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Messages - Galandros

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976
TI Z80 / Re: Someone should revive the Online Hex Disassembler...
« on: December 06, 2009, 12:26:54 pm »
PHP could do it? I will see some functions and try to do it.

EDIT: it was done with PHP so I can do the same thing. I can host when it works.

977
TI Z80 / Re: Sprite/tileset Editor- need input
« on: December 06, 2009, 12:07:25 pm »
Add an optional greyish light grid, 4x4 would be excellent.
I think I know what you mean.  I've attached a picture of what I have (ignore the bright red background, but the more closely-spaced blocks are carrying over to the actual editor).  Since the grid has to be visible when surrounded by both gray and black, I had to add a blueish-redish tint.
[/quote]
The screenshot is exactly what I asked. Nice work.

Quote
Also for tilesets keep user friendy when there is need to move tiles around. I hate the work to move tiles around in Graphics Studio...
How does Graphics Studio do it (I've never used it before), and how do you think I should do it?  I was just thinking of drag-and-drop with the option to either swap two tiles, or insert a tile between two others.
Graphics Studio is simply a hassle, so no bother on explaining. I don't remember thoroughly how I did last time, too. I needed to make Lost Legends I font compatible with ASCII. (ease my life after some work on Graphics Studio). I think I had to insert tiles, copy/paste to there then delete the other one.

Drag-and-drop multiple tiles is as friendly as I wish. Selecting and doing one action on multiple tiles should be made by now, I guess.

Another request: the tiles appear in more than 1 row. This is another problem I found in Graphics Studio.

Keep up the progress.

978
TI-Nspire / Re: TI-Nspire GB Emulator
« on: December 06, 2009, 12:00:34 pm »
Not impressive as always because the Nspire has much better hardware. Kidding, you coded that even before there is documentation and an exploit of the Nspire, impressive!

What about change the code later to work as a 3rd party emulator of z80 calculators? :P

979
Art / Re: Best sprite size on the TI-83 series (tilemap)
« on: November 30, 2009, 09:40:59 am »
You are making me to try to do a more comprehensive guide. :-\
Although I have a tendency to complicate and write some strange phrases...

There is few things (instructions and such) to learn in assembly. How to do stuff can be learnt from experience on solving them and learning from others.

The difficult part is implement things without doing some mistake. And discovering what was the mistake can be hard... >_<"

980
TI-BASIC / Re: The best list compression method?
« on: November 29, 2009, 06:06:42 am »
If you store your list as a string to one of the sequence variables, u, v, w, you can half the size of the entire thing.
Then, if you need to evaluate it, run 'u' and Ans(X where X is the list element.

The only issue with this is the lack of editability if that's a word.
That's neat.

I don't use complex numbers for compression because I don't see anyway to make things smaller with them. :)
Use also the fraccional part of imaginary part?
You can save 4 integer numbers in every element.

Other thing to compress is if you use number smaller than 1000 you can save like this:
E3A+B

To decompress:
int(L1(1)/E3)->A
L1(1)-E3A->B

where the E is the small E. A and B to numbers to save and are smaller than 1000.

This could allow easily 8 numbers in one element...

981
TI Z80 / Re: Cave Creeping
« on: November 29, 2009, 05:58:12 am »
I love the parralax scrolling in this. Very few have attempted it on the z80 calculators, especially in black and white.
Thinking about it, BW problem is that it can't have heavy graphics. You have to leave enough white space to make the parallax looks nice.

Grayscale solves the problem except speed concerns on TI-BASIC. :(

982
News / Re: Fewer people, but more programs?
« on: November 29, 2009, 05:56:06 am »
24h or 48h could be done 1 or two. But to more participants, I agree that it is better to warn there will be a contest and 24/48h before the end warn the theme.

Also 1 week contest would be better because few people could bring something in 24/48h...

983
Humour and Jokes / Re: Homepage: And DJ_Omnimaga's pink name
« on: November 29, 2009, 05:52:34 am »
Galandros, I did not edit the image (except resize it) :P

If you read mIRC documentation you would see it is possible to change the color of individual nicknames in the user list

http://en.allexperts.com/q/IRC-2026/different-nick-colors.htm
The nick and irc messages.

Oh, it would be cool the change to colour to white and making like an empty room at least for most irc clients.

984
Humour and Jokes / Re: Homepage: And DJ_Omnimaga's pink name
« on: November 28, 2009, 05:59:01 pm »
It is easy to edit images. >_>

Even Paint could work for that.

985
News / Re: UTI back up
« on: November 28, 2009, 05:23:04 pm »
I think they should add a word filter in the profanity filter that changes every www.unitedti.org links to www.unitedti.org/forums

I am unsure but my guess is that they'll probably put something at www.unitedti.org like a portal. 3 years ago they were talking about an upcoming site upgrade.
I request already like I did in MC forums. Maybe I should PM Weregoose too.

Anyway the post declined a bit. Because of the down or not, we can't know for sure.

986
News / Re: Fewer people, but more programs?
« on: November 28, 2009, 05:21:47 pm »
Now would be a good time to do more competitions to bring new coders and so code done. :P

And bring the lazy to activity too.

987
TI Z80 / Re: Sprite/tileset Editor- need input
« on: November 28, 2009, 05:16:01 pm »
Try to output in every format you can. Even output in .bin files. (sometimes useful)

Add an optional greyish light grid, 4x4 would be excellent.
Also for tilesets keep user friendy when there is need to move tiles around. I hate the work to move tiles around in Graphics Studio...

988
Art / Re: Best sprite size on the TI-83 series (tilemap)
« on: November 28, 2009, 04:19:32 pm »
I have been thinking in exploring 10x10 sprites. Or, who knows, 8x10 or eventually 10x8.
Depending on what I do the remaining pixels could be filled with some border.

Is there any works of 10x10 sprites?

Have you seen the 12x12 with 16x16 sprites combination of upcoming Sonic game in UTI forums? Those graphics are awesome. They are worth some minutes looking at them.

I am doing some sprites work. ;) I have some projects holding until I discover the sprites and I am stocking what I can find, rip and do.
I will eventually share the collection.

989
TI-BASIC / Re: The best list compression method?
« on: November 28, 2009, 03:26:50 pm »
I remember multiplying by a number worked. I don't think adding by a number did though.
Oh, you are right.

To add a number to a matrix, you need to create another matrix of the same size, fill it with the number you want to add/subtract, and then you can add/subtract those matrixes.  I use this in Shift, ans so i had a dedicated addition matrix :)
TI-BASIC turns quite fun with all these works around. Still a nice technique.

I haven't found in real games any usefulness of row+( and row*( commands... It would be curious to see one.

990
Art / Re: Best sprite size on the TI-83 series (tilemap)
« on: November 28, 2009, 01:43:34 pm »
Actually, 12x12 would be arguably only as slow as 16x16; you're still shifting 2 bytes around to draw the tiles.  The only difference is that you're ignoring the righthand 4 bits, a process that takes one AND command (1.3 microseconds)
But 12x12 sprites means more sprites to handle in the screen. It will be definitely slower than 16x16.

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