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Messages - Darl181

Pages: 1 ... 196 197 [198] 199 200 ... 253
2956
TI Z80 / Re: Dimension
« on: February 19, 2011, 04:02:25 am »
That would be really hard.
The 'level' this uses is the RAM.  Like, any spot.
What it does is
rand→E  //not a typo
and later it references {E} as a pointer.  IDK if there's a way to add in stuff without editing the 'level', which is a random spot in RAM.

2957
Miscellaneous / Re: What is your signature?
« on: February 19, 2011, 03:24:56 am »
Lighter, like, grey on the outside?

2958
Miscellaneous / Re: What is your signature?
« on: February 19, 2011, 02:19:38 am »
I made my first good use of paint.net to make BG's for my progress bars ;D



that one came out wrong :P





edit: IDK how to make the thing truly centered, though...

2959
News / Re: NSpire Rumors
« on: February 19, 2011, 01:18:58 am »
Noob? (after all, TI would be a part of it) :P

2960
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: February 19, 2011, 01:02:51 am »
Yay! only 7664 more signs to 9001!
Let's do it ;D

2961
TI Z80 / Re: Dimension
« on: February 19, 2011, 12:44:54 am »
Strange...I've heard of HL2 but I've never played it before...

I'm hoping to get this figured out soon, though.  Smoothscrolling, random ideas/explorations and I don't seem to get along very well :P

Okay, I'm taking the night to try and get this fixed.

2962
Site Feedback and Questions / Re: Forum post statistics
« on: February 19, 2011, 12:25:33 am »
Whoa, what caused the spike in 2007?

2963
TI Z80 / Re: Dimension
« on: February 19, 2011, 12:23:38 am »
Thanks ;D
I was playing the first one about every other class at school today, esp. because there are so many of the teachers sick for some reason and I had like three subs :P
Kind of addictive actually, once you come up with a sort of goal (in my case, try to get as far up as possible) ;D

2964
The Axe Parser Project / Re: Features Wishlist
« on: February 19, 2011, 12:04:39 am »
Something like the multi-digit Fix things would be cool in a normal program as well (something like Fix 0,6,8).

2965
General Calculator Help / Re: AI Programmer Needed
« on: February 18, 2011, 11:19:35 pm »
I could swear there was a topic about this in the past...it fits almost exactly what you're asking about x.x
I'll try to find it...
Found. http://ourl.ca/7848
this post to be specific http://ourl.ca/7848/139413

2966
TI Z80 / Dimension
« on: February 18, 2011, 11:15:11 pm »
Speaking of this "random garbage" popping up, it gave me a game idea.  A platformer, with essentially no purpose (except to have fun/kill time) that reads from the RAM, in which you can switch 'dimensions' (inspired by the random blocks appearing and disappearing at random in the old versions).  
So... thanks for that ;D
[↑ quoted from sandland thread]
So, I started by modifying an old version of Sandland to see what I could come up with.  It's worked pretty well.
See first screenshot. Screenie removed b/c of confusions.
You can probably tell how it's supposed to work.

After that, I went to code my own.
It reads starting at a random spot in RAM.  The 'other dimension' is that pointer plus 32768 (65536/2).
It doesn't work as much.  See second screenshot.

Can someone look at the source and see what's wrong?  It seems to not be detecting tiles that should be there, or standing on a tile that's not there...

Variables:
E: starting pointer
I,J: tile offset from E.
N,O: pixel offset from I,J
D: whether or not player is on top of a tile
FGKL, PQUV: used for detection of tiles
Z,Θ: X- and Y-velocities

Thanks in advance ;D

Controls for Dimension: left/right: move left/right
2nd: jump
Alpha: swap dimension
Clear: quit

btw I'm not dropping Tio for this, I'm kind of using this to learn more about smoothscrolling tilemappers before I apply it to Tio.

2967
Axe / Re: Axe Q&A
« on: February 18, 2011, 08:53:37 pm »
Oh.. :P
For this:
Here's the most optimized code I could come up with. Only while finding the top left corner does it fully calculate the position. The other corners reuse previously found values and conditionally add to them as necessary. Note that this will only work with the corner locations being calculated in the order below (although code can exist between calculations), and only for the player being at (45,29) due to optimizations tuned specifically to this coordinate.


Code: [Select]
.Top Left
29-Osub(D8)+J*[map_width]+(45-Nsub(D8)+I)+E→r₆
.Top Right
Nsub(O00)→r₅+r₆
.Bottom Left
Osub(O00)*[map_width]+r₆→r₆
.Bottom Right
r₅+r₆

Lbl D8
  /2/2/2
Return

Lbl O00
  //2≠⁻2
Return
This is effectively what it does, only this is larger and slower.

Code: [Select]
.Top Left
29-O/2/2/2+J*[map_width]+(45-N/2/2/2+I)+E
.Top Right
29-O/2/2/2+J*[map_width]+(51-N/2/2/2+I)+E
.Bottom Left
35-O/2/2/2+J*[map_width]+(45-N/2/2/2+I)+E
.Bottom Right
35-O/2/2/2+J*[map_width]+(51-N/2/2/2+I)+E

Also wow, this topic grew fast...

2968
Axe / Re: Axe Q&A
« on: February 18, 2011, 08:42:03 pm »
For this:
Spoiler For optimized:
Here's the most optimized code I could come up with. Only while finding the top left corner does it fully calculate the position. The other corners reuse previously found values and conditionally add to them as necessary. Note that this will only work with the corner locations being calculated in the order below (although code can exist between calculations), and only for the player being at (45,29) due to optimizations tuned specifically to this coordinate.


Code: [Select]
.Top Left
29-Osub(D8)+J*[map_width]+(45-Nsub(D8)+I)+E→r₆
.Top Right
Nsub(O00)→r₅+r₆
.Bottom Left
Osub(O00)*[map_width]+r₆→r₆
.Bottom Right
r₅+r₆

Lbl D8
  /2/2/2
Return

Lbl O00
  //2≠⁻2
Return
Spoiler For unoptimized:
This is effectively what it does, only this is larger and slower.

Code: [Select]
.Top Left
29-O/2/2/2+J*[map_width]+(45-N/2/2/2+I)+E
.Top Right
29-O/2/2/2+J*[map_width]+(51-N/2/2/2+I)+E
.Bottom Left
35-O/2/2/2+J*[map_width]+(45-N/2/2/2+I)+E
.Bottom Right
35-O/2/2/2+J*[map_width]+(51-N/2/2/2+I)+E

Also wow, this topic grew fast...

2969
Axe / Re: Axe Q&A
« on: February 18, 2011, 08:35:35 pm »
Question dealing with earlier: the tilemapper I'm making reads from the RAM at random (like, rand→A at the beginning and for the rest of the program it reads from {A}).
Does this mean the width is variable?
If not what would the width be?  I'm thinking 256, but I'm not sure...

2970
Axe / Re: Axe Q&A
« on: February 18, 2011, 07:54:13 pm »
Addition/subtraction work fine, // does signed division, idk about multiplication tho...it's something weird about high/low order bits or something.

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