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Messages - BrownyTCat
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406
« on: March 04, 2011, 07:56:50 pm »
Good to hear. Good luck in your Nspire development. Feel free to ask questions.
Just 1 request. A working "Hello world". Puts() does nothing but crash, even when the file is unmodified.
407
« on: February 26, 2011, 09:43:09 pm »
I just got this to work on my first try. Funny since I am new to all of these procedures except installing YAGARTO.
408
« on: November 03, 2010, 09:11:10 pm »
Wow, I forget this and come back to find an active healthy emulator that I already know how to use? You guys are the best!
409
« 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.
410
« on: September 02, 2010, 08:54:22 pm »
Sorry. I didn't check; last time I used it I had to go through tons of toolchains to get the makefiles running.
411
« 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?
412
« on: June 23, 2010, 02:39:49 pm »
Not sure, I think he posted only to be able to use OmnomIRC. He got banned fast from it, too, cuz he was trolling. He was warned on forums too cuz he necroposted (unnecessarly)
Who me?!
413
« on: April 28, 2010, 05:27:05 pm »
wow really nice :O will it be possible to fall into lava and take damage?
I like this and the greyscale, but looking at an ENTIRE map hurts my eyes. X_X
414
« on: April 28, 2010, 05:23:51 pm »
I sure hope Youtube new design was an April Fools joke, too...
I'm sad it isn't, no more STARS! They not only question your ability to read, but to rate, and comments can't have negative thumbs! They wrecked it! >8( What was it?
News about some Sony employees travelled in time (a joke to a PS3 bug) and the big collision of flies in the hadron particles accelerator.
The only malfunction like that a PS3 could do is overheating and cooking all of the burgers and fries in nearby restaurants.
415
« on: April 28, 2010, 05:21:45 pm »
It's about 1700 bytes (and it's not even the full SMB theme)
O_O" YIKES!
416
« on: April 22, 2010, 05:57:10 pm »
I wonder: does the addition of sound have a huge impact on the game speed (and grayscale) performances? I know some sound programs won't leave much time for other stuff to be executed unless the sound is only small beeps, like Ice Climber and Pyoro
Nope, not at all, because at 15MHz there is (or was, before I added the sound) a ton of free time every frame. The sound effectively reduces the available clocks to 6MHz or so, which is what I am designing the game for.
I could compose tracks if I got the sound routine by itself, I also want it for my 84+ PacMan clone.
417
« on: April 21, 2010, 06:14:21 pm »
I've added support for sound-playing on the 15MHz calcs
I recorded some music, which is playing during the demo, directly off of my calculator. You can listen to it here
Glad I have an 84+Se, that is just astounding.
418
« on: March 27, 2010, 03:20:38 pm »
The box appears correctly and fades out, here's keys.h:
int isKeyEscPressed(); int isKeyCtrlPressed(); int isKeyMajPressed(); int isKeyEnterPressed(); int isKeyLeftPressed(); int isKeyRightPressed(); int isKeyUpPressed(); int isKeyDownPressed(); Here's keys.c:
asm(".macro is_key_pressed row, column"); asm("ldr r0, =(0x900E0000 + \\row )"); asm("ldrh r0, [r0]"); asm("tst r0, \\column"); asm(".endm");
int isKeyEscPressed() { asm("is_key_pressed 0x1c, #0b00010000000"); asm("movne r0, #0x0"); asm("moveq r0, #0x1"); }
int isKeyCtrlPressed() { asm("is_key_pressed 0x1e, #0b001000000000"); asm("movne r0, #0x0"); asm("moveq r0, #0x1"); }
int isKeyMajPressed() { asm("is_key_pressed 0x1a, #0b001000000000"); asm("movne r0, #0x0"); asm("moveq r0, #0x1"); }
int isKeyEnterPressed() { asm("is_key_pressed 0x10, #0b000000000010"); asm("movne r0, #0x0"); asm("moveq r0, #0x1"); }
int isKeyLeftPressed() { asm("is_key_pressed 0x1e, #0b000001000000"); asm("movne r0, #0x0"); asm("moveq r0, #0x1"); }
int isKeyRightPressed() { asm("is_key_pressed 0x1e, #0b000000000100"); asm("movne r0, #0x0"); asm("moveq r0, #0x1"); }
int isKeyUpPressed() { asm("is_key_pressed 0x1e, #0b000000000001"); asm("movne r0, #0x0"); asm("moveq r0, #0x1"); }
int isKeyDownPressed() { asm("is_key_pressed 0x1e, #0b000000010000"); asm("movne r0, #0x0"); asm("moveq r0, #0x1"); }
419
« on: March 26, 2010, 05:10:26 pm »
setPixel's third argument only goes up to 15; therefore, 16 will crash.
No, I used it in a working image program. 0 is blank, 16 is darkest. And I was into development before, but not in C or nSpire.
420
« on: March 25, 2010, 05:35:08 pm »
I was starting a game when I hit a key input problem, can someone optimize this code? When I execute this I get glitches. It quits immediately or draws pixels then crashes. All of the libraries work, it's just this part! /BrownyTCat's test prog
#include <os.h> #include "utils.h" #include "keys.h" #define MAX_ITER 16
asm(".string \"PRG\"\n");
int main(void) {
int i; int lose = 0;
int playerX = 160; int playerY = 100;
showSimpleDialogBox( "Ndless - Test Software", "-------------------------------\n" "Ndless C Demo\n" "Copyright 2010 by BrownyTCat\n" "-------------------------------\n" "ESC - Exit" ); for (i = 0; i < 0x0F; ++i) { fade(1); WAIT("0x1FFFFF", "fade"); } while (lose != 1 && !isKeyEscPressed()) { setPixel(playerX,playerY,16)
;if (isKeyUpPressed()) { setPixel(playerX,playerY,0) ;playerY = playerY - 1 ;} else if (isKeyDownPressed()) { setPixel(playerX,playerY,0) ;playerY = playerY + 1 ;} else if (isKeyLeftPressed()) { setPixel(playerX,playerY,0) ;playerX = playerX - 1 ;} else if (isKeyRightPressed()) { setPixel(playerX,playerY,0) ;playerX = playerX + 1 ;}
} return 0; }
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