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Messages - deeph
1
« on: December 05, 2014, 03:01:33 pm »
2
« on: December 05, 2014, 12:35:07 pm »
deeph says it's based off GBA lib 2, but ticalc only lists GBA lib v1.0.
Yes the author, Martin Bousquet, only sent it to me for debug purpose, but since it never came out I decided to publish it so everyone could enjoy it. And concerning TI-Lib I haven't continued it (yet) as it seems to have no interest for anyone but me.
4
« on: January 20, 2014, 12:58:51 pm »
Yeah I use android 2.3.5... But as aeTIos I use to have a working (although buggy) version of wabbitemu running on it.
5
« on: January 19, 2014, 05:34:15 am »
It don't want to be installed on my ZTE Blade (rooted) : "There was a problem parsing the package." ("Un problème est survenu lors de l'analyse du kit.").
7
« on: January 18, 2014, 06:37:43 am »
Rather the contrary I think assign several of the 256 tiles to one if the 16 tiles. And I don't do that because I've never found any real aligned map nor the real tileset. I can do that but there will be some things useless after the conversion, for example originally the borders of the tracks are made of 4 tiles... And by the way, the original tileset is already included with the converter and the maps are available here : http://www.snesmaps.com/maps/F-Zero/F-ZeroMapSelect.html . It's mainly because I'm lazy to draw them and that it would be very complicated to make a map on my editor with many many tiles.
How that "draw them" ? Just use the ripped ones. And for the editor, I guess you can sort the tiles etc...
8
« on: January 18, 2014, 05:59:00 am »
Ok but why adding much more tiles would make it harder to code ? You could just check the tile on which is the player and compare it to a list of "walkable tiles" (or "non-walkable" if they are fewer), and then check if it's a special tile (acceleration, brake, finish line...).
9
« on: January 18, 2014, 05:25:26 am »
The converter I wrote you don't fit your needs, now ? What's the new format ? I guess I can change it easily.
10
« on: August 15, 2013, 05:52:28 pm »
Wow this is impressive. HP really made a great work with its Basic I wasn't sure if I should buy a 84+CSE knowing it is so slow (they simply should have put an eZ80 at 50 MHz on it ), but I'll surely get one of this. At least even if we don't have the possibility to execute ASM/C code on it for some time it still looks like a great plateforme for programing
11
« on: August 14, 2013, 04:44:10 am »
Btw does programs written in English mode work on French mode or vice-versa? I remember that on the TI-89 it wasn't the case.
Yes, the functions names aren't translated since I think it's not tokenized so there are no problems of compatibility (luckily). I'm planning to have a program to do sprites with RECTs by Thursday
Is that really more optimised than with GROBs ? edit : I've optimised a bit more the converter, now when he finds "#0000000000000000:64" (black) it only writes "#0:64". The download link is the same ( http://www.mirari.fr/mjJj ), but bb010g, can you recompile it again ? Sorry
12
« on: August 13, 2013, 07:29:24 pm »
Ok I've debugged my program, now it works perfectly img2prime.zipbb010g > can you recompile it for linux ? Also, you can now throw as many images as you want on it.
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« on: August 13, 2013, 06:51:01 pm »
Looks like there are some colors messed up in some cases, I'll have to fix that tomorow And I'll certainly remove the spaces between the values because it increases the program size uselessly.
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« on: August 13, 2013, 06:42:17 pm »
The batch file is just an example of how to use it inline (it only converts sprite.png), you have to drop your image on img2prime.exe (I know it's a bit confusing)...
15
« on: August 13, 2013, 06:22:15 pm »
It works fine here, with your image I get ~70kb of data (which seems too much for the prime to draw).
How did you use it ?
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