1561
TI Z80 / Re: OpenGL 84+
« on: February 26, 2011, 03:36:08 pm »
Whaaat you cant just post a title on that and not give us any info!!
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. 1561
TI Z80 / Re: OpenGL 84+« on: February 26, 2011, 03:36:08 pm »
Whaaat you cant just post a title on that and not give us any info!!
1562
The Axe Parser Project / Re: 16x16 sprite drawing routine request« on: February 26, 2011, 02:31:06 pm »
I would recomend staying away from bitmaps for 16x16 personally, since the routine is an OS routine, its incredibly slow. Using 4 Pt-On commands like runner suggested would be a lot faster. Bitmaps would be easier however. So whatever your needs are, speed or ease of use, you can choose
1563
Axe / Re: What am I doing wrong here?« on: February 26, 2011, 02:27:32 pm »
Hmmm no i see the problem now. The problem is unfortunately that Axe can only hold a max of 4.5 digits, and he is using all 14. In that case, you would have to write your own routine to extract each digit individually, since it sounds like you aren't looking for the whole number anyway?
1564
Axe / Re: What am I doing wrong here?« on: February 26, 2011, 02:10:32 pm »
Hmmm something doesnt sound right here. Lists can only hold 14 digits, no matter where the decimal place is, multiplying by 100 should not make you lose any data at all.
1565
Web Programming and Design / Re: davidgom.co.cc Redesign« on: February 26, 2011, 02:22:02 am »
thats true, but I think making the best effort to appeal to all your users is also a good idea
1566
Graviter / Re: Graviter - Axe« on: February 26, 2011, 02:03:32 am »
Looking awesome I think you will find RLE really helps cut the size down. 500 bytes per level does sound pretty extreme though... do you have 2 bytes per tile? In PortalX I get an average of 40-60 bytes per level, and thats with the same screen dimensions as you.
I also see you got horizontal doors implemented :] something I never wound up doing 1568
Portal X / Re: Portal X« on: February 25, 2011, 04:33:10 pm »
Ooh thats interesting. Ok so this is what I will do:
If the program ends up being larger than 16.3 KB, I will make it a program and reallocate variables into $8000. If the program can fit into an app, I will make it an app and reallocate variables into L2 1569
Portal X / Re: Portal X« on: February 25, 2011, 04:27:32 pm »How is it faster? Doesn't it need to display extra stuff that DispGraph doesn't?I don't remember the specifics, but it has something to do with LCD delays or something.. its not faster on every calc. And yeah, I'm currently using the trick i posted about to circumvent the limit Although I will make it an app if I have enough space 1572
General Discussion / Re: Carnegie Hall« on: February 25, 2011, 04:19:03 pm »
What instrument do you play?
1573
Axe / Re: Arrays in Axe (Enemy/Bullet Code Tutorial)« on: February 25, 2011, 04:18:33 pm »I was trying to implement your item removal routine with my "falling sand" style game game, and it crashes my calc!! HELP! Crashes in Axe are going to be frequent as you learn, did you have everything backed up? And as Michael_Lee said, we are going to have to see your code to help 1574
Axe / Mirage safe zones« on: February 25, 2011, 04:16:49 pm »
So since I am already using L1,L3,L4,L5 and L6 in PortalX, and yet I am looking into adding greyscale to certain parts. The best way would be to move the variables from L1 into L2 with the Realloc() function, but doesn't use large portions of L2? What areas are safe? If I turn off interrupts, will that make L2 safer, or still dangerous?
1575
Correlation / Re: Request for Screenshots for Correlation Manual« on: February 25, 2011, 04:14:53 pm »NO, NO, NO! I'm really confused... why would correlation need screenshots from games that don't use it? |
|