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Messages - Hayleia

Pages: 1 ... 127 128 [129] 130 131 ... 239
1921
Humour and Jokes / Re: What would aliens think if they saw omnimaga?
« on: October 30, 2012, 02:30:58 am »
They would love to play Alien Breed :P

1922
TI Z80 / Re: [Axe] Robbox
« on: October 30, 2012, 02:26:17 am »
Why don't you just slow down vertical scrolling with a quick Copy( or Pause so that you don't have to sacrifice graphics quality on the horizontal shifts?
Because this game is not finished at all. There are a lot of things coming, such as enemies for example. And I prefer to have a lot of spare speed before those come :)

1923
TI Z80 / Re: [Axe] Robbox
« on: October 29, 2012, 02:35:26 pm »
How did I miss this?
Looks great hayleia! Keep it up!
Impressive !
Thanks :D

Did you ever see Jim E's pokémon demo? It was very similar in style to yours, smoothscrolling but aligned to a grid (only his was 16x16, not 8x8). He had a quick way of filling in/shifting the screen. I'm not sure how you handle it, but in asm it's pretty easy just to shift the whole screen one (or two) pixels to the left shifting in the missing pixels from a buffer with the last shift of the row of pixels. I guess with grayscale you'll have to do it for two buffers, but it's still much quicker than redrawing the map. That way you can also have a very optimised map routine since your sprites will all be aligned, you can just ldir (copy) them directly without needing to use any special sprite routine to handle shifting, etc.
Never heard about that game. And seems like the gif and the demos are dead links :(
And yeah, I don't draw the whole map at every loop. For vertical scrolling, I shift the buffers once then fill in the missing line, and I repeat it 8 times. For horizontal scrolling though, making that was "too slow" so I shift it eight times then fill in the missing column of sprites :)
But optimizing it to not use any sprite routine would be useless space-wise since I use those routines elsewhere. And speed-wise, I only use those routines before scrolling, as a pre-calculus in a temporary buffer then I use Copy (talking about the vertical scrolling) :)

1924
TI-BASIC / Re: Getting a program to unarchive another and then run it?
« on: October 29, 2012, 11:31:40 am »
Do you modify any of the data buffers you put in the program? That counts as "SMC" as far as the fact that you're modifying things within the program space.
No I don't. And I can prove it with the fact that zStart doesn't perform any writeback on my programs.

SMC shouldn't need writeback unless it needs those buffers to be maintained, though, right?
True, but there's no way to communicate that back to the shell.
You still can restore their initial state. For example, if every byte was at 0 at the beginning, you set them all back to 0 before leaving ;)

1925
TI-BASIC / Re: Getting a program to unarchive another and then run it?
« on: October 29, 2012, 09:21:45 am »
You might want to talk to Kerm about adding that option, MirageOS had it, and i can't imagine it would be difficult to implement (basically just don't call the code to copy the program back into archive). I don't know how Axe programs are handled, but how do you know none of the routines use SMC? Or is there a compile-time option to use only non-SMC routines? Many routines use SMC because it's generally faster and smaller than loading content from locations in SafeRAM, and for some things it's hard to imagine how to go about it without using SMC.
This has already been discussed on Cemetech on a topic called "My opinion/request for DoorsCS" or something like that. From what I remember of the discussion, Kerm says that DoorsCS doesn't writeback if it is not necessary, and Quigibo says that not any of Axe routines use SMC.
I think the problem comes from DCS and not Axe because I don't have the problem when I replace DCS with zStart.

1926
TI Z80 / Re: [Axe] Robbox
« on: October 29, 2012, 08:22:26 am »
Little UPDATE

You now have access to level 2 by pressing the LN key completing the first one :D
As usual, to complete a level, collect all the screws and walk on the ugly vortex thing.
I also made horizontal scrolling as fast as vertical scrolling by changing the method: now when you move to the right or the left, the last column of sprites is not drawn until you stop moving. I added a Pause so that you don't run on walls at every step you try :P
And in the level 2, you meet crates, you can push them but try not to block your way ;)
(other things such as doors and their buttons still don't work :P)

Note that the levels are in those two appvars called RBXLVL##.


Download below :)

1927
News / Re: A theme editor coming for Ndless 3.1
« on: October 29, 2012, 02:26:00 am »
Yeah, that's what I meant (sorry if I didn't explain my idea very well): a computer program that would allow you to change colors with a live preview on the side that generates the theme.tns file for ThemeEditor.
Ah, I would be a computer program. I assumed it would be on calc and was wondering how you could fit the editor and the previw on the same screen since the preview would take all the screen :P
Anyway, it is a very good idea :D

1928
TI-BASIC / Re: Getting a program to unarchive another and then run it?
« on: October 29, 2012, 02:22:01 am »
DoorsCS copies archived programs to RAM and copies back only if the program content changes (basically if it uses SMC).
That is what he said but all of my Axe programs get copied back after use, even those not using SMC. Now I use zStart and it does the job perfectly. It is even faster to launch programs too.

1929
I don't like make 103, I don't speak french.
Are you kidding ? Make103 is all in English ???

1930
I will not degrade, epic fail does have a chance of breaking my calc
Why don't you use Make103 then ? It will make any OS compatible with the boot code 1.03 so you can get the OS 2.43 without any problems.

I don't know any program/app that does the same thing as BrandonW's Fake, but I think that even if there was another, it would have the same incompatibilities with the OS 2.55. This OS has more drawbacks than advantages (it can reverse your screen without you launching any program, just by calculing 8/5) so coders usually don't bother rewriting their apps for this OS.

1931
Axe / Re: [Axe] Messing with 3D
« on: October 28, 2012, 02:18:15 am »
That's because it's so distorted that you get somewhat of a "fisheye" lens effect. The glitching happens because Axe can't draw clipped lines, so whenever the lines get so long they go offscreen, they vanish. (If I understand correctly)

Can you fix that by making a line just a series of points or would that be too hard to do?  Instead of having lines you would just have a bunch of points that make a straight line.
You can make it that way, but I think that would quickly become slow, especially for a 3D engine.
MGOS wrote a clipped line routine here but it only works for the bottom of the screen if I understand correctly.
I also found this one by Darl181

1932
Quote from a thread you don't seem to check :P

(too lazy to create my own topic so I just steal this one :P)

So, I tried to convert the GameBoy rom Tennis and it didn't work. The converter successfully opens the rom and asks me to input a name but when I type "Tennis" and press enter, it says "makeapp stopped working" ???
I tried with drag-and-dropping the rom onto makeapp.exe, with directly lauching makeapp.exe, and with typing "makeapp Tennis.gb Tennis" in the cmd prompt in the right folder, every method give the same error.
(Note that this Tennis rom has a gb extension, not a gbc one)

What's the problem ?

1933
Maybe it is because you stole the topic :P
Yeah, maybe he doesn't check this thread because he already solved the initial question. I guess I'll post my question elsewhere.

1934
bump ?
(calc84 seems to check every TI-Boy topic except this one :P)

1935
News / Re: A theme editor coming for Ndless 3.1
« on: October 28, 2012, 02:02:58 am »
And I just got an idea for an app people might find useful. Who would be interested in a utility to generate a theme graphically?
Very good idea :D

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