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Messages - Halifax

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556
TI Z80 / The Massacre
« on: May 17, 2007, 08:29:00 am »
Sorry I don't know what you guys are talking about seriously...when did I mention 12? The tile size if definetly 8 so far... dun dun duh haha. Really I intend on making a 16x16 tilemapper that is app-friendly. But basically why I am making this 8x8 is for tile manipulation. I *WANT* to have map deformation which would call for having 2 16x16 tiles for one being deformed and one not. But if I have 4 8x8 tiles making up a 16x16 tile then I can change one to make it deformed so that 40 bytes to 64 bytes. That is my only reason for using a 8x8 tilemapper, but if I decide I don't want deformation then I will have the 16x16 tilemapper there just in case.

@Fall_Ghost: Haha it's funny you say that because you usually are the first one I come to for anything about apps. But yeah I will probaly need you for the 16x16 app-friendly tilemapper, but so far I have like half of the 8x8 tilemapper code working in an app and debugged fine.

Oh yeah and I am keeping this on the same track so both the 8x8 and 16x16 tilemappers will be open-source!

wow and I never knew app-friendly smoothscrolling tilemappers were so special. Aren't there already like a couple out there??

557
Computer Projects and Ideas / DevOS v0.x
« on: May 17, 2007, 08:18:00 am »
That's good JincS cause I really don't like people who sell out. Well I would still like you if you did, but that's a different story :)smile.gif. I hope you stay in the TI community even when you become a Bill Gates, but then I guess you could make your own calc and have your own community haha ;)wink.gif

558
TI Z80 / The Massacre
« on: May 16, 2007, 02:44:00 pm »
I have to give props to Jim_e this is some of the easiet to read and most effcient pieces of code I have ever seen although some parts really got me stumped and I had to get down to the dirty part of all of the bytes of commands :(sad.gif That was not fun, but it's alright I got through it and dissected it fully. Things are running smoothly and I have went on to start writing my own app-friendly tilemapping routine. So with how it's going I am definetly thinking it will be posted by this weekend or week.

I am currently on to writing the tile detection routine that detects all the tiles that are going to be written to the screen.

559
Computer Usage and Setup Help / New Computer
« on: May 16, 2007, 12:45:00 pm »
There are 1TB HD's?? I didn't think there were so I was just going to get 2 500 GB HD's

560
Computer Projects and Ideas / Discussion on development suites
« on: May 16, 2007, 12:44:00 pm »
I rather just program them myself because really it would require a full rewrite of his macro system and some of the parser. So I don't really care its not a big deal now it just takes me 2 hours to work around and some things I can't even do which should be able to be done but they aren't "legal" macros by the "standards" set by TASM. Plus an assembler would be much more managable in C++.

Plus to add to my dismay I don't like at all how he coded his assembler. Try reading the source it is so nested that you will find you self jumping and hopping all around to finally find it like 1 year later ;)wink.gif.

For example he has something like

do_assemble(PASS_1)
then do assemble has
pass1_assemble
and that has
parse_macros

stuff like that gets annoying especially when the source doesn't run linear :(sad.gif.

561
Other Calculators / Wabbitspasm
« on: May 16, 2007, 12:04:00 pm »
Why don't you post the source. I am sure if SPASM can compile Spencer's 20 gigillion lines of Zelda then its not a problem with the compiler. I could be wrong but just to make sure post the source. Maybe some conditionals are unbalanced.

562
Computer Projects and Ideas / Discussion on development suites
« on: May 16, 2007, 12:00:00 pm »
First off, I would just make my own assembler. Because it is not that hard and there are some features SPASM is missing. Also C++ is cross compilable with MSYS. Its very simple.

563
TI Z80 / The Massacre
« on: May 14, 2007, 02:26:00 pm »
Yeah I know about that process, but first off I don't think you have read the post up the page a little further. I am not using his code at all in fact. I am just studying it and them making my own smoothscrolling tilemapper for a number of reasons. The special clipping I will need to do, animations, and integration. So I am just making an app compatible smoothscrolling tilemapper, maybe later I will convert it to SMC.

