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Messages - Jon

Pages: 1 ... 14 15 [16] 17 18 ... 20
226
TI Z80 / Galactic ENHANCED
« on: February 11, 2007, 02:43:00 pm »
I noticed that you don't use the left-hand 2 bytes or the right-hand 2 bytes, just the middle 8 bytes of plotsscreen.  You could get some T-states saved if you made a custom fastcopy routine that only copied those 8 bytes.

227
TI Z80 / Tetris
« on: February 11, 2007, 08:11:00 am »
Just an update, I am also making a TI-86 version.  The video memory == alot more speed since i dont have to fastcopy.

228
News / Contests are back!
« on: February 08, 2007, 08:49:00 pm »
Could a similar contest be held for assembly programming? I can't program basic to save my life :(sad.gif, but it would be cool to be able to be a part of a competition.  Or, better yet, a combined programming competition where you must use basic AND asm to make an animation. :)smile.gif

229
TI Z80 / FATE RPG
« on: February 07, 2007, 06:36:00 pm »
Ya, seriously, that's the coolest thing I've ever seen, keep up the good work!!

230
TI Z80 / Tetris BG Code
« on: February 07, 2007, 06:32:00 pm »
@Fallen_Ghost:
I've added your first entry (it's brilliant :/confused.gif ), but your second entry has problems, and crashes upon execution :(sad.gif You will receive credit for your first entry however.

@Super_Speler:
It depends on how specific your idea is, and whether or not I will be able to apply it to ASM, but yes, if you come up with the idea, even if not in ASM, you will still get credit for it.  Post this idea of yours ASAP!!! :thumbup:google.gif

231
Art / Halifax's anime drawings
« on: February 06, 2007, 06:40:00 pm »
Not to be Anti-Emo, but the tight pants are bothering me :/confused.gif

232
TI 68K / WW2 strategy game
« on: February 06, 2007, 05:23:00 pm »
I don't own a 68k, but I would definitely DL it if i did. Hmm, maybe you could do it in z80 ASM ;)wink.gif

233
TI Z80 / Tetris BG Code
« on: February 06, 2007, 03:17:00 pm »
I would have put this in the graphics section, because it is technically graphics, but I decided not to, because it is coding, not sprites.

So here's what I need.  I need 22 different routines that will animate the tetris background. The 2 areas that need animation are the far left column, which is Plotsscreen, and each byte below it (pixel columns -7), and the other, larger column, Plotsscreen +7, and Plotsscreen +8, and the bytes below it, (pixel columns 56-71), the only requirements are that the routine be under 5000 t-states, and not use any RAM other than plotsscreen (that means no adding sprites, you have to make it mess with what's already there [look at the screenshot in the other thread]).  You should post your entries here with the code, followed by how you want your name in the credits, and a screenshot of it in action.  This is not a competition, since I don't expect I will get more than 23 entries, it is just a way for you to get easy credits :)smile.gif.

EDIT: sorry if I kinda ruled basic programmers out on this, but it is an ASM project, I had no choice.

Here's a sample, the code that makes it spiral:
c1-->
CODE
ec1
bg_0:
   ld hl,plotsscreen
   ld de,12
   ld b,64
bg_loop_1:
   rlc (hl)
   add hl,de
   djnz bg_loop_1
   ld hl,plotsscreen+7
   ld de,11
   ld b,64
bg_loop_2:
   rrc (hl)
   inc hl
   rrc (hl)
   add hl,de
   djnz bg_loop_2
   ret
c2
ec2

234
TI Z80 / Tetris
« on: February 06, 2007, 02:31:00 pm »
Ok, I have the second BG done, now all I have to do is write 23 more, and fix a bunch of bugs I've found. :/confused.gif

EDIT: Yes, I will add cheat codes, but good luck figuring them out without a source code :)smile.gif

235
TI Z80 / Tetris
« on: February 06, 2007, 05:01:00 am »
I am officially ignoring all bugs found for non-mirage shells.  This is a mirage game.  If it does work on another shell then that's awesome! :thumbup:google.gif but if it doesn't I will not add any extra code to make it compatible.  I've added the pause feature, and now it only scrolls on the 83+ SE, and 84+  BE/SE.  I did this because those models have the 15 mhz available, whereas the BE does not.  Sorry.  And no, that's not grayscale, but it sure as hell looks like it at 15 mhz.
Below are some screenshots:
Please note that they go faster than that, it is just calccapture slowing them down.


83+ BE (Emulated with PTI):
user posted image

83+ SE (Emulated with Flash Debugger):
user posted image

And to answer your question, yes, it is in 83+ ASM.

236
TI Z80 / Tetris
« on: February 05, 2007, 09:50:00 am »
TY for the support, and no, this isn't PH1, it is just a project I worked on all yesterday.  I was able to keep the size under 1.5k XDsmiley.gif, which I'm pretty proud of.

EDIT: newest screen shot:

user posted image

237
TI Z80 / Tetris
« on: February 05, 2007, 09:22:00 am »
Nice idea, ty XDsmiley.gif


i dunno about a wider screen, i would have to rewrite the entire game, which currently depends on a set width.  But maybe a separate version  :thumbup:google.gif



EDIT:  I have added the instant drop.  Please keep making suggestions.  The more stuff I add to this, the less bored you will be in physics ;)wink.gif

238
TI Z80 / Tetris
« on: February 05, 2007, 08:53:00 am »
Check out  my beta of a Tetris Game I'm making.

user posted image

239
TI-BASIC / Reversing the screen
« on: February 03, 2007, 12:37:00 pm »
My asm way of doing it. :)smile.gif


c1-->
CODE
ec1
 ld hl,plotsscreen
 ld b,4
loop1:
 push bc
 ld b,192
loop2:
 ld a,(hl)
 xor 255
 ld (hl),a
 djnz loop2
 pop bc
 djnz loop1
 ret
c2
ec2



Not that anyone here cares about an ASM way of doing things :(sad.gif

240
ASM / Developing ASM Programs
« on: February 01, 2007, 05:05:00 pm »
I like to make apps, to tell you the truth.  The only down-side is lack of writeback/SMC.  But if you add functionality of external programs/appvars, you can recreate SMC easily.

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