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Messages - Hayleia
Pages: 1 ... 143 144 [145] 146 147 ... 239
2161
« on: August 11, 2012, 02:53:34 pm »
that would be very very stupid of ti
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
« 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
« on: August 10, 2012, 09:47:38 am »
Here is how to do it in Axe: E90D3 Asm(CB06)
2164
« 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
« 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
2166
« 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 [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
2167
« on: August 10, 2012, 03:36:20 am »
Lol, I thought it was a bot to play Minecraft 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 Anyway, good luck with this
2168
« 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
« 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
« 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
« 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
« 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
« 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) Otherwise, it seems like a great project
2174
« 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
« on: August 08, 2012, 09:28:15 am »
Interesting How much space does the dictionnary take ?
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