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Messages - Builderboy
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4531
« on: March 16, 2010, 12:15:02 am »
Fill(PTR1,SIZE) Whatever byte is already at the location Ptr1 is copied to Size more consecutive bytes. Zero is not a valid Size. conj(PTR1,PTR2,SIZE) Size bytes starting from the location Ptr1 are copied to the location at Ptr2. Zero is not a valid Size. expr(PTR1,PTR2,SIZE) Size bytes starting from the location Ptr1 are exchanged with the bytes starting at the location Ptr2. Zero is not a valid Size. Ack that could be put better i think. Try this on for size DJ Fill(P,L) Takes the first value at the location pointed to by 'Pointer' and copies it to the next L elemends in RAM. Or if you want a list metaphore, it takes the first value in List P and copies it to the next L elements in the List. Conj(A,B,L) Continuing the List metaphor, copy all the elements in List A from 0 to L into List B Expr(A,B,L) Swap all the elements in Lists A and B up to Element L EDIT: Nija'd by some better examples and code
4532
« on: March 16, 2010, 12:05:32 am »
True, the commands are very useful, I think its just hard when the documentation contains a bit less description than might be needed for certain very asm-like commands
4533
« on: March 15, 2010, 11:54:46 pm »
Nah that wasn't new stuff, and it wasn't asm stuff either, it was just me being tricky with modular arithmetic so that the map data was actually readable on calc. This isn't a very efficient way of storing data, nor is it happy to uncompress, but it works for readability and thats why i made it that complicated and hard to understand . It also doesn't help that we can't store data as Base 10 That would probably help a lot in readability and code-ability.
4534
« on: March 15, 2010, 11:43:05 pm »
Heh its a bit tricky because ever 2 tiles take 1 byte of memory. Basicaly to extract each 'half' of the byte, you either mod it by 16 or divide it by 16 to get either the right or left half. After that you can use them just like regular numbers
4535
« on: March 15, 2010, 11:14:33 pm »
Alrighty, I have finished the first version of my tilemapper. It fully supports RLEncoding, and also 16 different types of tiles (which should be plenty, i might even lower the number to increase compression rates). Here is a demo screenie that shows a Beta of a possible game level. The funky looking walls are walls the don't support Portals For those of you curious I will attach the source so you can take a look at it in a bit. It basicaly runs in 2 parts. Durring the first part it uncompresses the data into SaveScreen RAM. This is where the tilemap 'matrix' is stored. After that it moves onto display, where it renders all the tiles. Note that it needs to be done in 2 parts because some tiles (like the non portal-able tiles) need to know what the tiles around it are before it can be rendered correctly. The screenshot above only uses 3 tiles, blank, solid, and non-portal-able.
4536
« on: March 15, 2010, 10:22:13 pm »
Our schools aren't allowed to sell soda, but we have a teacher with a fridge who sells them, and then another one of my friends does the same thing and sells soda out of his backpack But thats too bad about inactivity Its good that you are taking care of what you need to though
4537
« on: March 15, 2010, 10:20:39 pm »
Wow thats an epic title screen! God job on this, especially the size!
4538
« on: March 15, 2010, 10:18:09 pm »
I think a while back i played around with Omnicalc and got a calc 'keyboard' going, but it didn't work very well Lagged a lot. SOund is more of a novelty to me and i don't expect to ever use it or implement it.
4539
« on: March 15, 2010, 10:15:24 pm »
Lol, i have a couple of trophies, (and i rock at pingpong ) but for the most part i don't have the patience to even try to beat some of those scores
4540
« on: March 15, 2010, 10:14:22 pm »
Wow! Half Life! My Favorite game of all time! * Builderboy is super excited * So it will be smooth-scrolling then? How do you plan for the gravity gun to work? Will objects behave the laws of physics? Will enemies?!? What control scheme do you plan for movement/shooting? * bounce bounce bounce *
4541
« on: March 15, 2010, 10:09:55 pm »
Hmmm it would seem so. Is it really so much of a hassle to flip the negative bit, multiply/divide, then flip it again? Seems trivial compared to any other modification, although i'm not an asm guy
4542
« on: March 15, 2010, 10:08:06 pm »
Yep, but if they become major projects they can get moved Sounds great! I know there is a lack of good multiplayer games in the archives, and half of them don't work Good luck!
4543
« on: March 15, 2010, 10:06:20 pm »
Haha, thats nothing. I just had somebody comment on one of my java games protesting that he would not download the source because Java was a virus It could erase the C folder :O
4544
« on: March 14, 2010, 06:14:29 pm »
* Builderboy installs himself onto Eeems *
4545
« on: March 14, 2010, 05:26:35 pm »
I actually got an interesting 1 time bug when i first downloaded 0.1.1. It said BAD HEX when i tried to compile Portal, but then after i unarchived it it started working, and has worked ever since, even when archived O.o
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