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Topics - BrownyTCat
16
« on: May 13, 2011, 09:44:14 pm »
I'm working on a shell, probably in C, less likely in ARM since I have no idea how to use it. I still need help with setting up graphics and making a text-drawing system. I'd rather someone contribute to these than give me too complex a set of instructions so I can put your name in the credits once I get that far. I still have to decide a name.
These are my candidates thus far:
Proton Conch Drawing-Board
17
« on: May 10, 2011, 10:47:00 am »
I got too bored and made this for anyone who feels like it. It would look good in a platformer in ASM or AXE.
18
« on: May 07, 2011, 07:18:53 pm »
I thought of an NES one before and it happened later thanks to Goplat, but the C64's screen would also fit, as would everything else in theory, but the real issue is: would anybody do it?
19
« on: April 26, 2011, 11:43:19 am »
The OS technically is BASIC. I have no floppy/datasette devices yet so I cannot save, but I can save on my other computers and retype the valuable code. This BASIC isn't very basic crap, I said a pun on a serious forum, but it apparently lets you use the 3 SID voices, sprites, and.... Anything the 38911 BASIC bytes can hold, really. Anybody have and sauce source code or ideas.... Or anything relevant to old CPUs? I'm probably getting a 51/4 inch diskette reader sometime.
20
« on: April 18, 2011, 02:36:24 pm »
It doesn't seem to be working, I had a pure BASIC ASCII platform engine a while ago, but I need a simple engine for making arrays to store the levels, which are approximately... 12x8 tiles that are 8x8 pixels. I barely started but need: ♦Level arrays that can be read for collisions and drawing the level (of course) ♦Better gravity/velocity engine, support 'jumping'. (SOLVED)♦How to store over 10 sprites? [Hex]->Pic1 twice even with new hex produces an ERR:DUPLICATE.I have these under control: ♦ Sprites ♦ Concept/Gameplay Here is the sauce source so far: .TESTPROG A test program ClrHome .CHARACTER [3C243C3C7EBD2442]->Pic1 .BLOCK [FFD5ABD5ABD5ABFF]->Pic2
0->K 0->X 0->Y 0->V //Was going to hold velocity or something, left it in.
ClrDraw
While K =/= 1 //Using "Down" as a placeholder ClrDraw Pt-On(0,48,Pic2) Pt-On(8,48,Pic2) Pt-On(16,48,Pic2) Pt-On(X,Y,Pic1) DispGraph getKey->K If pxl-Test(X,Y+8)=0 Y+1->Y End If K=3 X+4->X End If K=2 X-4->X End If K=4 //This is going to be 2ND. If pxl-Test(X,Y+8)=1 Y-16->Y //Utterly crappy excuse for a jump End End End
21
« on: April 17, 2011, 01:14:05 am »
Unlike many people, I'm not going to complain over a ban, but instead admit to being responsible for it. Ban me as much as you need, just mind the fact that I have moments of innate idiocy. Sorry. I think I'm going to play it safe now and not share my opinion on anything. Continue rating this down if you wish.
-Sincerely, a split-personality disorder victim that forgot his name
PS: If this is trolling or complaining, it is not intended and I take all responsibility for it.
22
« on: March 05, 2011, 12:29:30 am »
I need some help with it. All attempts crashed. I also need details on the options for setPixel's "color" parameter. All I can do is clear the screen and draw a sprite painstakingly pixel-by-pixel. I'll need a template for a sprite data like the .db and sprite (ion) of ASM. I just want a sprite thing like table = 10001 01010 00100 01010 10001 Would be a small "x"
23
« on: September 15, 2010, 05:52:40 pm »
You could use the keypresses and interface from calc84maniac's gbc4nspire 0.8, (at least HE could), just get an open source decoder... Thing for the roms! The NES has a LOWER resolution than the nSpire by default! Plus I want to play some old favorites.
24
« on: September 02, 2010, 08:52:41 pm »
How do I set up my computer with the toolchains to use makefiles and build/run .tns files for ndless?
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