, Screenshots, TI-Connect, and TiLP.   :paf:tripaf.gif
Title: Insanity's Projects
Post by: Halifax on August 24, 2007, 05:23:00 pm
Try using Wordpad. I think he wrote it on linux or whatever because the same thing happens with all the GCC readme's I try to open. Wordpad accepts carriage returns and I think that is the problem because Notepad only accepts newlines and not carriage returns.
Title: Insanity's Projects
Post by: Insanity on August 24, 2007, 06:07:00 pm
Yeah, it's because I put it together on Linux, then came to Windows for the screenshot and TI-Connect.  Use Wordpad.
Title: Insanity's Projects
Post by: Insanity on September 29, 2007, 11:09:00 am
PyroEdit is finally going full ASM.  I'm starting on it today.
I plan for it to be an extensive editor for sprites, textsprites, animations, maps, and more by the time it is done.
Title: Insanity's Projects
Post by: DJ Omnimaga on September 29, 2007, 01:50:00 pm
wow nice, this means it will be even smaller! Will it still be for BASIC games tho?
Title: Insanity's Projects
Post by: Insanity on October 01, 2007, 12:12:00 am
While PyroEdit 5.0 is on the drawing board, PyroEdit 4.0.1 is complete and ready to go.  There are no dramatic changes in 4.0.1; just a few fixes and optimizations.  Also, remember that line-based circle module from the old PyroEdit that let you draw the crazy awesome designs?  It's been remade, it's two times faster, and it's simper (and I got the default forumla right this time :Ptongue.gif).

Also, the readmes will be fixed so that people not using Linux don't have to use anything special to view them.
Title: Insanity's Projects
Post by: DJ Omnimaga on October 01, 2007, 06:20:00 am
thanks for fixing the readmes <_<dry.gif