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Pokémon Purple / Re: [PP] Progress '10
« on: August 20, 2010, 06:00:19 pm »
What was the problem with the glitchy screen? And how would inverting the screen twice work? Wouldn't that reset everything back how it was?
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Pokémon Purple / Re: [PP] Progress '10« on: August 20, 2010, 06:00:19 pm »
What was the problem with the glitchy screen? And how would inverting the screen twice work? Wouldn't that reset everything back how it was?
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Hot Dog's TI-83+ Z80 ASM for the Absolute Beginner / Re: Hot Dog's TI-83+ Z80 ASM for the Absolute Beginner--Discussion« on: August 20, 2010, 05:55:11 pm »
Yeah this tutorial really helped me when i started dabbling in Asm a little bit ago Although i did find myself going back and forth between this one and Asm28days. It does have some valuable resources like a command list, and built in and easy functions (although the error in the pixel command really pissed me off ) overall, its becoming an excellent and amazing resource! Well done!
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TI-Nspire / Re: TI-89 emulator for TI-Nspire« on: August 20, 2010, 05:53:03 pm »
Its the attaining of the OS and ROM that is the legally tricky part is it not?
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Computer Usage and Setup Help / Re: computer issues« on: August 20, 2010, 05:48:26 pm »
Yikes, sounds no good Is your fan working? Thats the extent of my hardware advice! I hope you can fix it!
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Other Calc-Related Projects and Ideas / Re: Doors CS 7 really coming out?« on: August 20, 2010, 05:45:37 pm »
Nice! I will definetaly test it out, although i am not very familiar with the interface, so bugs reports might be slim
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The Axe Parser Project / Re: Features Wishlist« on: August 20, 2010, 05:18:13 pm »
Break and Switch are great ideas in my mind. I also was visualizing some sort of breakpoint command? Where you could pause execution, view the variables, and do other sorts of things. Its highly conceptual right now though, what do you guys think?
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TI Z80 / Re: Look at what Axe has made...« on: August 20, 2010, 05:17:03 pm »
That actually looks like a well made fall down And with customizable characters too Oh if only there was a lobster character...
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TI Z80 / Re: Zedd Physics Library« on: August 18, 2010, 02:16:48 am »
Thanks guys Well im going to try to work on cleaning up the engine, and releasing a full fledged library. And after that, i have an idea for a Physics Sandbox as an expansion library that implements Zedd and gives you ways to interact with the world and achieve more effects that push Zedd to the limit.
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TI Z80 / Re: Zedd Physics Library« on: August 17, 2010, 05:42:56 pm »Um, prgmZedd does not have a header. Shouldn't it be .Z1? Oh whoops The original Zedd was created back when Axe didn't have headers if i remember correctly. An easy fix ^^ 3505
TI Z80 / Re: Zedd Physics Library« on: August 17, 2010, 05:38:52 pm »
Yep, basically water acts like anti gravity There isnt any dampening to speak of, although that wouldn't be too hard to implement. The reason the boxes flicker and jump in the screenshot is because the boundary of the water is right at the transition of one pixel to the next. I changed it to in the middle of a pixel and everything looks a lot smoother
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TI Z80 / Re: Zedd Physics Library« on: August 17, 2010, 05:28:02 pm »
Alright after a long period of nothing happening on Zedd, i am releasing the unoptimized and messy source. Feel free to mess with it and play around with it.
Also, i am going to now do a detailed explanation of how Zedd does its physics calculations. Each object has multiple variables, 256x precision location, and regular velocity variables. In the physics portion, Zedd loops through each object. For each object, the object is moved along its Y axis in the distance of its Y velocity. It then checks for any collisions with any objects, and if there is a collision, the movement is reversed, then the transfer of forces takes place. All forces acting on the current object in the Y direction are transfered to the colliding object(s) and all colliding objects transfer any forces they are experiencing in the Y direction onto the current object. The velocities are recalculated with momentum and energy equations, also taking into account a 'stickiness' threshold, where if the objects are moving at a slow enough velocity, they will both just stick to each other. There is also friction calculated in the X direction, perpendicular to the plane of movement. And there is also tipping calculated, if an object rests on the edge of another object, it will 'tip', as in a force is applied to the object to make it slip off the edge. This entire process is then repeated for the X direction. After handling the floors and sides in a similar manner, the process is now complete, and the loop moves onto the next object. The most magnificent thing about Zedd is the transfer of forces, objects collide with other objects and transfer their forces onto others, so if you put a block on top of another, it pushes that block down, and the more blocks you stack, the more force there is. As for how the individual scenarios work, here is an example behind the physics of the specific things: 1st screenshot: Is pure Zedd, the only thing added is forces attached to the keypresses. 2nd screenshot: Springs. The way springs work, is that there is a force applied to each box, and it is a direct relation to the distance between them. So if the X distance is 500, the force is 5, if the distance is 100, the force is 1 lets say. Since forces are independent of Axis, you do that for both objects, in both axis, and you are golden A fancy spring animation seals the deal. 3rd screenshot: Water buoyancy. The physics that makes this screenshot cool are more Zedd than the custom water physics, its really not that complicated. When a box is fully submerged, there is a constant force of say 500 upward. The complicated part is where the border is. Basically you take a percentage of how submerged each object is, and you take the same percentage of the force. 50% submerged is 50% of 500. 20%, take 20% of 500. Not submerged at all, there is no force Zedd takes care of the rest. So that you get these fun stacking effects with he transfer of forces. 3507
Portal X / Re: Portal X« on: August 17, 2010, 05:22:54 pm »Nothing like in the PC version where a plasma ball is re-released until it is used? Its exactly like the PC version When it explodes, its re-released until its used. 3508
Portal X / Re: Portal X« on: August 17, 2010, 04:58:32 pm »
Yeah after a certain amount of time (512 frames to be exact ) the plasma ball explodes, to give the puzzles a certain time critical feel, and also to provide a mechanism to restart.
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Portal X / Re: Portal X« on: August 17, 2010, 04:52:47 pm »
Woot! finally got Plasma balls working Its complex, but it still takes up less code than the boxes o.O Physics really takes its toll on size. Right now boxes are the largest amount of code, followed by Plasma balls, followed by buttons. The plasma balls aren't completely finished, there is still some code to get it to work for every general case, and to add functionality for creating them into my level editor. But for now you can enjoy the lovely screenshot i have put together
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News / Re: Jsj795 no longer staff« on: August 17, 2010, 04:46:24 pm »
:O Hopefully you will return! We will all miss you until then
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