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Messages - Eiyeron

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751
Other / Re: Knex Ball Machine Apocalypse
« on: September 19, 2013, 12:33:15 pm »
Try reversing the quatum polarities, you'll fit even more paths, and super-paths like this! :D

Anyway, nice structures!

752
TI Z80 / Re: Axe Emulator
« on: September 19, 2013, 12:04:12 pm »
An computer Axe Interpreter would just be awesome!

753
Axe / Re: Animated Sprites
« on: September 19, 2013, 11:32:38 am »
For instance, you have many sprites:
Code: [Select]
[aa]->Pic1
[bb]
[cc]
WHen you are moving, edit a little variable which acts a pointer offset to access differents sprites
Code: [Select]
[aa]->Pic1 :. Not actual sprites
[bb]
[cc]
0->X
0->C :.Counter
ClrDraw
Repeat GetKey(15)
.Updating position
X++
.Updating Sprite counter
C+1^3->C :. ^ Is modulo, and gives the rest of the euclidian division. Go test this lil' thing, this could help a lot
Pt-On(X,0,C*8+Pic):.Drawing sprite. The C offsets th Pic1 pointer to give others sprites)
DispGraphClrDraw
Pause 50
End


AWW, ninja'd!

754
Humour and Jokes / Re: Funny #omnimaga quotes (NSFW)
« on: September 16, 2013, 02:55:02 pm »
HEy, at the IUT, bad puns like this are very frequent (we're betwen 17 and 22 here, and I'm not counting the teachers. Btween 25 and 60, but the same)...

755
TI Z80 / Re: [Axe] Hinawa Battle Engine
« on: September 16, 2013, 11:20:54 am »
Hopefully, once I made enough progress I'll release the source code! It's an engine, remember

756
TI Z80 / Re: [Axe] Hinawa Battle Engine
« on: September 16, 2013, 09:42:27 am »
Bad News: I have to find best optimisations because it's unplayablenwithout Full...

757
Humour and Jokes / Re: Weird/funny pictures thread
« on: September 16, 2013, 12:52:18 am »
"Chiptune: Fiddling your GameBoy until it starts doing some sound'

758
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: September 15, 2013, 04:41:39 pm »
It's almoqt like every rpgs I olayed and dissecated the engine! ;) It should rock!

759
Other / Re: z80-like portable computer for <$30! (If you build one)
« on: September 15, 2013, 09:39:22 am »
PORT VIM! PORT VIM! With this editor, you'll have quite an easy way to code on it!

760
TI Z80 / Re: AxIDE: An Axe IDE
« on: September 15, 2013, 09:32:32 am »
Great thing! Make sure that you only edit programs! ;)

761
TI Z80 / Re: AxIDE: An Axe IDE
« on: September 15, 2013, 07:17:51 am »
My features idea
  • Cut/Copy/Paste
  • ZStart On+Var Jump-to Lbl/Up/Bottom.
  • Line numbering as an option
  • Omnicalc's parenthesis helper
  • Ti-89-like Clear use (first to erase the current position to the end of line, and a twice to erase the rest of the line)
  • Auto indentation as option.

762
TI Z80 / Re: AxIDE: An Axe IDE
« on: September 15, 2013, 07:03:04 am »
I support this! I want to have such a IDE on my calc!

763
TI Z80 / Re: [AXE LIBRARY] GrayLib: (nearly) perfect grayscale
« on: September 15, 2013, 05:54:24 am »
I digged into them! I just didn't read correctly...

After some tests, this lib s fantastic, but too heavy for Hinawa.my fps drops to 1.5 fps if I use them... Don't draw too much with this lib!

764
Other / Re: Looking for non-shit phone
« on: September 15, 2013, 05:48:43 am »
Facebook just don't work here. Never get any updates. Also, It's not llike I use Facebook everyday, I just don't like FB (some lessons are on the student group...)

765
TI Z80 / Re: [Axe] Hinawa Battle Engine
« on: September 14, 2013, 04:47:24 pm »
To give some news, I'm still developping that. I redesigned the menu boxes to expand the top bar (it looks niver that way, less like Mother 3, but hey! It's my engine), I added a dynamic sprite routine, optimized two of the three battle backgrounds. But one feature at once.

The menu boxes and the top menu share the same drawing routine. The menu for PSI selection is begun, and the top bar is fixed and the drawing routines are optimized (use of Copy which I forgot).

The monsters will use a rutine that I'm proud of. THeir sprites are stocked and *compressed* into 8*8 chunks with RLE-indexing. FOr instance Mr Batty in grayscale only have 12/13 sprites (don't remeber the exact name) for each of the buffer and the mask, so 36/39. FOr a 35*35 sprite, that's cool.

The backgrounds got a lil optimisation I stole from DJ_Omnimaga and his Super SOnic Ball : copying the background top rows to the rest of the buffer is way faster than just spriting it.
This engine won't enjoy the GrayLib grayscale, because it's way too CPU-expensive (~70% of the CPU is used for the interrupt...)...
I'm still doing that, don't worry guys! Screens will be added later. For Omnom!

EDIT: Say HI to Mr Batty! I forgot to telle precisions to the key deobuncer/polling. It's just anarray which includes keys states. It's updated when your run the routine UKEY(). There is 4 states; Up, Down, Pressed (the instant where the key is pressed), and Released(the instant where the key is released). NO more instant key repeats!

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