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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
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. 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
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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
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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 ![]() 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
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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 And for the random wandering:Code: [Select] hspeed=random(0-2) And for the bouncing: Code: [Select] if moving to the left This might work ![]() 2273
Art / Re: Enter the BrainMezzer!« on: October 26, 2011, 12:54:23 pm »
Brain exploOOOODDEEEESSSSHHHH!
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The Axe Parser Project / Re: [Axiom] Floating Point Math (and other stuff)« on: October 26, 2011, 09:53:21 am »
I have seen some AXE programmes using strings to export images or tilemaps. How is that possible?
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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
The Axe Parser Project / Re: [Axiom] Floating Point Math (and other stuff)« on: October 26, 2011, 09:39:29 am »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
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Other Calculators / Re: light for 84« on: October 26, 2011, 05:02:14 am »
TI linkguide (not official)
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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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