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Messages - Builderboy
Pages: 1 ... 76 77 [78] 79 80 ... 375
1156
« on: June 14, 2011, 03:52:28 pm »
Here is the website I was talking about earlier, it works completely of the screen coordinates of the triangle, and uses a method called linear interpolation. It also works in scanlines, which is beneficial to us calculator users since scanlines are special for our screen and can be drawn rather quickly. http://www-users.mat.uni.torun.pl/~wrona/3d_tutor/tri_fillers.html
1157
« on: June 14, 2011, 04:29:22 am »
When you say partial, no difference between +- and */, that is how PEMDAS works anyways. Subtraction is the same as addition anyway, so the partial and full options are the same
1158
« on: June 14, 2011, 02:25:37 am »
The only project I have ever seen that used linear interpolation across polygons was a space shooter thingy from maxcoders but it was limited, and that was in asm. The method used is called linear interpolation, and I have a really good website that explains it, but it's on my other computer, so i will have to post it later. Let me say though, that this is not an easy task, and even the most optimized engines will take lots of memory and barely be able to handle too many polygons.
1159
« on: June 13, 2011, 02:09:18 am »
Here is my version/remaster I converted it to a more orchestral version, and reworked the percussion to be less prominent, as I wanted to let the melody shine I hope you like it!
1160
« on: June 11, 2011, 12:48:40 am »
Would you mind if I made a remix/remaster of this song in FLStudio? It truly is an piece of epic music, and I mean that in the sense as it is the music of an epic tale, reminds me of Hyrule ^^
1161
« on: June 06, 2011, 03:00:13 am »
Ooooh gotcha its only 72 bytes for a 24x24 sprite tho, so it shouldn't be too bad. You could even create an appvar if you really needed to, the user should always have 72 bytes of RAM free
1162
« on: June 06, 2011, 02:56:21 am »
If i use it I can't use it? o.O I am confuzzled
1163
« on: June 06, 2011, 02:46:01 am »
Huh thats weird, I guess it needs to be pointing to RAM then, probably should be noted in the documentation Either way if you are only using 24x24 sprites it should be fine right?
1164
« on: June 06, 2011, 02:33:22 am »
Bitmaps don't work with apps? o.O There is nothing in the documentation to suggest that, are you sure they don't work?
1165
« on: June 02, 2011, 01:29:24 pm »
Not to mention the screen is rather small things would get bad looking very quickly. This is the motivation I had a while back to make my own program editor, but it turned out to be quite a project
1166
« on: May 31, 2011, 01:13:53 pm »
I think he's doing it that way to simulate actual dice
1167
« on: May 30, 2011, 01:42:37 pm »
Something you can also do if you want to put a bit more work into it but have it directly part of the source (rather than needing the picvar every compile)... Make a new Axe Source program, name it whatever then do something like this:
[Pic#]→Q GetCalc(ZPICRCL,768)→P ;doesn't really matter what the name is Copy(Q,P,768) After running that, you should now have a program which you could 1) call as a sub-program 2) 2nd + Rcl --paste directly into the source
Hope this helps
That won't work for 2 reasons. 1) GetCalc takes a string of the form "prgmNAME" in order to work, and 2) copying the data directly into the program will *not* give you Hex strings, it will most likely give you gibberish, you would need a special converting program that takes data and converts it into Hex strings.
1168
« on: May 28, 2011, 05:21:09 pm »
Quick question, what was the font you used for the menu again?
1169
« on: May 27, 2011, 03:36:51 pm »
I really like the puzzling promise this shows I think this looks awesome Are you going to keep the dude bicycle kicking in the air or are you gonna change the animation?
1170
« on: May 27, 2011, 01:52:46 pm »
Lol I don't see how they are easier to read either, I think the only reason is because thats how the z80 works ^^
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