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The Axe Parser Project / Re: Axe Parser
« on: April 16, 2010, 07:44:42 pm »
Its 768, since the screen is 96 pixels wide and 64 pixels tall = 6144 pixels, but then divide by 8 to get bytes = 768
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. 4336
The Axe Parser Project / Re: Axe Parser« on: April 16, 2010, 07:44:42 pm »
Its 768, since the screen is 96 pixels wide and 64 pixels tall = 6144 pixels, but then divide by 8 to get bytes = 768
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Portal X / Re: Portal X« on: April 16, 2010, 07:42:13 pm »
Its a bit faster, but the potential is much higher The LCD update is the only thing limiting the speed now, and i can add a lottt more collisions and still maintain the same frame rate.
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Portal X / Re: Portal X« on: April 16, 2010, 06:28:52 pm »
Whew, that was tough! The greatest issue that i had to deal with was the fact that there is no definite value to move the position by to make it move 1 pixel (since the ratio is 51.2:1) So even something like checking 1 pixel ahead of you was really tricky to get right. The Portal Gun code i couldn't touch at all, it just wasn't working, i added a flag to change the collision sub back to global screen coordinates, and the portal gun code uses the regular slow division It doesn't matter that much, since it is only being run once in a single frame.
On to implementing the map decompresser! 4339
The Axe Parser Project / Re: Axe Parser« on: April 16, 2010, 06:24:54 pm »
What doesn't work? What goes wrong? For that matter what is it that you are trying to accomplish? o.O
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Project M (Super Mario) / Re: Project M Reboot« on: April 16, 2010, 06:23:33 pm »
Nice! Does it have any noticeable effect on speed?
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Humour and Jokes / Re: Forum reaches 31337 posts and 1337 topics« on: April 16, 2010, 06:23:04 pm »
Wow, this is epic in the highest regard. Just the fact that we got that close to the real numbers shows how awesome we are
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TI Z80 / Re: Factory X« on: April 16, 2010, 06:21:54 pm »
I think it was included in one of the posts near the top?
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Other Calculators / Re: 1337 Omnicalc fonts« on: April 16, 2010, 06:20:46 pm »
Yeah i remember i once looked into that to make my ASCII Trapped game look better, but for some reason the omnicalc fonts dont work when using the Text(-1) function o.O
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The Axe Parser Project / Re: Axe Parser« on: April 16, 2010, 06:19:49 pm »
Whoops, your storing the pointer to {L6}, not the data itself. The command you are probably looking for is conj() which will copy data from one pointer to another.
Conj(Pic1,L6,24) EDIT: ninja'ed 4345
TI Z80 / Re: Tetris in TI basic« on: April 15, 2010, 02:40:15 pm »
Woot, uploaded a new screenshot that runs at full speed.
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TI Z80 / Re: Tetris in TI basic« on: April 15, 2010, 02:31:37 pm »
Hah, yeah i did that on purpose It does get a lot faster as the game progresses, and now hat you mention it, i think i'll upload a screenshot of full speed so you can see what it looks like, as its running at about 1/5 the speed right now i think.
Haha and what items are in tetris? o.O Never heard of any 4347
TI Z80 / Re: Tetris in TI basic« on: April 15, 2010, 02:23:43 pm »
Alrighty, i was away for yesterday so i couldn't upload as soon as i wanted, but im on now ^^ I spent about 4-5 hours on this on Tuesday before it was all finished up. It helped that i have make tetris clones for BBCBasic and in Java, so i know the basic way that i like to code it. I used 3x3 blocks to build the Tetris pieces, as the Pt-On alternate arguments provide fast and easy ways to turn on and off 3x3 boxes. I didnt add anything fancy like highscores or things like that, after all its only a demo
I have attached the screenshot, which is running on an 84SE (anything else will probably be too slow to be playable) and the source file, which is only about 1500 bytes. Controls: Arrow Keys to move piece [Down] to move piece down [2nd] to rotate [Mode] to Quit [Del] to Drop 4348
Introduce Yourself! / Re: hello« on: April 15, 2010, 02:08:14 pm »
Welcome to the wonderful world of Omnimaga
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Pokémon Purple / Re: [PP] Progress '10« on: April 15, 2010, 02:07:08 pm »
The speed for both is still very acceptable and not heavy on graphics either Melikes ^^
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Axe / Re: PIC2HEX« on: April 15, 2010, 02:05:29 pm »
Once we are able to write to Strings we could write a Pic2Hex program in axe, to be used for axe
Hmmm we can write to programs, maybe this is already possible? |
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