This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - ACagliano
Pages: 1 ... 4 5 [6] 7 8 ... 62
76
« on: June 06, 2014, 12:44:49 pm »
So, I'm rebooting my Legend of Zelda game and am, once again looking for kind souls to assist with sprites while I work on as much of the game as I can. Whoever would be interested in helping can comment this post and I'll inbox you the link to the repo on Bitbucket, where the sprite list is located.
77
« on: June 04, 2014, 01:55:15 pm »
I normally just change the contrast, but that cause issues with HUDs not being as visible.
Also at first from the Fade to Black part of the title I thought this would be a Metallica-themed calculator project. 
Yeah, contrast changing would be easier, but it has the drawback of making the HUDS not visible and also i can't do the sphere of the effect-removing spell. Is there anyone here with some experience making RPG's of this style with some spare time? I have the project hosted on Bitbucket and I'd be more than happy to have anyone who wants to contribute, even just a little, help.
78
« on: June 03, 2014, 01:30:05 pm »
You could add more and more black pixels all over the screen until only the character is left.
I was wondering about some sort of bit-masking... but I'm really not knowledgeable of the concepts involved.
79
« on: June 03, 2014, 01:05:57 pm »
Well i kinda wanted the reboot to be a secret, but here it is:
Idea... Zelda reboot. Once you hit a certain point in the game, you get a message telling you darkness is spreading from wherever and you need to hurry or you'll lose the light. From that point on, the world darkens slowly. But, along the way you learn a light giving spell that can remove that effect within a certain area around you.
How difficult is this to do? Also, for this to be most effective, should it be 3 or 4 level grey?
80
« on: June 03, 2014, 01:00:43 pm »
I'm gonna Pm you my idea... the contrast wouldn't work...
81
« on: June 03, 2014, 12:53:52 pm »
I am thinking about rebooting an old game I was working on a while back, and as I was thinking about it, something very ingenious came to me. Let's say for a minute that the game's map is done in 3/4 level greyscale. I was wondering if it would be possible to have, at some point in the game, a timer to start running, and as that timer elapses, the map actually starts to darken (i.e. the greyscale slowly becoming darker until eventually the whole map is just black). If I could do this, then how hard would it be to have the effect not occur within a certain radius around a moving player?
82
« on: June 02, 2014, 08:19:49 pm »
Why does it seem like TI spends so much more time and effort (and money) waging war on the community, than actually putting out a good product?
83
« on: April 15, 2014, 06:25:47 pm »
Nice to know I've inspired someone :p lol. However, I'm now left in a pickle lol.
84
« on: April 13, 2014, 08:18:13 pm »
FYI you can use ALL the TI-Basic floating point operations for normal OS floats through assembly with bcalls. You cannot do the same with axe. Its floats are less precise.
If you wrote this in Asm with bcalls, the actual math would probably be slower, but the results would be higher precision and any non-float logic would be a little bit faster. (Not tons faster because axe is really good at optimization for what it is) If you're familiar enough with assembly, don't ignore it as a potential platform for this project.
Although, looks like you've already started. Oh well. 
I'm not proficient enough with assembly to do something as float-heavy as this. However, I've been told that the Axe floating point axiom actually uses the TI-OS bcalls, since it hooks into the OS variables in a way. That being said, I'm having an issue with why a tidbit of code is not acting right. I posted a binary, as well as source, a few comments up, as well as what it should do, and what its doing.
85
« on: April 13, 2014, 06:31:15 pm »
bump
86
« on: April 11, 2014, 07:03:41 pm »
CPLXMATH.8xv, for some reason is sending to my calc as a program file, despite it being a .8xv?
Edit: Also, how do you take a float pointed to by, say GDB1, and store it to an OS var A, pointed to by the Axe A? Is that just GDB1->A, or would it involve the Copy command?
87
« on: April 11, 2014, 10:16:08 am »
bump. anyone?
Edit: I've enclosed the binary so you can see the results. After input, the input is echoed back, then the length of the string is displayed. Notice, in the echo, the () aren't there... I know the ( are tokenized. As are the operators. But then, how do I test for them? Shouldn't BYTE = 'CHAR' work for checking if a byte IS something?
Try (())) as an input.
88
« on: April 09, 2014, 07:47:18 pm »
So, the following Axe code isn't working:
input->A length(A)->L A+L->E ... A= START E= END ... 0->Q->R For(Z,A,E) If {Z}='(' Q+1->Q End If {Z}=')' R+1->R End End If Q!=R //display some error about improper nesting Repeat getkey(9) End Goto InputPoly End I test this with the following entry:
(())) and it just quits (which is what it should do if the error is not being triggered)
89
« on: April 09, 2014, 01:56:44 am »
clrhome.org. He owns. Im one of the admins. I have ways to get a hold of him lol.
90
« on: April 08, 2014, 06:34:26 pm »
Deep Thought gave me another way to do it, which I'll modify slightly.
Create a stack, with number (or var), operator, and precedence,
where precedence is OpPrec + ( 2 * N). OpPrec = 0 for addition or subtraction, 1 for multiplication and division N = nesting level; every time we hit a (, we add 1 to N. Every time we hit a ), we minus 1 from N
Imagine the following: 7x + 3x^2 - (x^2 + (2x - 1)) 7 is pushed as the the number implicit multiplication, so * pushed precedence = 1 + (2*0) x is pushed as number + pushed precedence 0 ... and so on until... hit the first (. Add 1 to N. N=1 x^2 is the value operator is + precedence is 0 + (2*1) = 2 hit next (. Add 1 to N. N=2 2 is the value implicit multiplication. precedence is 1 + (2 * 2) = 5 ... and so on
Then, you take that stack, and process it in order of descending precedence.
Pages: 1 ... 4 5 [6] 7 8 ... 62
|