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Messages - Hayleia

Pages: 1 ... 143 144 [145] 146 147 ... 239
2161
News / Re: Size and uninstallation of the Nspire CX-C dictionnary
« on: August 11, 2012, 02:53:34 pm »
that would be very very stupid of ti :P
I see you don't own a Nspire, else you be used to it ;)

Also that is great news, I was hesitating to try the dictionnary, knowing that deleting it would be an issue and that I need space for GBA roms but now everything is perfect :)

2162
General Calculator Help / Re: Weird equation variables
« on: August 10, 2012, 11:18:52 am »
But MirageOS doesn't have a homerun feature!
No, but it is not less convenient. With Homerun, you have to scroll through all your programs but with MirageOS, you only scroll through the list of programs it can run (for example, you won't see any Axe source).

2163
TI Z80 / Re: [Axe] Gravity Walls
« on: August 10, 2012, 09:47:38 am »
Here is how to do it in Axe:

Code: [Select]
E90D3
Asm(CB06)
:P

2164
TI Z80 / Re: [Axe] Gravity Walls
« on: August 10, 2012, 06:48:35 am »
cant manipulate bytezs with axe ? because to scroll , you just have to /2 or *2 and add the "neigbour byte"
Yes, you can. But the problem is not the possibility but the speed and the difficulty. It is also possible to make a raycaster in TI-Basic or a math program in ASM but it is much more convenient to do a raycaster in ASM and a math program in TI-Basic. And shifting a sprite with ASM will probably be faster and smaller than doing it in Axe.

edit: ninja'd

2165
TI Z80 / Re: [Axe] Gravity Walls
« on: August 10, 2012, 05:55:35 am »
Is this what you mean ?

if I = 0 , Pt-Off(,,Str0)
if I = 1 , Pt-Off(,,Str0+8)
if I = 2 , Pt-Off(,,Str0+16)

you won't use 8 sprites for a single animation ! Must exist a better way ..
Yes, that is what I mean, but my code is more efficient than all your Ifs ;)

My ASM code will be faster than every Axe routine you can do for scrolling sprite, I recommend you to use it instead of doing the same thing in Axe, which will be heavier and slower.
Release the 8xv then :P

2166
TI Z80 / Re: [Axe] Gravity Walls
« on: August 10, 2012, 05:29:52 am »
But what about right and left arrows ? cant use :

0->I
[xxx]->Pic0
[xxx]
.the two sprites are the same!!
While(xxx)
I=I+1%8
Pt-On(0,0,Pic0+I)
End
Two possibilities:
 - use Matrefeytontias' Axiom, with bit operations
 - use the same method, with sprites but adapted, see below

Code: [Select]
[XXXX]->Str0
[XXXX]
[XXXX]
[XXXX]
[XXXX]
[XXXX]
[XXXX]
[XXXX]
.8 frames for the arrow sprite
.the first one is a simple arrow
.the next one is the previous one shifted by one pixel
.the next one is the previous one shifted by one pixel
.etc
While meh
 I++
 Pt-Off(..,..,I^8*8+Str0)
End

Also, I don't know which language Eiyeron used but that is not Axe :P

2167
Computer Projects and Ideas / Re: [Contest] MineBot
« on: August 10, 2012, 03:36:20 am »
Lol, I thought it was a bot to play Minecraft :P
I am just wondering, are you going to display the board (with ascii characters for example) after every "click" ?
If no, it would be really hard to play.
If yes, I hope your bot will have its own channel because it will need space O.O
Anyway, good luck with this :)

2168
TI-Nspire / Re: gpSP-Nspire (GBA Emulator)
« on: August 09, 2012, 02:12:13 pm »
Also, I had a feature request. Could file association not change the rom directory ?

For example, I have a.gba in tha A folder and b.gba in the B folder.
I use the gpSP browser to go to the B folder, launch b.gba then quit.
Then I use the file association to launch a.gba, and there, it would be great if gpsp_romdir still indicated the B folder :)

2169
Art / Re: [Sprite request] Kirby
« on: August 09, 2012, 01:25:56 pm »
a quick google search gave me this:

(it might be easier to start with..)

and
I don't see the pictures ???

Also, dat Kirby.

2170
TI Z80 / Re: Wormsblock [Axe]
« on: August 09, 2012, 11:37:23 am »
Edit: But there is a problem with it :( My detection collision system uses pxltest and not tilemap .. so I need sprites with borders everywhere : at least [FF818181818181FF]
Easy way to avoid this problem: use two buffers.
One buffer is for displaying, the other one is not displayed and is for collision detection ;)

2171
TI-Nspire / Re: Early beta of nspire version string patcher
« on: August 09, 2012, 11:30:01 am »
I like how Levak's program makes every software think it is another version of the OS, but I also like how tangrs' program allows to write anything we want, not only numbers :)

2172
TI-Nspire / Re: gpSP-Nspire (GBA Emulator)
« on: August 09, 2012, 11:01:46 am »
   * Disable document screen refresh on exit, it made exiting too slow.
What exactly were you refreshing ? The whole file system or just the My Documents menu ? Because that would be useless to refresh anything else than the My Documents menu and maybe that was why is was slow ?

2173
TI Z80 / Re: [Axe] Gravity Walls
« on: August 09, 2012, 05:52:53 am »
Are you a big fan of Leafy ? It reminds me a lot of Graviter (by Leafy) in which the player would control the character from Tag (by Leafy too) O.O
Otherwise, it seems like a great project :D

2174
News / Re: Transform your CX into a CX-C and install the dictionnary!
« on: August 08, 2012, 09:57:34 am »
The dictionnary TCC/TCO takes 3MB.
Ok, thanks :)
(I was wondering how many GBA games I should remove to install this dictionnary)

2175
News / Re: Transform your CX into a CX-C and install the dictionnary!
« on: August 08, 2012, 09:28:15 am »
Interesting :)
How much space does the dictionnary take ?

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