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Messages - Camdenmil
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46
« on: September 25, 2011, 08:04:18 pm »
A 20-level "demo"? 0.o How big is the final game going to be?
Well, anything can happen, but my goal is 60-100 levels.
How big (bytes) is the game going to be 
If I had to make a good approximation, I would say 10 flash pages. I'm making good use of compression (thank you Iambian, BuckeyeDude and Runer112 for helping me with pucrunch), so it could be less.
Smaller than a gameboy rom  How fast is decompression?
47
« on: September 25, 2011, 08:01:27 pm »
Hey camnedmil are you by any chance this guy? http://benryves.com/projects/z80computer
No. I have looked at his design though. His is pretty much a full computer; my current progress is is a 128x64 lcd, 32k ram, and 32k rom. The 32k ram is actually a 512k chip with lots of address pins tied low. I'm going to do bank switching with that and find some way to quickly interface a z80 with an sd card. My goal is to get something the size of a calculator but I may need to actually get a final design and switch to smd for that.
48
« on: September 25, 2011, 02:28:24 pm »
A 20-level "demo"? 0.o How big is the final game going to be?
Well, anything can happen, but my goal is 60-100 levels.
How big (bytes) is the game going to be
49
« on: September 25, 2011, 02:19:54 pm »
It's definitely possible. I am currently working on a z80 computer. My current design could be miniaturized to calculator size if I switched over to smd and replaced the many 74 series ics with an fpga or a microcontroller. To run programs, right now I flash a 32k eeprom and use 32k ram. I'm probably going to add bank switching soon. If you want to start making circuits with the z80, take a look at z80.info.
50
« on: September 24, 2011, 12:39:25 am »
Sometimes when I try to edit an archived program, it just goes to the homescreen and displays done.
51
« on: September 21, 2011, 11:16:42 pm »
Now that there's a mode with interrupts, is perfect grayscale asking too much.
52
« on: September 21, 2011, 11:00:56 pm »
So the hardware timers in the 84 are based on the crystal. Although how would you make an axiom for the crystal timers? I thought the hardware timers were inaccurate because the ones on the 83 run at weird speeds.
53
« on: September 21, 2011, 09:07:07 pm »
Does anyone know a good way to keep time in axe? I tried making an axiom for the crystal timers but axe doesn't seem to support interrupts for anything except the hardware timers which can be a bit inaccurate. Would it be safe to define an interrupt in axe and then have the axiom turn off the hardware timers?
54
« on: September 19, 2011, 09:54:44 pm »
Wow, I spent forever wondering why my physics engine wasn't working, compiled it with this version, now it works
55
« on: September 14, 2011, 09:38:30 pm »
Why didn't ti just put hardware to push the lcd contents through the usb port like they did with the 84. A full nspire in a viewscreen seems like overkill, could mean interesting possibilities though.
56
« on: September 13, 2011, 12:02:40 am »
There's already an entry point because you can press ON+Enter in the program edit menu with zstart. I'm just wondering how hard it would be with all the edit stuff being open.
57
« on: September 12, 2011, 10:54:24 pm »
If it uses a pic, is it possible to use a protocol like i 2c on a port so we could easily make custom hardware? I've had some trouble interfacing i 2c directly with the link port. EDIT: punctuation fixed?
58
« on: September 12, 2011, 10:48:30 pm »
Is it possible to make a shortcut to compile with axe inside the program editor. When I'm done making changes, it'd be nice if I could compile from the editor instead of going to the program's name in the editor again.
59
« on: September 11, 2011, 10:02:24 pm »
My only complaints are that the fog key got removed and you can't hold right click to continuously place blocks. Endermen are creepier than creepers.
60
« on: September 11, 2011, 02:48:32 pm »
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