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Messages - Halifax

Pages: 1 ... 80 81 [82] 83 84 ... 90
1216
Art / Need a sprite, bg, title screen, or a tile?
« on: September 12, 2006, 10:20:00 am »
Umm idk I'll check xlibman but if I find any it will take me about till saturday or friday to convert them if you feel like waiting(I promise they will be as good as the sprites above)

1217
TI Z80 / Game Dev 83
« on: September 12, 2006, 10:17:00 am »
Yea it is some kind of game maker and I was planning on making it on the PC but I can't find out how to make the code into TI Programs that TI-Connect notices

1218
Art / Need a sprite, bg, title screen, or a tile?
« on: September 11, 2006, 11:02:00 am »
This is a link to some Black and White Kirby sprites that I converted cause I was really really bored lol. Anyways I'm working on converting some more sprites like Kirby, Zelda, Samus, basically all NES sprites lol.If you have any sprites you want me to convert to B/W just ask.

http://img171.imageshack.us/my.php?image=untitledry2.png

1219
Other Calc-Related Projects and Ideas / CIB
« on: September 11, 2006, 10:08:00 am »
you know I thought about porting in one day but I don't know how to use CIB

1220
TI Z80 / Game Dev 83
« on: September 11, 2006, 10:01:00 am »
Ok Game Dev 83 is a project I am working on so people will be able to program a great Xlib program (B/W or Grayscale) in about a week. It will include an environment to create anything you want. I have some stuff to put in it like routines and a user friendly IDE. But I need any routines that anyone has that they use to make games and please try to comment the code if u type it in so I don't have to read it all to understand it

Game Dev 83 Features:
Mapmaker able to make scrolling maps
Sprite editor(Grayscale included)
Code editor

Any other features you want just ask and they will be added to this list if possible and specify in detail what you want it to do.

Mapmaker:
You will be able to make any size scrolling map and their will be an extensive set of sprites already made that you will be able to use if desired.

Sprite editor:
You will be able to make a sprite and then it will make a mask for the sprite for grayscale. It will also be able to compress it to binary or hex and will include a decompressor of your chosing.

Code writer:
You will be able to write your program with minimal hard coding and just use some easy macros among other things. Hard coding will be as minimal as possible, but if the compiler produces something unwanted then you could edit it. Otherwise the code editor will be able to remember a sprite, e.g. you write real(1,G,H,5,2,3,4,5,3,4=SPRITE then when every you specify the compiler to use SPRITE in the routine it will replace it with that. You can make as many macros as you want.

1221
Site Feedback and Questions / Proposed smileys
« on: September 09, 2006, 04:30:00 pm »
How do you make these smileys??

1222
Computer Projects and Ideas / combat ball
« on: September 03, 2006, 07:55:00 am »
Wow that game is great I love the blood sadly I only got to level three lol I suck what language did you program int in??

1223
TI Z80 / Age of culture II
« on: September 02, 2006, 06:31:00 pm »
@xlibman I agree this should be a definete feature because the game is so crisp and clean

1224
TI Z80 / Age of culture II
« on: September 02, 2006, 10:05:00 am »
This game looks totally awesome I can't wait till it is finished.

1225
TI Z80 / Galactic
« on: September 01, 2006, 08:51:00 am »
Also on another note the game is basically done except for one problem I have about 15-180 maps to make and interface them all together with hooking and stuff for program scrolling so if anyone would be interested in helping me develop some levels that would be great. I have made my own mapmaker already with an extensive set of about 94 tiles that you could use.

1226
TI Z80 / 3D in Basic
« on: August 31, 2006, 09:46:00 pm »
sad to say though but the rotation part was to hard to implement for me so maybe someone else can try it.I can not take credit for this because if was taken from the source of Edit3D for TI-89, same with my converted BASIC stuff if was converted from that source file. Also another thing is if you wanted to draw faces then you would have to bubble sort the z axis from lowest to biggest, then the one with the most z value would get it's face drawn in first and so on. SO basically that would be a cover-up routine with the lowest visible solid areas being visible.

