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Messages - ACagliano

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421
Other Calculators / Information Request
« on: March 08, 2011, 12:06:49 pm »
I need information for an editorial I am preparing on TI. It is broad and unbiased and every dubious statement I make will need a citation. I need some information from you guys.

1. How many calculators did Brandon Wilson brick? What was he doing that caused this? And over what time period did this occur?
(If BrandonW answers here, we are good. If someone else answers, I will need a link to where he says this.)


*I'll be adding more questions as this thing comes to fruition.

422
TI Z80 / Re: Zelda News
« on: March 01, 2011, 10:44:40 am »
That will be it. It's only a splash screen.

@Madskillz: I'm too lazy to edit for just one pixel. At least right now. Maybe I will in the end.

423
TI Z80 / Re: Zelda News
« on: February 26, 2011, 06:49:20 pm »
new image.

424
TI Z80 / Re: TI Program Editor: hAxe'd
« on: February 26, 2011, 05:32:43 pm »
Can someone post a link to TI Program Editor itself.

425
General Calculator Help / Re: AI Programmer Needed
« on: February 23, 2011, 09:03:54 pm »
I have looked at it. It confuses me.

426
TI Z80 / Re: Zelda News
« on: February 23, 2011, 09:12:24 am »
Here is the new title screen. Thanks to DJ for the idea.

427
General Calculator Help / Re: AI Programmer Needed
« on: February 22, 2011, 12:03:33 pm »
No worries. I'm still fussing over the graphics engine and RLE for the maps.

428
TI Z80 / Re: TI Program Editor: hAxe'd
« on: February 20, 2011, 10:24:17 am »
Couldnt figure out where to put it. Seemed to have no effect at all.

429
TI Z80 / Re: TI Program Editor: hAxe'd
« on: February 20, 2011, 10:11:05 am »
Well, perhaps if you had access to the Mac version of the same files, do you think you could edit them? Or would it not be so easy?

430
TI Z80 / Re: TI Program Editor: hAxe'd
« on: February 20, 2011, 10:03:42 am »
Are you planning on porting this to Mac at all?

431
TI Z80 / Re: Zelda News
« on: February 19, 2011, 11:59:17 am »
Can I have a link to it, or a screenshot? I would like to use a better one.

432
TI Z80 / Re: Zelda News
« on: February 18, 2011, 05:29:38 pm »
@aeTios:  DispGraph^r

@Quigibo: I'll do that then. But, they have to be reenabled if I want to use getKey, right?

433
TI Z80 / Re: Zelda News
« on: February 18, 2011, 09:41:52 am »
The first Zelda screenshot, of the splash screen.


434
Other / Re: Using Technology to Pick up Chicks (or the male equivalent)
« on: February 17, 2011, 02:01:22 pm »
I generally use the games that I have or am making for the calculator as an icebreaker. "Hey, I have Super Mario", or "Hey, I'm making a Zelda clone", to the usual response of "Cool. Can you hook me up with that?" from guys or "That is awesome. I want that game." from girls. Once I talk to them regularly, regardless of gender, I usually avoid the topic of programming, unless the girl happens to be somewhat technology-minded. There are a few of my friends (girls) who I have taught or am teaching TI-Basic, meanwhile, I'm whipping out Axe stuff and they're like "WTF". They are also members of my website and support my projects.

435
Axe / Re: GreyScale Splash Screen
« on: February 17, 2011, 12:15:58 pm »
Quick Grayscale Tutorial

3 level gray:
Three level grayscale is utilized by using the command DispGraphr in place of the normal DispGraph command. Three level gray uses the backbuffer (L3) and the front buffer (L6). Everything on the back buffer will show as gray while everything on the front buffer will show as black. The front buffer is drawn over the back buffer, so if a pixel is "on" on both the front and back buffers, it will be shown as black.

You can change the common drawing operations Pt-On, Pt-Off, Pt-Change, Pxl-On, ClrDraw, Rect, Line, DrawInv, etc. to operate on the back buffer by adding the raidan r at the end of the command. For example, Pt-On(X,Y,Pic1)r will draw Pic1 to the backbuffer. If you then look at it with DispGraph, you will see it in gray.

Text, by default is drawn directly to the screen and not to the buffer. For this reason, it can appear as grayscale because it is being erased every time you call DispGraphr, and then redrawn very quickly. To make it so that text is drawn to the buffer, put a Fix 5 at the beginning of the program (and a Fix 4 at the end). To draw text to the back buffer, you will have to Exch the back and front buffers, write to the front buffer, and switch back:
Code: [Select]
Exch(L3,L6,768): Text(X,Y,"Text") : Exch(L3,L6,768)
4 level gray
With four level gray, the front buffer becomes somewhat transparent. Use the following table to figure out the pixel colors:
Code: [Select]
Front:Back:Color
0    :1   :Light Gray
0    :0   :White
1    :0   :Dark Gray
1    :1   :Black

Buffer operations remain the same. To display in four level gray, use DispGraphrr

Note: In order for the grayscale to show up, you must put the DispGraphr or DispGraphrr in a loop. In monochrome, you can get away with this:
Code: [Select]
:Pt-On(X,Y,Pic1)
:DispGraph
:Repeat getKey
:End
But with grayscale, you'll have to write the code like this:
Code: (displays Pic1 in dark gray) [Select]
:Pt-On(X,Y,Pic1)
:Repeat getKey
:DispGraph[sup]r[/sup][sup]r[/sup]
:End

edit: 1000 posts :D

It shows the text as grayscale too.

Code: [Select]
Rect(0,64,96,64)r
Text(0,0,"This is some black text")
DispGraphr

I tried this:

Code: [Select]
.IMG
Fix 5
Repeat getKey(15)
Rect(0,0,96,64)^r
Text(0,0,"Text
DispGraph^r
End
Fix 4

And I got grey background and in black, 'Text' at coordinates (0,0).

What Axe version are you using? Show me your code please.

I had it set Fix 4 at the beginning, that is why. It works now. Thanks.

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