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Messages - Eiyeron

Pages: 1 ... 72 73 [74] 75 76 ... 101
1096
Oh nooo, you can't do that, I cannot! :/
So... Thank you anyways for the whole work you did for us here, and, See you maybe. :)

1097
Miscellaneous / Re: French people, unite!
« on: June 02, 2012, 06:10:58 pm »
PierrotLL is french too!

1098
TI Z80 / Re: [INDEV] Pixelscape: online sprite and tilemap editor
« on: May 29, 2012, 12:19:05 pm »
NO more :p

Is a online multi user mode planned? Live pixel Whiteboarding would be very, very, very uselful!

With some DOM operations, you could make the user store his sprites on his computer! ;)

1099
Casio Calculators / Re: Nyan Cat Animation
« on: May 23, 2012, 03:34:00 pm »
the second option, but without zoom blur, please, use an "neareast neighbour" scale, please!

1100
TI Z80 / Re: The Impossible Game
« on: May 23, 2012, 01:20:48 pm »
1&XBox finished, lv2 60%, and Heaven 70% (I prefer Heaven than Chaos Fantazy)

1101
I give up, because technical and personnal reasons :/

1102
TI Z80 / Re: Easily share Axe 8x8 sprites and pics
« on: May 14, 2012, 02:08:33 pm »
+1 for not doing an image!

1103
TI Z80 / [Ti-Concours] BlocksMania
« on: May 13, 2012, 10:33:59 am »
I'm posting this to get a lil' placeholder until I get a computer working with my calc.

But for waiting, here is my new project, specially for TI: BlocksMania, based on the IPhone original game!

In this hand made picture of the level 1, you are the circle, and you must go to the goal (cross), but you can move only when you are still (for example after collided with the boxes). There are not any fire mode object nor move switcher in this first level, but they will come relatively fast across the levels! That game is goaled to be an brain eater! :p
It's a early alpha version at the moment, the engine is not finished, Im ust finish teleporters and goal.
I planning al teast 30 15*24 levels with good RLE compression who works at the moment, that won't be (I think) a good problem...

Anyway, I'll try to remember finish the engine for the next week! :p

1104
Today, I can't publish anything :/

1105
Casio Calculators / Re: Finish that grayscale engine
« on: May 11, 2012, 10:29:30 am »
Fx, we have already 5 gray mode in afx...
I don't know how? Tiple arrays, one combined array, or a struct

1106
Casio Calculators / Re: Finish that grayscale engine
« on: May 11, 2012, 08:50:00 am »
Whoops, I made a little mistake posting: frogotten to take the old post.
Anyway, I'll adapt MonochromeLib to grayscales, GrayscaleLib.
I have already finished the graphics routines, the sprites will come later.

How could I store 3 sprites easily and user-friendly? (dark, light and alpha)

1107
Casio Calculators / Re: Finish that grayscale engine
« on: May 10, 2012, 01:34:34 pm »
Spoiler For POST NOT FOUND:
Bump for announcement: The grayscale engine seems to be STABLE! No need to reboot anymore! I need more testing, but I think here we are

PS : 404th post :-°

1108
Casio Calculators / Re: Finish that grayscale engine
« on: May 10, 2012, 10:58:39 am »
Don't use it atm, I messed it quite bit fiddling to search the good sequence
EDIT: found something useful into debugging: INTC.INTEVT seems to be edited for some reasons... We must found why, and avoir this

1109
Casio Calculators / Finish that grayscale engine
« on: May 09, 2012, 02:14:24 pm »
#include "draw.h"
#include "gray.h"

void draw_bmp(unsigned char* bmp, int x, int y, int width, int height, Buffer buffer, DrawMode drawmode)
{
   char* screen;
   if(buffer == LIGHT_BUFFER)
      screen = gray_getScreen()->VRAM1;
   else
      screen = gray_getScreen()->VRAM2;

   switch(drawmode) {
      case OR: draw_bmp_or_cl(bmp, x, y, width, height, screen); break;
      case AND: draw_bmp_and_cl(bmp, x, y, width, height, screen); break;
      case AND_NOT: draw_bmp_andnot_cl(bmp, x, y, width, height, screen); break;
   }
}

int draw_read_pix(int x, int y, char* light_buffer, char* dark_buffer)
{
   char color;
   if(x<0 || y<0 || x>127 || y>63) return 0;
   color = (light_buffer[(y<<4)+(x>>3)]&128>>(x&7) ? 1 : 0);
   color |= (dark_buffer[(y<<4)+(x>>3)]&128>>(x&7) ? 2 : 0);
   return color;
}

