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Messages - Galandros

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1036
News / Re: Unfinished RPG "The Core Of Light" by Timendus released as is
« on: November 09, 2009, 03:37:35 am »
I actually got a reply. No sprite sheet available but I can go ahead to rip them... I still need other sprites, though.

mapar007, do you know any dissembler that can help to grab the sprites data? Output in .bin file or just some hex, I just need that and I am able to put in .bmp or other image format.
 If you currently don't know, leave it to me. I ask because you seem to have tested some dissemblers.

1037
News / Re: TI-Connect beta patch for 64 bit OSes
« on: November 09, 2009, 03:31:37 am »
A full backup is better with TI-Connect. no doubt.

But to backup just programs TilP is great because it is fast. Just remember to receive 30 files at a time...

1038
TI Z80 / Re: Ti Basic Editor
« on: November 06, 2009, 01:26:49 pm »
I miss one program like this for pc.

Maybe I should start to get the links of documentation needed together to give away anyone interested... When I get them, you will know.

1039
Humour and Jokes / OMG
« on: November 06, 2009, 01:23:21 pm »
Rick Ashley was like less than 10km away from me this summer. -.-' :-X :-\ :o >:(

1040
News / Re: Noahbaby94 retires
« on: November 06, 2009, 01:21:46 pm »
In my absence, many Coders of Tomorrow left us. Farewell, guys! It was great to enjoy games and calc discussion with you. ;)

1041
News / Re: Unfinished RPG "The Core Of Light" by Timendus released as is
« on: November 06, 2009, 01:19:30 pm »
Funny, I found this recently, and I asked the author the sprite sheet. Since, no response, I will "inspire" in his sprites.

I knew that nice 8x8 sprites in gray could be achieved. But I didn't had time to mess with them. I want to do my own RPG in gray someday. ;D

1042
TI Z80 / Re: Illusiat 13: The Lost Chapter
« on: June 24, 2009, 03:54:48 am »
...

*sighs*

Galandros, first warning (I think I stated this many times alerady, though): STOP being so narrow-minded. You have no respect for other's beliefs and differences. If you can understand something, it doesn't mean everyone can. If you understand something easily, it doesn't mean everyone will understand it as easily, if at all. I personally just don't get it, even after reading the tutorial over and over and people explaining me. So leave me alone about that, please. It drives me nuts when people harrass me to do something even after telling them I just don't get it and I notice a lot of ASM programmers does that. Not everyone is like you and you can't change people.

I'll stick to the Seq( method, until someone can convert the code for me. Even for Seq I got an hard time. At first, I just typed the code without understanding what it even did, then changed variables one by one in a trial and error way).
Sorry, but I just think who gets seq( even only in random, can get this trick. Eventually... or not.

That is why my persistence with this, this time. Others I didn't know you so well as now. And in forums I sometimes I seem to have tendency to forget people's characteristics, forums are not ideal to know people. But I was finished with last reply. I thought there was no problem writing it. If was me and I didn't understand I would left it and forget for some time until get it again or not... And many people would.

I did not wanted to hassle you in any way. If you don't get, it's ok but please don't get mad when someone is only trying to help. I even don't insisted that much. Only continued tries from me... But you shouldn't get bored with this, it really doesn't deserve. It is really to not get things, I admit I have some too.

Next time, I will try to remember and if you say that you didn't get it, I will say nothing more about that. This way you don't even need to warn no more insisting needed. (ok I am a kind of person of the reverse, so I will seem to be narrow minded from now on because I will act like you never get things after first efforts to learn it, this means either way I am narrow minded.)

It is not easy to live with different people... I know it is not easy to live with me. But that serves to my side too.

I don't know what else to write...
PS: I saw some very bad english mistakes in my reply. If others were left, do a effort.

1043
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: June 23, 2009, 04:18:49 pm »
(to prevent the page from getting too long, much stuff was omitted,but the post can still be referenced)

When I say that the gray buffer is interleaved, what is quoted is exactly what I mean. Except that the buffer is also vertically aligned: (x1,y1)dark, (x1,y1)light, (x1,y2)dark, (x1,y2)light, ...
Oh I never got what interleaved was. Actually I confused with interlaced?

Vertically aligned also helps the tile mapper, why it still doesn't get fast enough?


In logic I will give a shot when I can. I need Wikipedia pages and I am not the only one at home...

1044
TI Z80 / Re: AOD83pl
« on: June 23, 2009, 03:51:08 pm »
It would be interesting to see what I could do back then without all the resources now...

Anyway for the time, was a truly good game. Now it could be perfected much more (better GUI and terrains) but for its style (oldschool) is nice.

1045
TI Z80 / Re: Illusiat 13: The Lost Chapter
« on: June 23, 2009, 03:47:13 pm »
sorry, I just don't get it. As you know, advanced stuff like this is not for me. It's getting too advanced for my brain, so I think I will just stick to Seq( or get someone to convert the code I got for me when I post it. On the PC, I can't understand anything more advanced than Visual BASIC 6 and even then it's just the rudimentary tricks that I can understand.
This doesn't seem that hard. Just as hard as seq(. Anyway, one day try again. ;)

1046
TI Z80 / Re: Illusiat 13: The Lost Chapter
« on: June 23, 2009, 01:09:53 pm »
Yeah I saw it when I checked for Seq(. However it seemed extremly complicated for me so for now I decided to stick with Seq(, which is, indeed, very slow. Even Seq( was extremly technical and complicated for me. Took me a long while to figure out how to use it and required some heavy testing.
The usage is quite simple. You don't need to understand the trick, just the results.

