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Messages - Jon
Pages: 1 ... 9 10 [11] 12 13 ... 20
151
« on: April 25, 2007, 03:13:00 pm »
How about jonLib??? Cuz I'm terrible at basic, and the only way i would be able to help is through asm libs.
152
« on: April 25, 2007, 01:44:00 pm »
just wondering, since it might help, what language??
153
« on: April 25, 2007, 12:02:00 pm »
My favorite part of DCS6 is being able to edit the 8x8 sprite for the mouse. I think that's a really cool feature. Just one problem, where the hell is the documentation for the boasted 16k of libraries??
154
« on: April 25, 2007, 06:20:00 am »
one could easily port the ashell83 versions to 83+ ion or mirage
155
« on: April 24, 2007, 03:09:00 pm »
Naw, I haven't sorry.
156
« on: April 24, 2007, 01:59:00 pm »
Each instruction takes a certain number of CCs. Just add 'em up.
157
« on: April 24, 2007, 11:39:00 am »
Halifax: 6 million divided by 450,000
158
« on: April 23, 2007, 04:07:00 pm »
Ok, after 2 months of on-and-off work, I've finally completed NGTetris 1.2 it comes in 2 forms, one of which includes the scrolling backgrounds, and one that does not, but is 500 bytes less in size. Check it out!!
159
« on: April 23, 2007, 02:46:00 pm »
An excellent point. Do you think the z80 is up to the task of handling 200 food?? Or will you have to reduce the max food count for the sake of speed?
160
« on: April 22, 2007, 12:36:00 pm »
Thanks to the blessing of boredom, I've revived tetris. I've added a hold feature that keeps a piece stored away and you can exchange it with your current one at any time. The problem is there's nowhere on the screen to display it. Any suggestions?
161
« on: April 22, 2007, 10:08:00 am »
I know
162
« on: April 22, 2007, 09:29:00 am »
For those who don't already know, Digitan of Maxcoderz has compiled screenshots from all the greatest TI game and made a video.
163
« on: April 21, 2007, 04:00:00 pm »
Thx, I'll make sure to find my way back to psugen when i get more free time
164
« on: April 18, 2007, 05:12:00 pm »
One thing calc84maniac hasn't pointed out, which i think he should point out because its frikin' amazing, is that this was made in on-calc ASM
165
« on: April 17, 2007, 04:36:00 pm »
I can't help you as far as code goes, i don't know basic worth beans, but i can explain the general point of masking. What it does is it plots a sprite on the screen, preserving the background. The point of a mask is to remove the background where the sprite will be placed, but preserve it everywhere else. Here is an example of an 8x8 sprite and its mask:
sprite: .db %00000000 ,db %00111100 .db %01000010 .db %01000010 .db %01000010 .db %01000010 .db %00111100 .db %00000000
spritemask: .db %11111111 .db %11000011 .db %10000001 .db %10000001 .db %10000001 .db %10000001 .db %11000011 .db %11111111
So the mask is plotted using AND logic, meaning all the 0's in the mask will erase the corresponding pixels, and 1's will leave the pixels as they were before. Then the sprite is plotted on top of that using OR logic, meaning all the 0's in the sprite will leave the previous image unchanged, and all the 1's will translate to black pixels. If you were to just use OR logic, without masking, the background would be preserved around the sprite, but the sprite itself would look funky.
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