Show Posts

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 - BrownyTCat

Pages: [1] 2 3 ... 29
1
Miscellaneous / Re: Christmas - what did you get?
« on: December 30, 2012, 11:07:55 pm »
A $70 PC case, that's really all.

2
Miscellaneous / Re: What is your avatar?
« on: December 21, 2012, 08:20:41 pm »
My new avatar is something I drew on paper after trying to run the "blue screen" in Z80 on my own brain. I seriously have no other explanation for it.

3
Axe / Re: Correct way to do smooth scrolling in a tilemapper?
« on: December 20, 2012, 12:40:12 pm »
The way I had the "smoother" set up in my original code was that it advanced the actual "X" by 1 once the offset reached 8 (or reduced it by 1 when the offset hit -8). I had problems with not being able to check horizontally and vertically, and everything eventually hit the fan. It should be obvious how poor I am at this if you check the original source at the end of this thread. My method was probably horribly incorrect, but I can't find a simple way to pull off movement that's not in multiples of 8, as I am the worst mathematician to exist.
Also, how do you actually display a variable in Axe? It just shows garbage symbols due to pointers, but I was sure a function existed to convert to string. I can just never find it. In BASIC, it's usually just:
Code: [Select]
Disp X

4
TI Z80 / Re: [Axe] Snowman Factory
« on: December 20, 2012, 12:34:04 pm »
I love the "scrolling sprite" trick actually coming into use for graphics, I could never find a purpose for it in a game (other than a slot machine, obviously). Despite being unfinished, this is already an outstanding mini/arcade game.

5
Axe / Re: Correct way to do smooth scrolling in a tilemapper?
« on: December 20, 2012, 10:32:58 am »
Now I have to figure out how to get this into a platformer.. named variables in Axe hurt my brain.

6
Axe / Re: Correct way to do smooth scrolling in a tilemapper?
« on: December 19, 2012, 09:40:37 pm »
And this doesn't include collision detection yet, but it's easy to implement...

Unfortunately, collisions are where I was having trouble. If you look on the old topic, it ended with me posting my attempted smooth scroll version of the mapper (I posted a new topic because the subject itself had changed). Is there something wrong with it?

7
Axe / Re: Correct way to do smooth scrolling in a tilemapper?
« on: December 19, 2012, 05:17:07 pm »
Or if you could post the source in CODE block, then i could help now... I'm bored anyway xp
Sorry, I'm really not in the mood to boot up my iMac and then restart it 7 times.

8
Axe / Re: Correct way to do smooth scrolling in a tilemapper?
« on: December 19, 2012, 05:05:13 pm »
Id noone has solves it , i'll answer tommorow, now i can't do all of it out of my head (i actually can but it would take a long time to type on ipod + i can't see your source)

Thanks, I've been trying at this for days so I can wait.

9
Axe / Correct way to do smooth scrolling in a tilemapper?
« on: December 19, 2012, 04:59:12 pm »
I recently got help with learning to tilemap, but all my attempts to add offsets to the mapper to make "smooth scrolling" (not just "jumping" 8 pixels at a time) have ended in failure or broken collisions. A lot of the tutorials don't look suited to exactly what I'm doing, or have just confused me as a newcomer to this concept. I've tried a LOT of fixes with collisions, but they never worked, so I have to ask anyone with experience for help if you have the time. Thank you.

Source is attached, all one program. Should have comments/labels in it to tell you what some parts are.

P.S. - Are there any IDEs that work with Axe under Windows? The only thing I have is the old TI Data Editor for OSX, and my old G4 absolutely loves crashing.

10
Axe / Re: My terrible "tilemapper" that I need help optimizing
« on: December 17, 2012, 07:06:32 pm »
I've been having issues with collisions, I messed with them until I forgot my own name and now realize that I cannot fix it.
Source is attached, could not find the source of numerous bugs with falling through things.

11
Jumpman 68K / Re: Jumpman
« on: December 16, 2012, 11:30:22 pm »
Wow! I wish I'd looked at this sooner, I own the original Jumpman cart for C64 and this looks very accurate!

12
Axe / Re: My terrible "tilemapper" that I need help optimizing
« on: December 16, 2012, 11:04:54 pm »
That seems to have resolved everything, thanks for the help!

13
Axe / Re: My terrible "tilemapper" that I need help optimizing
« on: December 16, 2012, 08:50:19 pm »
Thanks for helping me at least attempt GDBs, I tried implementing this with a map with a width of 16 but got very messed up results, and it looks like the scroller is advancing vertically once the smoother is done... It's hard to explain, but this happened. Also, how the heck do you find your position in a GDB for checking things like collisions?

The new source is attached, now all one program.

14
Axe / My terrible "tilemapper" that I need help optimizing
« on: December 16, 2012, 06:49:26 pm »
I wrote this for a platform game and it currently uses a pic to store data. All of the files are attached, but I've hit a problem with run speed due to my horrible coding skills. If anyone could convert it to load data like "real" tilemaps, I'd appreciate it, but try to keep it understandable/commented as I cannot do polar math or anything at all. Also try to make it suitable for a sidescroller as that's what I was initially aiming for. Thank you.

TMAPDATA - Program/subroutine to define the GDB(s)
TMAPSRC - Main source for the mapper
Pic2 - Single PicVar used to store all the data for up to 8 tile varieties in 8-pixel-tall rows. The engine scrolls smoothly across all 64 horizontal pixels/tiles.

The source has some small labels/comments that should at least tell you what something is.

15
Axe / Re: Axe Pictures
« on: March 18, 2012, 06:03:12 pm »
Yep. And then you can do DispGraph(Pic1,Pic2) (if they're both 96x64-ish), or copy the data to the buffers (as in Copy(Pic1,L6,768):Copy(Pic2,L3,768)) if you want to draw on them.

I used this method when I was failing for days to display an image I redrew of an old C64 game.
I currently have the PICs stored from another program, which I need to ask about: is there a way to get the pics and display code together?

Pages: [1] 2 3 ... 29