void draw_write_pix(int x, int y, int color, char* light_buffer, char* dark_buffer)
{
   if(x<0 || y<0 || x>127 || y>63) return;
   if(color < 0) color = 0;
   else if(color > 3) color = 3;

   if(color & 1) light_buffer[(y<<4)+(x>>3)] |= 128>>(x&7);
   else light_buffer[(y<<4)+(x>>3)] &= ~(unsigned char)(128>>(x&7));
   if(color & 2) dark_buffer[(y<<4)+(x>>3)] |= 128>>(x&7);
   else dark_buffer[(y<<4)+(x>>3)] &= ~(unsigned char)(128>>(x&7));
}


void draw_bmp_or_cl(unsigned char *bmp, int x, int y, int width, int height, char* buffer)
{
   unsigned short line;
   char shift, *screen, *p;
   int i, j, real_width, begin_x, end_x, begin_y, end_y;
   char bool1=1, bool2=1, bool3;
   if(!bmp || x<1-width || x>127 || y<1-height || y>63 || height<1 || width<1) return;
   p = (char*)&line;
   real_width = (width-1>>3<<3)+8;
   if(y < 0) begin_y = -y;
   else begin_y = 0;
   if(y+height > 64) end_y = 64-y;
   else end_y = height;
   shift = 8-(x&7);
   if(x<0)
   {
      begin_x = -x>>3;
      if(shift != 8) bool1 = 0;
   } else begin_x = 0;
   if(x+real_width > 128) end_x = 15-(x>>3), bool2 = 0;
   else end_x = real_width-1>>3;
   bool3 = (end_x == real_width-1>>3);
   screen = buffer+(y+begin_y<<4)+(x>>3);

   for(i=begin_y ; i<end_y ; i++)
   {
      if(begin_x < end_x)
      {
         line = bmp[i*(real_width>>3)+begin_x] << shift;
         if(bool1) screen[begin_x] |= *p;
         if(shift!=8) screen[begin_x+1] |= *(p+1);
         for(j=begin_x+1 ; j<end_x ; j++)
         {
            line = bmp[i*(real_width>>3)+j] << shift;
            screen[j] |= *p;
            if(shift!=8) screen[j+1] |= *(p+1);
         }
      }
      line = bmp[i*(real_width>>3)+end_x];
      if(bool3) line &= -1<<real_width-width;
      line <<= shift;
      if(begin_x < end_x || bool1) screen[end_x] |= *p;
      if(bool2) screen[end_x+1] |= *(p+1);
      screen += 16;
   }
}

void draw_bmp_and_cl(unsigned char *bmp, int x, int y, int width, int height, char* buffer)
{
   unsigned short line;
   char shift, *screen, *p;
   int i, j, real_width, begin_x, end_x, begin_y, end_y;
   char bool1=1, bool2=1, bool3;
   if(!bmp || x<1-width || x>127 || y<1-height || y>63 || height<1 || width<1) return;
   p = (char*)&line;
   real_width = (width-1>>3<<3)+8;
   if(y < 0) begin_y = -y;
   else begin_y = 0;
   if(y+height > 64) end_y = 64-y;
   else end_y = height;
   shift = 8-(x&7);
   if(x<0)
   {
      begin_x = -x>>3;
      if(shift != 8) bool1 = 0;
   } else begin_x = 0;
   if(x+real_width > 128) end_x = 15-(x>>3), bool2 = 0;
   else end_x = real_width-1>>3;
   bool3 = (end_x == real_width-1>>3);
   screen = buffer+(y+begin_y<<4)+(x>>3);

   for(i=begin_y ; i<end_y ; i++)
   {
      if(begin_x < end_x)

      {
         line = ~((unsigned char)~bmp[i*(real_width>>3)+begin_x]<<shift);
         if(bool1) screen[begin_x] &= *p;
         if(shift!=8) screen[begin_x+1] &= *(p+1);
         for(j=begin_x+1 ; j<end_x ; j++)
         {
            line = ~((unsigned char)~bmp[i*(real_width>>3)+j]<<shift);
            screen[j] &= *p;
            if(shift!=8) screen[j+1] &= *(p+1);
         }
      }
      line = (unsigned char)~bmp[i*(real_width>>3)+end_x];
      if(bool3) line &= -1<<real_width-width;
      line = ~(line << shift);
      if(begin_x < end_x || bool1) screen[end_x] &= *p;
      if(bool2) screen[end_x+1] &= *(p+1);
      screen += 16;
   }
}