The idea is the first argument has the size of the list you want (like end of seq()
Then the result of cumSum(binompdf(
is a string like: {1,2,3,4,5,6,7,8 ...
then you have to do operations with it like this:
2+3cumSum(binompdf(4,0
This is the same as seq(2+3X,X,1,4)
Other important examples: seq(2+3X+X^2,X,1,4
:cumSum(binompdf(4,0    /this cointains {1,2,3,4,5
:2+3Ans+Ans^2   // use this code


(check if it is binompdf or binomcdf and if 4 needs to be decreased or not) If you need help with this, I can check myself and correct this post.

Got it? I was feeling that writing would make you understand. It is very simple, really.

1047
Escheron: Shadow over Ragnoth / Re: Let's Choose the Platform
« on: June 23, 2009, 07:10:49 am »
I don't mind 'cause I have a 15Mhz calculator. But I mind a little about other users with a 83+. But since there are emulators, if one really wants...

 In my class 90% has the 84+SE... So here isn't big problem. I don't know how about other places.

1048
TI Z80 / Re: AOD83pl
« on: June 23, 2009, 04:09:46 am »
I utilize while loops for almost everything.
I only use to optimize things (inverse logic), for comments (While 0 :End will skip code with less bytes than If Then End) or when I really need a loop that may not be executed one time (works as a If and Repeat, sort of)

1049
TI Z80 / Re: Illusiat 13: The Lost Chapter
« on: June 23, 2009, 04:04:08 am »
Quote from page 6 ftw!

RAM started to become an issue when certain events stored in I13E0 occured (the program is 15700 bytes huge), which prompted me to add partial save file compression (the inventory data is what is being compressed... 100 2-digits elements).

Because my TI-BASIC knowledges are extremly dated in overall, I had to rely on TI-BASIC Developper for almost an hour to learn about the Seq( command. After figuring out I finally managed to reduce the Illusiat 13 save data by 80 list elements. This saves about 700 bytes on the original save file and should prevent the memory problems. The only downside is that saving and loading your game now take 11 seconds on a regular TI-83+ instead of 2, but considering that's the only thing that takes a long while to load in the game I think people will not mind.

I doubt there will be memory issues anymore, because the only two events that still need to be coded on Earth maps located from prgmI130 to prgmI134 are two warp events (door/entrances/exits/etc) which leads to maps that will be stored in I13E2, not I13E0. However the game will still require the entire calculator RAM while playing (kinda like the other Illusiat games I made)

Besides the memory issue fix, I added a bunch of dungeon maps in the past two days and some more events on the Earth part of the game
Great you know seq(, but there is a new replacement 8 times (at least) faster. ^^
I don't know if it will work for what you use but worth try.
Size most times is the same.

http://tibasicdev.wikidot.com/binompdf
See the advanced part for programmers.

I think this is new...

1050
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: June 23, 2009, 03:57:01 am »
4. Just keep trying again and again to accelerate the tilemapper. Currently, I'm using prerotated tiles with two masks to merge the tiles to achieve horizontal scrolling. The specific logic is the follows: " ld a,(de) \ and b \ xor (hl) \ and c \ xor (hl)" to achieve the sprite. C the logical not(B). Enlightening me on alternative schemes would be of best help. Currently, the tiles are interleaved and the buffer is the same, and is also vertically aligned, so if this was a simply aligned version, it would be a few LDIRs to the buffer.
Putting that in logic corresponds to: { [ ( (de) and b ) xor (hl) ] and c} xor (hl) ? the two (hl) are the same?
b=~c  then  // ~ means not()
{ [ ( (hl) and b ) xor (hl) ] and not(b) } xor (hl) ?

Now is question of using some logic rules (DeMorgan's Law, for example) *gets philosophy logic papers* And test how well it turns into z80...

EDIT: I will post all substitution rules from logic:
Code: [Select]
DeMorgan's Laws
~(A ^ B)=(~A V ~B)
~(A V B)=(~A V ~B)

Commutativity
(A ^ B) = (B ^ A)
(A V B) = (B V A)

Association
(A ^ (B ^ C)) = ((A ^ B) ^ C)
(A V (B V C)) = ((A V B) V C)

Distribution
(A ^ (B V C)) = ((A ^ B) V (A ^ C))
(A V (B ^ C)) = ((A V B) ^ (A V C))

Double Negation
A = ~~A

Contra position (technical translations are hard :S )
(A -> B) = (~B -> ~A)

Material Implication
(A -> B) = (~A V B)

Material Equivalent
(A <-> B) = ((A -> B) ^ (B -> A)
(A <-> B) = ((A^B)V(~A^~B))

Exportation
((A^B)->C) = (A->(B->C))

Tautology
A = (A V A)
A= (A ^ B)

~ = not()
V = or
^ = and
-> = conditional (I think it doesn't have interest)
<-> = bicondicional (same as above)
Searching things in:
http://en.wikipedia.org/wiki/Logical_operator
http://en.wikipedia.org/wiki/List_of_Boolean_algebra_topics                    // here look at all connectives topics (especially xor, as know as exclusive or)

Logical rules in images here:
http://en.wikipedia.org/wiki/Boolean_logic
I found there another rule:

absorption

One more thing A xor B is like ~(A <-> B)
This topic looked promising but was disappointment: http://en.wikipedia.org/wiki/Logic_minimization

Damn, now I really wanted that my BASIC program calculated this things to make sure I am doing substitutions right in the end. I have it but I haven't finished. It is going to be for my cousin. xD
 By hand it takes so much time doing truth tables.

Who is going to read all this stuff? :o  ;D
ENDEDIT:


When you talked about changing buffers stuff, I had an idea that I don't know what could bring in real implementation.
The idea is to make in pairs of two bytes with dark and light layer:
(x1,y1)dark , (x1,y1) light , (x2,y1)dark , (x2,y1)ligh ...

To get the light layer is just inc hl...

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