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Messages - Keoni29

Pages: 1 ... 149 150 [151] 152 153 ... 168
2251
Axe / Re: Nothing is working
« on: October 30, 2011, 02:21:22 pm »
Yeah, I use Doors

(100th post!)
Like I care

2252
Axe / Re: Nothing is working
« on: October 30, 2011, 02:20:06 pm »
saintrunner, welcome to Omnimaga!
What you are stating in your post, as I understand it, is somewhat erroneous. However, I cannot be at all certain on account of the extreme difficulty I encountered in attempting to decipher what you wrote. Please, please edit your post for correct capitalization, punctuation, spelling, and all the other standards for written English. If not that, then at least make a decent attempt at it.
I normally do not complain about poor English from others, but that's because I can easily understand what they are saying. If nothing else, make your post easy to understand.
Of course, I do not intend to offend. You are welcome here, and I am obliged to ask you to consider introducing yourself once you can write more coherently. :)

I apologize, I forgot about other languages. I was simply stating that it is more beneficial to use ion for all your compiling needs. I tends to work easier. Also if you chose to use no shell, you must remember to archive your program before running it.
Just use the backup feature :)

2253
Other Calculators / Re: Duo Tunnel
« on: October 30, 2011, 01:54:23 pm »
Oooh it's like a tunnel game but with 2 tunnels :D

2254
Axe / Re: menus
« on: October 30, 2011, 01:42:26 pm »
Do you have any experience with the axe language at all? I recommendd you to follow some tutorials :)

2255
TI Z80 / Re: [WIP] TI84+ Herocore clone
« on: October 30, 2011, 11:48:31 am »
Discontinued feature:

I have been experimenting a little with soundeffects. You need 2 calculators for herocore super sfx and just one for a shorter soundeffects. Little bleeps and white noise bursts will be played from the game calculator, but you can also run a prgm on the other calc that plays the soundeffects so that the game will not slow down. A vid will come soon :D
Edit: Here it is!

2256
ASM / Re: I don't know what's wring with this code D:
« on: October 30, 2011, 09:43:40 am »
In my opinion, this should work. After I compile it, it worked for while and it sharted to go haywire and crashed my calc. What did I do wrong?
Code: [Select]
.org userMem-2
.db $BB, $6D
   BCALL ClrLCDFull
   CALL INITCOOR
   LD HL,PIE
   BCALL PutS
LOOP:
   BCALL getKey
   CP kUp
   CALL Z,GOUP
   CP kDown
   CALL Z,GODOWN
   CP kRight
   CALL Z, GORIGHT
   CP kLeft
   CALL Z,GOLEFT
   CP kClear
   RET Z
   BCALL ClrLCDFull
   CALL INITCOOR
   LD HL,PIE
   BCALL PutS
   JR LOOP
PIE:
.db "pi_symbol",0
COOR:
.db 0,0
INITCOOR:
   LD HL,COOR
   LD A,(HL)
   LD (CURROW),A
   LD HL,COOR+1
   LD A,(HL)
   LD (CURCOL),A
   RET
GOUP:
   LD HL,COOR
   LD A,(HL)
   DEC A
   LD (HL),A
   RET
GODOWN:
   LD HL,COOR
   LD A,(HL)
   INC A
   LD (HL),A
   RET
GOLEFT
   LD HL,COOR+1
   LD A,(HL)
   DEC A
   LD (HL),A
   RET
GORIGHT:
   LD HL,COOR+1
   LD A,(HL)
   INC A
   LD (HL),A
   RET
You forgot a  :
There is supposed to be a  :  after GOLEFT
Even though I don't know shit about asm XD

2257
The Axe Parser Project / Re: Features Wishlist
« on: October 30, 2011, 08:50:40 am »
Freq(WAVE,OFFSET,TIME
The starting position of the wave.
Normal wave produced by freq:
______         _______
      |       |       |
      |       |       |
      |_______|       |______ etc.

Wave starting at 1/4 wave
__         _______        ___ etc.
  |       |       |      |
  |       |       |      |
  |_______|       |______|

Say the wave is 200 then the wave starts at 50



Value must be within the domain[0,WAVE]

Makes sound blending easier and sound better!

2258
Other / Re: Dennis Ritchie, creator of C and developer of UNIX dead
« on: October 29, 2011, 06:39:48 pm »
Wow, Gates, and Wozniak better start acting very carefully...
;D
Newton and Einstein died too! This ain't looking good for Hawking thats for sure

2259
Art / Monochrome art
« on: October 29, 2011, 02:01:34 pm »
My monochrome artwork. Everything fits on a TI calculator screen(I prefer 96*64). If you want me to make titlescreens or cutscenes: just ask :) I also make sprites


2260
Axe / Re: Dynamic Tilemapping Elements
« on: October 29, 2011, 10:09:47 am »
Just save the world in ram and copy the tilemap you need for the level. Save some information like which item is collected of which door is open if you want.

2261
TI Z80 / Re: TI Real Chipsound engine
« on: October 28, 2011, 01:05:26 pm »
The tracker will look like this. Just a row of commands:

<P00>  SQ
 DR4   01
[C-2]  00
 .-0   02
 B-3   03
 AR2   04
 B-3   00
 B-4   01


Maybe a fulture idea: Sound blending!
________            _________
        |          |
        |__________|
and
___      ____      ____     
   |____|    |____|    |____|

Makes

___ _ _  _ _       ____ _ _ _ 
   | _ _| _ _|____|    | _ _


2262
TI Z80 / Re: MUSEINC: Make musicmaking in Axe easier!
« on: October 28, 2011, 12:54:54 pm »
Credits to runer for the idea :thumbsup: Also thanks for the asm qwerty!

2263
TI Z80 / Re: TI84+ Generating Video!!
« on: October 28, 2011, 12:52:02 pm »
It's actually easier on ntsc tv's cuz it's a lower frequency thats needded. I really dunno if it matters since modern tv's support both

2264
TI Z80 / Re: TI Real Chipsound engine
« on: October 28, 2011, 06:34:29 am »
Possible, but I dont support multiple channels yet, so it will be a lot of arpeggio's :P I have to make a small tracker in order to do that :P

2265
TI Z80 / Re: TI Real Chipsound engine
« on: October 28, 2011, 05:56:26 am »
I used it for the IRC, so I just recycled the url :)

Edit: Working functions:
Duration:0x determines the duration of each note
Rest:1x rest x+1 durations
Arp:20 -- -- takes the next two notes and alternates them rapidly
Note:xy with x[3,E] y[0,6] plays note x with octave y

Tested and works perfectly :D

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