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Messages - Builderboy

Pages: 1 ... 352 353 [354] 355 356 ... 375
5296
TI Z80 / Re: piworld
« on: October 08, 2009, 07:21:44 pm »
I lost my calc recently as well :O  But I found it quickly :) so its all good.  But yeah, backups are good, as I have found out the hard way many many times.

5297
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: October 06, 2009, 11:47:04 am »
Given the lag that the regular Gameboy ROM's experience, I think a GBC game would not only require huge grayscale to get even ok looking graphics, but also would lag even more than it does already!  D:

5298
Introduce Yourself! / Re: Greetings from Portugal
« on: October 06, 2009, 11:45:26 am »
Greetings!  Welcome!  Hope you like it here :)

5299
Other Calculators / Re: DMCA notice from Nintendo
« on: October 06, 2009, 10:22:48 am »
Just for the record, My calculator is a S - 0406F  and it works great :)

5300
TI Z80 / Re: Metroid: Return to Maridia
« on: October 04, 2009, 11:04:58 pm »
Hmm, i just did some research, and Modulo is the opperation, and Modulus is the maximum nomber or something?  Oops!  I always heard my comp-sci teacher call it that way, but I guess he was wrong.

5301
Other Calculators / Re: DMCA notice from Nintendo
« on: October 04, 2009, 10:04:15 pm »
Mmmm, ok.  I'm not an assembly guy, so I wasn't sure.

5302
Other Calculators / Re: DMCA notice from Nintendo
« on: October 04, 2009, 05:32:19 pm »
Sure it uses them - just not all 128KB.

I mean we might not be sure that it does or does not use all 128kb.  Even though we can't access them, do we know for sure the TiOS can't?  (then again, we don't know if they still exist!)

5303
TI Z80 / Re: Metroid: Return to Maridia
« on: October 04, 2009, 05:25:28 pm »
Well just for clarification, Modulus is a type of division that gives you the remainder, not the answer.  It is useful because if I have an increasing value 1 2 3 4 5 6 7 8 9... and I take a Modulus # of it, the result will be a looping value up to that number.

For instance, A % 4, (% is the Modulus operation) where A is increasing by 1 each iteration would yield:
0 1 2 3 0 1 2 3 0 1 2 3

So if I took the Modulus of the X coordinate, I could use it to yield a positively increasing loop while moving to the right (0,1,2,3,0,1,2,3...) and a negatively increasing loop while moving to the left (3,2,1,0,3,2,1,0...) and when standing still the sprite would not change at all.  The benefit to this method is that you don't have to do any monitoring of the keys, as everything is entirely dependent on only the x coordinate. (Monitoring the keys can be difficult when using xLibs real(8 ) because of the multiple key commands x.x)

5304
TI Z80 / Re: Chip's Challenge v1.00 released on ticalc!
« on: October 04, 2009, 01:24:18 pm »
"Builderboy is very addicted, but manages to restrain himself after the levels get too hard :P"

Very fun, although some levels are too hard for me! :P

5305
Other Calculators / Re: DMCA notice from Nintendo
« on: October 04, 2009, 01:20:39 pm »
Hmmm, This is all very interesting...

Unfortunately I can not contribute as of now, because I can't find my calculator! D:
I think i left it in a safe place though, so i should be able to pick it up tomorrow.

EDIZT:  Ninja'ed by Tsukasa :/  Congrats on your first Ninja ;D.  Anyway, I don't know if we are sure the TIOS doesn't use them, some peoplpe theorize that all of it is critical for USB Linking.

5306
TI Z80 / Re: Metroid: Return to Maridia
« on: October 04, 2009, 01:18:54 pm »
Tsukasa, I was doing some tinkering with the engine, and moving it 8x8 was hella fast!  It didn't feel as cool though.  4x4 gives it a nice platform element.  I also experimented with morph-ball rotation, what I did was sync the sprite image to the modulus of the x position, so it rotated in the correct direction, and only when you were moving.

5307
Miscellaneous / Re: Future History
« on: October 04, 2009, 01:15:57 pm »
The part bout GEH's was interesting.  I'm surprised you didn't weave them into your history :D

5308
Serenity / Re: Serenity
« on: October 04, 2009, 01:09:33 pm »
:P Well the health in this game is a single station in each Sector that will renew all of your health, but trying to get to them might also make you loose health, so you need to be good!

5309
Serenity / Re: Serenity
« on: October 03, 2009, 10:56:12 am »
Alright, I finished implementing save files, so now the Menu is able to do more than just look cool :) I also finished the pause menu, which is the most advanced I've ever written.   It has 2 pages, one for viewing keys and one for viewing items.  On the page where you view Items you can select the current Item that you want to set to [Alpha].  On both pages it gives you the options to save your progress, restart the room, or exit the game.

 I made the pause Menu ASCII because I find that when people pause, they don't want to wait for their pause menu to load! :P  And because it is also simpler than switching the graph screen out.

The Saving is going to be a lot like Trapped (See? I told you I was inspired! ;D) and Zelda in that when you save, it only saves your progress when you entered the room, so that any mistakes you've made that prevent you from exiting the room don't become a problem, and just to decrease the save file (Though its not very big).  Restart room is an option also created for this purpose, just in case you get stuck or the like.  Restart room will NOT restore your health to previous health though! :P I had a lot of people take advantage of that in Trapped to the point where everybody was finishing the game with all possible lives.

5310
Computer Programming / Re: Rigid Body Dynamics
« on: October 02, 2009, 07:26:10 pm »
Mmm thats probably it.  Greenfoot has a speed issue with displaying images.  I believe they are working to fix it but who knows :/

I updated the newer version to Omnimaga, maybe you should try it in case it is the applet problem.  And did the framerate thing help?

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