Show Posts

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.


Messages - Builderboy

Pages: 1 ... 299 300 [301] 302 303 ... 375
4501
Axe / Re: Routines
« on: March 21, 2010, 03:51:46 pm »
Nice! Thats very useful until Quigibo can get out the official version.  Will this interfere with any of the L1-L6 ram areas?

4502
Axe / Re: [tutorial] Program Flow - Platformer
« on: March 21, 2010, 03:37:03 pm »
Up to 16 with my current compression method, but you could double it without much loss of compression.  I'll get working on the tutorial real quick like

4503
He'd be the Boss :P

* Builderboy is excited for Illustat 14 * ;)

4504
Computer Projects and Ideas / Re: Castle Storm II
« on: March 21, 2010, 02:32:17 pm »
It is straight java, Java3D is something separate from Java but with integration.

Besides, what if i told you to switch to assembly for the calculator because it was faster ;)

4505
Other Calculators / Re: Has anyone tried this? (Nspire raytracer)
« on: March 21, 2010, 01:47:08 pm »
Yeah i was tutoring him a little bit in raycasting, he's working on one right now i believe 8) The nSpirce sure is fast enough! ;D

4506
The Axe Parser Project / Re: Features Wishlist
« on: March 21, 2010, 11:43:01 am »
Mmmm i think i'd like support to compile the program with ON breaking enabled for debugging (since you said it takes up a +300 bytes to handle the interrupts) but it would be a huge plus for those not working with interrupts and not wanting to deal with them, especially for those who don't understand them.  It can be a huge lifesaver during debugging though.

4507
The Axe Parser Project / Re: Assembly Programmers - Help Axe Optimize!
« on: March 21, 2010, 11:40:46 am »
Um well first question, (even though i'm not going to end up writing this routine :P) what should the output be in since we don't have floating point?

4508
Axe / Re: Routines
« on: March 21, 2010, 11:38:47 am »
Let me see if i understand the concept behind the global data concept.  When the program is run, it is copied to RAM somewhere safe where the TiOS can run it.  After it is finished executing, it is NOT copied back, making the program effectively write protected :/. So all we need to do is write a little bit of code to find out where the program acualy located (the first hex code) and store it in a safe place (L4) until the end of the program where we use it.  Once we get to the end, we merely copy the program right back to where it started again, so that any changes we made are permanent.  We are not using any of the L1-L6 variables for anything more than a 4 byte address storage during the program execution, so there is no possibility that we could run out of memory due to large programs.

(did i get that correctly?)

4509
TI Z80 / Re: Map Converter
« on: March 21, 2010, 11:29:23 am »
Nice, this looks like it could be really useful ^^ I would recommend a single file program, but also let the user download any of the individual ones onto their calc to keep memory at a minimum.  For those developing games it might be worthwile to just have the single program needed for their type of maps.  But also include the full program for those messing with maps, or for those who just want to have the whole shebang on there at once ^^

4510
Axe / Re: [tutorial] Program Flow - Platformer
« on: March 21, 2010, 11:24:52 am »
Hey that looks really nice!  I can whip up some map maker code, but without Decimal numbers data manipulation it might look kind of convoluted/hard to read?  What were you thinking?

4511
Other Calculators / Re: Has anyone tried this? (Nspire raytracer)
« on: March 21, 2010, 11:20:17 am »
Heh thats by my good friend bwang, and i've seen it run on actual hardware.  Renders in about 2 seconds ;D.  There is no interface though, as far as i can remember (unless he's changed things) so the only thing you will get is that screenshot, and the render engine to play around with if you wanted to.

4512
TI Z80 / Re: Nemesis: Insurrection Zero
« on: March 21, 2010, 11:17:43 am »
It should be fast enough, after all it is just like any other RAM.  For scrolling greyscale i see a potential problem though, when the map scrolls (every frame presumably?) then the checker pattern used for grey would also be offset, and possible not clash with the previous checker patter on the alternait buffer the right way to achieve greyscale?  Maybe it would need to have scrolling by 2 pixels, or maybe 2 frames per scroll? o.O

* Builderboy will have to run some tests *

4513
Best ultra-uber-hero: Gordan Freeman!!! ;D

Best ultra-uber-villain: GLaDOS >:D

4514
Computer Projects and Ideas / Re: Castle Storm II
« on: March 21, 2010, 11:00:02 am »
Well, there is a Java3D API, but i am not using it for this game, as it involves interesting and confusing things like harware acceleration and other quirks that would break Greenfoot compatability.  This game is being written from scratch with only a polygon filler, and thats it.  ANd as such, textures are unfortunately out of the question for speed reasons :P

4515
Axe / Re: Routines
« on: March 19, 2010, 07:47:00 pm »
Yeah, but from what it looks like there is no point where the data to be kept in the program is specified, so it seems to keep *all* the data D:

Then again, if you have 200 sprites in your program to begin with, enabling writeback won't mess with them unless you mess with them yourself, and it won't add to the size since they are already in the program normally.

Pages: 1 ... 299 300 [301] 302 303 ... 375