void draw_bmp_andnot_cl(unsigned char *bmp, int x, int y, int width, int height, char* buffer)
{
   unsigned short line;
   char shift, *screen, *p;
   int i, j, real_width, begin_x, end_x, begin_y, end_y;
   char bool1=1, bool2=1, bool3;
   if(!bmp || x<1-width || x>127 || y<1-height || y>63 || height<1 || width<1) return;
   p = (char*)&line;
   real_width = (width-1>>3<<3)+8;
   if(y < 0) begin_y = -y;
   else begin_y = 0;
   if(y+height > 64) end_y = 64-y;
   else end_y = height;
   shift = 8-(x&7);
   if(x<0)
   {
      begin_x = -x>>3;
      if(shift != 8) bool1 = 0;
   } else begin_x = 0;
   if(x+real_width > 128) end_x = 15-(x>>3), bool2 = 0;
   else end_x = real_width-1>>3;
   bool3 = (end_x == real_width-1>>3);
   screen = buffer+(y+begin_y<<4)+(x>>3);

   for(i=begin_y ; i<end_y ; i++)
   {
      if(begin_x < end_x)

      {
         line = ~(bmp[i*(real_width>>3)+begin_x]<<shift);
         if(bool1) screen[begin_x] &= *p;
         if(shift!=8) screen[begin_x+1] &= *(p+1);
         for(j=begin_x+1 ; j<end_x ; j++)
         {
            line = ~(bmp[i*(real_width>>3)+j]<<shift);
            screen[j] &= *p;
            if(shift!=8) screen[j+1] &= *(p+1);
         }
      }
      line = bmp[i*(real_width>>3)+end_x];
      if(bool3) line &= -1<<real_width-width;
      line = ~(line << shift);
      if(begin_x < end_x || bool1) screen[end_x] &= *p;
      if(bool2) screen[end_x+1] &= *(p+1);
      screen += 16;
   }
}

1110
Casio Calculators / Re: FX SDK won't compile
« on: May 09, 2012, 11:08:35 am »
Sure! *presses Win+Pause*
Spoiler For big list:
USER

sourcesdk : c:\program files\steam\steamapps\eiyeron\sourcesdk
TEMP : %USERPROFILE%\AppData\Local\Temp
TMP : %USERPROFILE%\AppData\Local\Temp
VProject : c:\program files\steam\steamapps\eiyeron\team fortress 2\tf

SYSTEM

asl.log : Destination=file
CLASSPATH : .;C:\Program Files\Java\jre7\lib\ext\QTJava.zip
ComSpec : %SystemRoot%\system32\cmd.exe
FP_NO_HOST_CHECK : NO
LUA_DEV : C:\Program Files\Lua\5.1
LUA_PATH : ;;C:\Program Files\Lua\5.1\lua\?.luac
NUMBER_OF_PROCESSORS : 2
OS : Windows_NT
PAth : C:\Perl\site\bin;C:\Perl\bin;C:\Program Files\NVIDIA Corporation\PhysX\Common;C:\Program Files\Common Files\Microsoft Shared\Windows Live;%SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\Wbem;%SYSTEMROOT%\System32\WindowsPowerShell\v1.0\;C:\Program Files\Windows Live\Shared;C:\Program Files\Lua\5.1;C:\Program Files\Lua\5.1\clibs;"C:\Program Files\Java\jdk1.6.0_24\bin";"C:\Program Files\Java\jre6\bin";%LUXRENDER_ROOT%;C:\Program Files\Common Files\Autodesk Shared\;C:\Program Files\Autodesk\Backburner\;C:\Program Files\TortoiseSVN\bin;C:\Program Files\QuickTime\QTSystem\
PATHEXT : .COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.MSC;.wlua;.lexe
PROCESSOR_ARCHITECTURE : x86
PROCESSOR_IDENTIFIER : x86 Family 6 Model 15 Stepping 13, GenuineIntel
PROCESSOR_LEVEL : 6
PROCESSOR_REVISION : 0f0d
PSModulePath  : %SystemRoot%\system32\WindowsPowerShell\v1.0\Modules\
QTJAVA : C:\Program Files\Java\jre7\lib\ext\QTJava.zip
TEMP : %SystemRoot%\TEMP
TMP : %SystemRoot%\TEMP
USERNAME : SYSTEM
VS100COMNTOOLS : C:\Program Files\Microsoft Visual Studio 10.0\Common7\Tools\
windir : %SystemRoot%

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