This rotation for all axes:
Camera.y = dist * sin(ang_x) ;
Camera.z = dist * cos(ang_x) ;
Camera.z = Camera.z * cos(ang_y) ;
Camera.x = dist * cos(ang_x) ;
Camera.x = Camera.x * sin(ang_y);
//Those are in LCAM, LCAM(1=camera.x and so on
Work_CUBE.z = - Work_CUBE.y * sin(ang_x) + Work_CUBE.z * cos(ang_x)
Work_CUBE.y =  Work_CUBE.y * cos(ang_x)  + intermediate * sin(ang_x)
//rotation around the y axis
Work_CUBE.z = - Work_CUBE.y * sin(ang_x) + Work_CUBE.z * cos(ang_x)
Work_CUBE.y =  Work_CUBE.y * cos(ang_x)  + intermediate * sin(ang_x)
//rotation around the x axis
Work_CUBE.x = Work_CUBE.x * cos(ang_z) - Work_CUBE.y * sin(ang_z)
Work_CUBE.y = Work_CUBE.y * cos(ang_z) + intermediate * sin(ang_z)
//rotation around the z axis


1227
TI Z80 / Galactic
« on: August 31, 2006, 03:06:00 pm »
I need help because this routine doesn't work i need a routine the returns zero if C or D or E or F not equal to zero and return zero if G!=8 or 80 or H!=8 or 48. Heres my code that doesnt work. I need it to return one only when both are right

(((G=8 or G=80) or (H=8 or H=48)) and (C or D or E or F=12))

1228
TI Z80 / 3D in Basic
« on: August 31, 2006, 11:42:00 am »
That link doesn't work

Also I'm working on implementing rotation into that source code above, but anyways xlibman the 8xp format is attached.

1229
TI Z80 / 3D in Basic
« on: August 30, 2006, 03:06:00 pm »
This is a C to BASIC translation so it's not perfect but it is true 3D. Im just posting it so someone can mess with it. I know how to do rotations with it but I haven't implemented that yet but if you want to know then just ask and i'll post it. Although it is sorta hard to understand kinda. Also I have a way to make it solid instead of wireframe which is also hard to explain but if needed to know then just ask.
-Recommended screens settings are -94,94 for X and -94,94 for Y too.



L=list thingy

c1-->
CODE
ec1
Clrdraw
\\This list is used to tell the lines which points to connect
{0,1,1,2,2,3,3,0,4,5,5,6,6,7,7,4,0,4,1,5,2,6,3,7}->LLin
\\This is used to store 3D vertices to 2D transformations
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}->LSRC
\\This is the work list because you want to keep your orignal list there at all times
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}->LWOR
\\This is the camera in 3D space
{0,0,20}->LCAM
\\This is the center of the screen
{0,0}->LSCC
\\These are your 3D vertices
{-10,-10,-10,10,-10,10,10,10,-10,-10,10,-10,-10,-10,10,10,-10,10,10,10,10,-10,10,10}->LCUB
\\This variable is the distortion
8->D
->B
For(A,1,24
If B<3:Then
B+1->B
Else
1->B
End
LCUB(A->E
LCAM(B->F
\\It is required that you subtract the camera position (x or y or z) depending on B
E-F->LWOR(A
End
-1->B
For(A,1,24,3
B+2->B
LSCC(1->E
LWOR(A->F
LWOR(A+2->G
// coord.x = screen_center.x + (distortion * 3Dcoord.x)/ 3Dcoord.z
E+(D*F)/G->LSRC(B
LSCC(2->E
LWOR(A+1->F
// coord.y = screen_center.y + (distortion * 3Dcoord.y)/ 3Dcoord.z
E-(D*F)]G->LSRC(B+1
End
For(A,1,16,2
round(LSRC(A,->X
round(LSRC(A+1,->Y
Pt-On(X,Y
End
\\Now we draw the lines in to make the cube
For(A,1,24,2
LLIN(A)*2+1->W
LLIN(A+1)*2+1->V
LSRC(W->X
LSRC(W+1->Y
LSRC(V->Z
LSRC(V+1->theta
Line(X,Y,Z,theta
End
c2
ec2

1230
TI Z80 / 3D in Basic
« on: August 30, 2006, 12:43:00 pm »
Actually I found the equation to convert 3D points to 2D on a plane from some C documents so I made a copy of the C programs in BASIC for true 3D rendering but sadly it is very slow it takes about 2 seconds to render 8 3D vertices

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