564
TI Z80 / The Massacre
« on: May 14, 2007, 02:19:00 pm »
Screenshot wh***s haha j/k. Anyways I don't know judging on the amount of time that I have to dissect this code and then write my own that is App friendly then I may have screenshots for next week or something, I am sorry to say but I most definetly don't like Jim_e's use of SMC gah!

565
Computer Projects and Ideas / DevOS v0.x
« on: May 14, 2007, 10:30:00 am »
Yo that's so awesome I didn't know you were making all this hardware stuff. I have been looking into getting into hardware so I could make some cool stuff for the calculator and mod it out and stuff.

566
Art / Concept Art
« on: May 14, 2007, 09:23:00 am »
Thing is I don't like editing other peoples meshes. If I have anythings that I want to go in before I finish it I don't like breaking of parts off peoples meshes and UV wrapping them and stuff. It's just not for me. When I model I usually keeps breaks in sections where I know I will need to do some editing and I always save the mesh before fusing the parts together. So I wouldn't advise doing the 3D because I really would much rather use reference pictures.

All I need is a front,back and one side(if the gun is symmetrical, otherwise two).

567
TI Z80 / The Massacre
« on: May 14, 2007, 09:20:00 am »
Ok I think it's time you guys no a little bit of what I have been thinking of because I have been thinking seriously in this time that I have gotten off. First off I have decided to make this my PRIMARY project over the summer and that will not change. Secondly is an advancement in the graphics aspect of this game so hear it goes.

I was sitting around one dark and dreay night staring at Jim_e's tilemapper code, a modified version of Dwedit's but faster, and I was thinking. Crap this goes really slow when you have 255 tiles because you have the shift 2040 bytes. So I was like how the hell can I make this faster! Well I have come up with two plans that may or may not work because I have not timed them out yet.

1. Well let's say we can cut down how many tiles it has to shift. I have come up with a plan to find out the 96 tiles, 12x8, that the tilemapper will be mapping. Then all you have to do is shift 96 or less tiles instead of 255 tiles. So that should be a great speed boost although the process of making sure there are no duplicates is very hard although I will try.
2. Well if the offset that the tiles will be shifted is 7 them that's going to take a d*** long time to shift all of those tiles to the left. So then I got an idea why not split them. If the offset is between -3 then start in the left byte and if it is between 4-7 then start in the right byte. So it's like this

Offset between -3
---- shift right
%11111111,%00000000

Offset between 4-7
<------ shift left
%00000000,%11111111

So that means that there will only be a maximum of 3 shifts or less to do then 7 or less. I think these will do a considerable job in speeding up the process of the smoothscrolling tilemap.

I will begin dissection of Jim_e's cryptic code tonight o.oblink.gif

568
Art / Concept Art
« on: May 14, 2007, 09:10:00 am »
Like basically guns that come from you mind. It can be in black and white like with pencil or sharpie are something. But like make it take up a whole piece of paper and it should be detailed. Like if you could do that.

569
Computer Projects and Ideas / Discussion on development suites
« on: May 14, 2007, 09:09:00 am »
First off I would definetly help. I think though that you should make a universal language for the project or something called DevC so that people could use that and use a compiler you make. Overall I would code this project in C++. Also it might not be deathly to hard to make a 3D modelling program since you could use Blender3D source code as a core.

Here is what I am interested in by numbers.

1
2
3
4
5
6

2
3
4
5
6
7
8
9

Haha so that's almost anything. So what are you coding this in so far?? If you need any help I will be here.

570
Computer Projects and Ideas / DevOS v0.x
« on: May 14, 2007, 09:04:00 am »
QuoteBegin-KermMartian+10 Apr, 2007, 23:33-->
QUOTE (KermMartian @ 10 Apr, 2007, 23:33)
Dude, do you have any idea how unrealistic this is? Good idea, though, way to be a visionary. :)smile.gif

 Obviously you don't know the power that JincS holds when it comes to programming. I wouldn't seriously even considering doubting that he would be able to do this because I think he can.

Also yes I want to be a beta tester.

Oh yeah and what is all that funding for this OS???

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