Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Jon

Pages: 1 ... 9 10 [11] 12 13 ... 20
151
Other Calc-Related Projects and Ideas / FF:ROS: the Reborn
« on: April 25, 2007, 03:13:00 pm »
How about jonLib??? :)smile.gif
Cuz I'm terrible at basic, and the only way i would be able to help is through asm libs.

152
Other Calc-Related Projects and Ideas / FF:ROS: the Reborn
« on: April 25, 2007, 01:44:00 pm »
just wondering, since it might help, what language??

153
News / Doors CS 6.0
« 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
TI Z80 / FFX1, 2, 3
« on: April 25, 2007, 06:20:00 am »
one could easily port the ashell83 versions to 83+ ion or mirage

155
TI Z80 / Donkey Kong
« on: April 24, 2007, 03:09:00 pm »
Naw, I haven't sorry.

156
TI Z80 / Donkey Kong
« on: April 24, 2007, 01:59:00 pm »
Each instruction takes a certain number of CCs. Just add 'em up.

157
TI Z80 / Donkey Kong
« on: April 24, 2007, 11:39:00 am »
Halifax: 6 million divided by 450,000

158
TI Z80 / Tetris
« 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
News / Digitan's Video
« 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
TI Z80 / Tetris
« 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
News / Digitan's Video
« on: April 22, 2007, 10:08:00 am »
I know XDsmiley.gif

162
News / Digitan's Video
« 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
TI-BASIC / Sprite Masking
« 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 :)smile.gif

164
TI Z80 / Grayscale Minesweeper
« 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 :)smile.gif

165
TI-BASIC / Sprite Masking
« 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.

Pages: 1 ... 9 10 [11] 12 13 ... 20