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Messages - Aichi

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166
Computer Programming / How to create an 8xp compiler using VB 2010?
« on: December 04, 2010, 11:14:33 am »
Hey Omnimaga Community,
I'm trying to make a program that compiles data to a Ti83+/84+/SE program with Visual Basic.
There's a list holding the program data. I define the list with Public data As List(Of Byte).
I am looking for a routine that creates a new 8xp file in a directory based on a SavefileDialog.
The program data should be dependent of the content from the data list.
Thanks in advance.

167
TI-BASIC / Re: xLib putting sprite in scrolling map
« on: November 30, 2010, 10:14:28 am »
Is your tilemapping working through real(2 and [A]?

168
Ash: Phoenix / Re: Ash: Phoenix
« on: November 29, 2010, 07:05:06 pm »
This game is gonna be fantastic.
Will it contain different playable characters?

169
Site Feedback and Questions / Re: 'Oscars'-like Awards
« on: November 28, 2010, 03:54:40 pm »
What about BrandonW as additional Asm programmer? His knowledge is amazing, isn't it?

170
Art / Re: 3D Art
« on: November 28, 2010, 01:33:30 pm »
I started creating an UV texture today. It contains the underwear,
but every other cloth is probably gonna be an own mesh using cloth physics.
Does anyone know a nice tutorial (v2.54) explaining how to rig / skin a character?


171
Art / Re: 3D Art
« on: November 27, 2010, 07:02:20 pm »
Extrude it many times, hein? When I learnt extrude, the guy told me I was going to be using it many times!


The guy was totally right. :)
Extrude is a powerful tool and mostly one of the most important steps.

Edit: You can use it in the Edit Mode by pressing E, btw.^^

172
Art / Re: 3D Art
« on: November 27, 2010, 06:53:56 pm »
WOAH! How you make the mirror?
This is very simple. In the object properties menu under Material is a panel called Mirror.
Activate the checkbox and change Reflect to define the mirroring strenght.

Very good! I don't know how to make curved things though :P
Curved lowpoly character modeling is done by starting with a cube and extrude it many times.
I used this tutorial. It explains how to model a woman in Autodesk 3ds max, but
it wasn't very hard to translate it into modeling a male character with Blender. You should take a look at it, its pretty helpful.
If you use this tutorial, it would be nice if you show your results here. :)

173
Art / Re: 3D Art
« on: November 27, 2010, 06:40:41 pm »
I started creating my first Blender character yesterday.
He is pretty lowpoly with currently containing under 900 vertices.
I'm going to spend more time to 3D art than to programming in the next time.
Im hopefully ready to post my first animations into my YT Channel soon.



174
TI Z80 / Re: Xeverion
« on: November 27, 2010, 02:43:10 pm »
Why is multiple sub-programs such a major issue Aichi? It's not like it will make the game any worse. People will still play it anyway. I don't get why people hate them so much, especially that you still end up with multiple files even when using APPS because of the appvars. I feel this is extremly narrow-minded

Why restrict yourself so much just because it would be in multiple sub-programs? Sorry but this frustrates me so much. I don't get why you would kill the project by absolutely wanting multiple page apps. Plus I wish you good luck dealing with multiple pages anyway because ASM programmers told me it was a major hassle to switch between them.

Multiple pages APPS for Axe are NEVER going to happen. If it does, it will be in 2013 or 2014. Quigibo is too busy with university to deal with this now. So you are gonna abandon Xeverion just because you are too narrow-minded to just use multiple sub-programs instead?

Wow, sorry. I didn't know how wrong I am when I thought multipaged apps had no disadvantages and it was no problem for Quigibo to implement such an oncalc compiler.
I don't hate subprograms and I'm wondering where I said games using subprograms are bad.
I just thought that using an applications would be better for my project, espacially because I designed my code as a network of sublabels. Using different programs needed many equal sublabels (for example needs every sublabel the axe parser drawing routine and about 40 character structure sublabels), what provides kinda ineffiecient results.
Ok, I will forget my stupid idea and perhaps split the game into programs.
Also, I'll be more cautious with posting things and listen to people who has more experience than me.

