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Messages - Keoni29

Pages: 1 ... 150 151 [152] 153 154 ... 168
2266
TI Z80 / Re: Pokemon Topaze (Axe)
« on: October 28, 2011, 05:24:36 am »
Nice, I will defenitey play it once I finished my math test today

2267
TI Z80 / Re: MUSEINC: Make musicmaking in Axe easier!
« on: October 28, 2011, 05:19:08 am »
Btw do you use a constant for every note? I got something for ya! Check out my chipsound topic. I use 24 bytes to store notes in and some asm to bitshift for octaves

2268
TI Z80 / Re: TI Real Chipsound engine
« on: October 28, 2011, 05:11:24 am »
Demo of infinite musical notes. Uses only 425 bytes to produce this sound and it can be optimized a lot by removing the gfx
http://www.speedyshare.com/files/30959702/2011-10-28_11-06-12.mp3

2269
TI Z80 / Re: TI84+ Generating Video!!
« on: October 27, 2011, 05:02:22 pm »
Seems a cool project either. Did you use a FULL?
Yes I did :( Pure optimized asm might do the trick, cuz I got big white scanlines when I rubbed the wire over the battery

2270
TI Z80 / TI84+ Generating Video!!
« on: October 27, 2011, 05:11:00 am »
I really don't know if it's possible to generate a proper 1-bit video signal with a TI 84+, but I ran some tests and this is my best result:

It alternates the linkports' state rapidly, but it's still too slow to generate a full white screen. I used AXE, but I think I have to use very optimized ASM to generate better video. Even then it won't be possible to do anything else but video playback.

2271
The Axe Parser Project / Re: Features Wishlist
« on: October 26, 2011, 07:35:49 pm »
I am experimenting with video signal generation. It would be nice if there was support XD

2272
Axe / Re: AI enemies
« on: October 26, 2011, 01:51:26 pm »
Woah that's a huge pseudocode. Maybe this is a little easier:

Code: [Select]
if player at the left
  hspeed=-x
End
if player at the right
  hspeed=x
End
if player above
  vspeed=-x
End
if player below
  vspeed=x
End
And for the random wandering:
Code: [Select]
hspeed=random(0-2)
vspeed=random(0-2)

And for the bouncing:
Code: [Select]
if moving to the left
 if there is a solid tile to the left
  bounce to right
 End
End
if moving to the left
 if there is a solid tile to the left
  bounce to left
 End
End
if moving up
 if there is a solid tile above
  bounce down
 End
End
if moving down
 if there is a solid tile beneath
  bounce up
 End
End

This might work :D

2273
Art / Re: Enter the BrainMezzer!
« on: October 26, 2011, 12:54:23 pm »
Brain exploOOOODDEEEESSSSHHHH!

2274
I have seen some AXE programmes using strings to export images or tilemaps. How is that possible?

2275
Axe / Re: AI enemies
« on: October 26, 2011, 09:51:48 am »
I think you are the "missile" and you have to avoid the zombies to reach the smiley. The zombies spawn in ramdomly and follow a random direction with a given speed. The random direction changes liek every 10 steps or so.

My enemies will have to "see" the player's position and then run in that direction. After 20-40 steps or so the direction randomizes and it follows that direction for 20-40 steps. So the enemies run blindly at the player. They do not change direction when the player moves. This is because you have to be able to dodge em. Enemies bounce off walls.

2276
* Qwerty.55 checks the posting date

O.O

I was planning on asking for help with floating point in Axe tonight. Awesome timing.
Maybe he learned how to make axioms elsewhere? Maybe he has another account?

2277
Axe / AI enemies
« on: October 26, 2011, 05:10:25 am »
I want my enemies to have some sort of AI movement. They will have to move toward the player and wander off when they don't see him or at random. They will have to shoot bullets too. I need only 4 enemies per screen. Some enemies shoot, some don't
Has anyone made something similar yet?
I don't want this game to become too heavy for older calculators. Compability is key to success ^-^

2278
Other Calculators / Re: Your calculator collection
« on: October 26, 2011, 05:03:35 am »
My android phone has a TI 83+ emulator on it. It can emulate some other calcs as well

2279
Other Calculators / Re: light for 84
« on: October 26, 2011, 05:02:14 am »
TI linkguide (not official)

2280
Other Calculators / Re: light for 84
« on: October 25, 2011, 09:50:29 am »

This is how the linkport looks from the inside (one line)
As you can see you can harvest the power safely since it powers from vcc directly :)

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