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Messages - Builderboy

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1006
TI Z80 / Re: Zedd Physics Library (BETA)
« on: September 22, 2011, 10:55:22 pm »
Ooooooh yeah it looks like its an issue with the rope lib applying too much force, so much that the block gets enough velocity to move right through objects.  I think I need to rewrite this rope library, it seems to be kinda buggy x.x

1007
TI Z80 / Re: Zedd Physics Library (BETA)
« on: September 22, 2011, 05:29:28 pm »
Ah yes that's true, I forgot!  And the only place ** and *^ are in fact being used is in the rope physics!  This probably explains this case, although I'm still flummoxed as to why Xeda was having trouble on wabbit with the executable I provided.

1008
TI Z80 / Re: TI Real Chipsound engine
« on: September 22, 2011, 05:22:36 pm »
I'm a little confused as to what this project entails, what is a chipsound exactly?  How does it differ from the built in tone playing in Axe?  You say it's high performance, and then say it takes a lot of processing power, what do you mean exactly?  It sounds really cool, i'm just not quite sure what it is yet ^^

1009
TI Z80 / Re: Zedd Physics Library (BETA)
« on: September 22, 2011, 05:14:26 pm »
Could you try it without compiling to DoorsCS, or using Doors Hooks to run it?  There is a probability this is the shell that is messing with the memory. 

1010
TI Z80 / Re: Zedd Physics Library (BETA)
« on: September 22, 2011, 01:16:28 pm »
Could you post a screenshot of how you get the blocks to intersect each other?  This is a major bug D:

1011
TI Z80 / Re: Zedd Physics Library (BETA)
« on: September 22, 2011, 04:04:14 am »
Does it still produce the error if you compile it for the homescreen?  And Xeda and ralphdspam, were you guys using shells when you got the rope errors?

1012
TI Z80 / Re: Zedd Physics Library (BETA)
« on: September 22, 2011, 02:46:31 am »
When objects collide with the world, it uses default friction (currently locked to 4 D:) when an object collides with another object, the friction is calculated based on the product of the frictional constants of both objects.  If an object collides with both the world and an object in the same frame, friction is calculated separately for each occasion.

1013
TI Z80 / Re: Zedd Physics Library (BETA)
« on: September 22, 2011, 02:35:39 am »
The rope was spazzing out on your calculator?  This is so weird...  I have the exact same calculator and exact same Axe version.  And Xeda, are you able to replicate the issue?

1014
TI Z80 / Re: Zedd Physics Library (BETA)
« on: September 22, 2011, 01:29:21 am »
That's so weird, I wonder why that could be happening o.O And it works fine on my wabbit too

1015
TI Z80 / Re: Zedd Physics Library (BETA)
« on: September 22, 2011, 01:16:34 am »
That is weird O.o Do you have the latest version of wabbit?  It works on my wabbit.  I wonder what it is that Axe is doing that Wabbit doesn't like?

1016
TI Z80 / Re: Zedd Physics Library (BETA)
« on: September 21, 2011, 08:43:48 pm »
That's strange, the executable works perfectly for me.  o.O Does it do the same thing on calc?  Maybe it's your version of wabbit doing something strange? 

1017
TI Z80 / Re: Water Surface Simulation
« on: September 21, 2011, 07:57:24 pm »
Yeah, at its basics you could look at the surface as a series of interconnected springs, which really doesn't simulate at all how water is supposed to work, but looks about right most of the time and is very fast to calculate.  I have been upgrading this a lot and the new way I work the springs, dampening, object dampening, and force handling makes it look a lot better ^^

1018
TI Z80 / Re: Zedd Physics Library (BETA)
« on: September 21, 2011, 06:23:56 pm »
What do you mean an unnecessary reference to CLZ?  If you are looking in the Zedd engine, that's the callback function :P

1019
TI Z80 / Re: Zedd Physics Library (BETA)
« on: September 21, 2011, 05:50:01 pm »
Interesting bug o.O How did you obtain the executable?  Did you simply recompile the demo?  Or retype is yourself from the source?

1020
The Axe Parser Project / Re: Features Wishlist
« on: September 21, 2011, 01:40:31 pm »
Greyscale in general is a very complicated piece of display code.  Our screens are not meant to be displaying different shades of grey, and so the code that makes it do so is a bit more complicated than just setting the value from 1-10.  As it is, Axe makes greyscale extremely easy to access compared to Assembly, but you still need to know a little bit about how greyscale works, merely setting a color per pixel doesn't work as well as you would hope.

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