175
TI Z80 / Re: Xeverion
« on: November 27, 2010, 01:33:57 pm »
or wait till the prizm with a C sdk and make add ins up to 1 MB each O.o and 16 bit colorz

...or wait till axe supports multipage apps.
I rather wait for the second one, since I want to stay with TI83+/84+/SE. :)
I just hope I musn't wait too long for it. o.o

176
TI Z80 / Re: Xeverion
« on: November 27, 2010, 12:54:45 pm »
Well, you could keep it all Axe by creating all the programs you need, then copying their code to appvars. Then, when you ran the program/app and needed one of those programs, you could create a temp program and copy the code from the necessary appvar and run the newly created program with some Hex ASM.
I don't really want to implement somehting like this.
A multipaged app would be much more effective than subprograms or 'subappvars'.
I think it were better to still wait for a multipage feature.

177
TI Z80 / Re: Xeverion
« on: November 27, 2010, 10:28:00 am »
* DJ Omnimaga wonders if there were any more work on this since last update

Some planned stuff, but not much, though.
The code will be too extensive to be in a singlepaged app.
A thing to solve this issue were splitting the code into
some subprograms and call them by Hybrid BASIC, but I don't
like this method, since the result would be altogether 7-8 files.
Also, I'm designing the code using many subroutines to call data and
optimaze things, so every of these subprograms had to contain the same routines.
Anyway, this would be the best solution that is currently avaible.

I rather wait for the avaibility of compiling code into multipaged applications.
I don't know whether Quigibo will be able to include such a feature.
Else I'll wait for the next programming language he metioned to create maybe here.

I'm still planning some stuff I mention on my Xeverion website.
Otherwise, I'm creating stuff with Blender (The website background for example)
and I thought about making Super Smash Bros. / Little Fighter II for TI.

178
TI Z80 / Re: Xeverion
« on: November 16, 2010, 04:20:52 pm »
Nice, didn't notice a website there :P  Looks good so far!

What host are you using?  Is it FREE?  if so, Pyyrix and RandC might get their own websites :)
The webhoster I use is pretty great, free and without ads, but just avaible in german I think.
http://www.bplaced.net/

179
TI Z80 / Re: Xeverion
« on: November 16, 2010, 04:16:48 pm »
@ Scoutdavid
Jup, it's an older one. :) You find the latest screenie on http://www.xeverion.net.tc/

@ztrumpet
Ah, thanks. This is a nice idea.
The routine is very memory-friendly and handy,
I'm just worry about the speed, since there is so much
text in it that A could be almost over 9000! :)
I try it as soon as I can, probably I implement this one.

180
TI Z80 / Re: Xeverion
« on: November 16, 2010, 11:51:18 am »
This is what i think he is doing.  He has an appvar full of data, and since this data sets are random length, you can't know where one starts and another ends.  How to fix this?  Well if we have 10 sets of data, we can have 10 numbers at the begining of the appvar.  The first number will say "The first data set is X bytes from the begining of this appavar" and so on.

When you store text into a pointer in Axe, the pointer holds the location of the text.  So after "1234"->Str1, Str1 holds the location of the String "1234".  Well, programs in assembly (and axe) *always* start at the location 40341.  So if Str1 is 10 bytes after the start of the program, it will be located at 40351.  If we want to find out how far Str1 is from the start of the program, we just subtract the location of the string (40351) from the start of the program (40341), and we get 10 :)

Yeah, this is exactly what my plan is. :)
The major problem is following:
Axe dont allow that I have this
Code: [Select]
Data(Str1-40341) in my code, before I use this command:
Code: [Select]
"ABC"->Str1
But (unlike all pure asm compilers I know) Axe is not allowing to use pointers before these pointers are defined.

I could put the Data( with all pointers into the last line and update the pointer to this Data( in the main code always when I change something in the language pack, but this wouldnt be efficient developing, huh?

So, the best solution for the problem would be that Quigibo let the compiler search for Str1 in the whole code, when Str1 is used before it is defined. While it isn't able to use the Data( in the first line, I have no other choice but I must put the Data( into the last line.

However, website update: http://xeverion.net.tc/ Added basic infos and the recent screenshot.

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