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Messages - Iambian
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361
« on: August 26, 2010, 09:34:07 pm »
Some random position, a couple of boxes layered on each other to make it look 3d-ish and some text all at that point? At least that would be the way I'd do it ...
362
« on: August 26, 2010, 06:06:57 pm »
Compiled them from the design documentation that Zera forwarded to me at the beginning of this project. Please don't steal. Borrow and credit
363
« on: August 26, 2010, 06:03:13 pm »
I've written up information of how the fight command will be processed. Take a look at it if you want. Questions or comments are appreciated.
The information is in the file attached to this post, btw.
364
« on: August 25, 2010, 11:36:03 am »
Lookin' great!
Also
rawr
365
« on: August 25, 2010, 12:12:40 am »
Just saw the screenshot, wondering what's going on with teh Project M that appeared again all of a sudden on the most recent posts list.
And what I saw was liek EPIC. I'm loving this.
366
« on: August 23, 2010, 09:07:00 pm »
Crosspost from Cemetech: Well. I finished upgrading the grayscale routines and added a grayscale config menu that can be accessed from the title screen or the pause menu using the DEL key. The grayscale also appears cleaner in the emulator and the screenshot shows it. Also, the value for the LCD delay isn't right (hacked save file), but it doesn't affect the emulator anyway. On the real calc, this will be initialized to $27 and can be toggled in increments of 8. Having a value of $00 seems to break the display on the real calc (TI-84 Plus SE) but you can still toggle it back to a good value even though you can't see what's going on.
367
« on: August 18, 2010, 07:25:10 pm »
The upgrade is mostly together. Just gotta put in the most important part, which the thing currently runs fine without (options, options. Yeah)
But what I did add in is the screen effects. I liked them, so I did a little screenshot of me messing around with them in the debugger.
368
« on: August 17, 2010, 05:07:41 pm »
You could do that if you wanted to. It's just that $8000 is conveniently open for such a thing. And it's way easy to remember since it's the start of RAM.
If you avoid doing things like archiving or other things that might need $8000, it's safe to use for whatever you want. It's a nice 256 byte stretch of memory.
369
« on: August 17, 2010, 02:51:19 pm »
omnomnom.
Studying code and timings. Paper ftw.
370
« on: August 17, 2010, 02:19:37 pm »
The technical side of this announcement was already done on the Cemetech IRC chan, but I think it's best that you guys get in on what's going on in the world of Escheron.
I've decided to take a small break from the battle engine to work on another aspect of the project: Grayscale routines.
Now, while the current routines are fine and dandy, the code that holds the grayscale steady between tilemap updates is the only run of code that operates at 6MHz instead of 15MHz like the rest of the project. So the idea is to enhance the 6MHz code so it runs fine under 15MHz and does more stuff. What kind of stuff you ask?
In addition to just drawing the screen all grayscaley-like, it does the following: (1) Apply grayscale layer swapping/shifting/rotating effects without affecting the buffer (2) Accelerates the tilemapper by preshifting tiles if moving left or right.
While I'm diving into the grayscale routines, I'll spend time looking at the tilemapper routine as well. Maybe I can find some sort of optimization. Or correct some problems. Overall, this is gonna be good. I hope. And if you're worried about the battle engine, please don't. Too much. The screen effects will help cheapen the graphical stuffs that the thing needs to do. Like ... blinky stuff. You get what I mean. I think.
371
« on: August 13, 2010, 07:19:03 pm »
If you need to free up some good RAM, I manage to do this with the CaDan and E:SoR project. Gets me from $8000 to $8EFF. Code is supplied below.
IOMemAddress: .dw $843F-6 .dw 57+6 .dw $84BF .dw 73 .dw $8588 .dw 356 .dw $89EC .dw 78 .dw $8C4D .dw $8F00-$8C4D
IOSaveLoad: ld ix,IOMemAddress ld hl,appbackupscreen+(767-(564-6)) ;reading address ld a,4 call IOSaveLoad1 ld hl,plotsscreen+(767-691) ld a,1 IOSaveLoad1: ld e,(ix+0) ;write to address ld d,(ix+1) ld bc,4 add ix,bc ld c,(ix-2) ld b,(ix-1) bit 0,(iy+0) ;if not zero jr nz,$+8 ;Jump to WRITE out to memory locations ex de,hl ldir ex de,hl jr $+4 ldir dec a jr nz,IOSaveLoad1 ret
To rearrange memory to save into plotsscreen and appbackupscreen, do the following:
To save: res 0,(iy+0) \ call IOSaveLoad To restore: set 0,(iy+0) \ call IOSaveLoad
At the end of this, you have about 209 bytes left starting at appbackupscreen. You have about 76 bytes left at the start of plotsscreen. You lose all the other saferam areas in this conversion.
I hope this helps.
Needless to say, you should not be using the TI-OS after you perform this operation and to refrain from using it until you put all the memory back together. While I may not know what happens should you disregard that warning, I think it would be best to follow it. If it helps, I place my screen buffers at the start of $8000 for some serious memory alignage.
372
« on: August 12, 2010, 11:02:27 am »
Erh. What I mean to say is... great job with the Starfox game. Haven't seen anything that pushed the limits of what the calc can do since calc84's mode 7 engine and (his? I dunno) that 8 level grayscale Chip's Challenge game. I wish you luck with this game.
373
« on: August 11, 2010, 06:22:29 pm »
Arghablabble.
That will be all.
374
« on: August 02, 2010, 02:53:31 pm »
Raylin is right.
Insanity ensues.
375
« on: July 28, 2010, 04:55:13 pm »
You shouldn't have to worry about it. Most of the really dangerous stuff is hard to get to and those that know aren't interested in killing your calc (though it *is* possible). Besides. If anything *did* become public, you'd know about it. Hit us up on IRC sometime if you want to learn more. It's where all the hax are EDIT: More information about my concerns have been stated by another member of our wonderful forum. I share much of what he had to say about it, and then some.
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