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Messages - Matrefeytontias

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1216
ASM / Re: [z80] 32 bit by 16 bits division and 32 bit square root
« on: April 11, 2013, 10:52:16 am »
I don't really know how to do that, but I think it's the same way as a 16 by 16 division. I know that in the process you loop as much times as bits that are in the first operand (idk if that's English :P), so you would do 32 loops I think. But I can't really help.

1217
Art / Re: General sprite requests
« on: April 09, 2013, 03:22:09 pm »
It looks even better :D but can you use a white background instead of a black one ? I won't have access to a computer for a certain time, so I won't be able to edit any image easily (nor I'll transfer anything between calc and PC) :/

1218
Art / Re: General sprite requests
« on: April 09, 2013, 02:12:04 pm »
Oh damn, I forgot to mention that it has to face down :-X but it actually looks great, even if I can't use it ;)

1219
TI Z80 / Re: [Axe] KoFiX (yet another Guitar Hero clone :P)
« on: April 09, 2013, 01:43:50 pm »
The project is dead since 6 months IIRC :P

1220
Art / General sprite requests
« on: April 09, 2013, 12:38:14 pm »
Hey guys,

I'm in needs of sprites for IkarugaX, so by the way I thought that I could create (if it's not done already, please tell me if it's the case) a general sprite request topic, to avoid creating several ones for each game.

So, I need a 32*24 monochrome spaceship sprite, facing down. It's intended to be the first boss, so please make it look like a villain :P

Also, there's something to care about : the hit box has to be as large as possible, and obligatory rectangle-shaped.

That's all, thanks by advance :)

1221
Other / Re: Homebrew z80 computer [KEONI-MK1]
« on: April 08, 2013, 08:30:27 am »
Looking great :)

Btw, is there an OS in the z80 computer ? If not, will you write a full one in ASM ?

1222
Computer Projects and Ideas / Re: Hellninjas Stuff n' Junk
« on: April 08, 2013, 08:20:20 am »
I can't launch Testing4 .__. it says it lacks d3dx9_31.dll and DBProSetupDebug.dll.

1223
TI Z80 / Re: [Axe] Ikaruga X
« on: April 07, 2013, 10:46:36 am »
Floats would have been waaaaay too slow (and Axe doesn't support them anyway). I use Axe's 8.8 fixed point numbers to move objects as accuratly and as quickly as possible.

1224
TI Z80 / Re: [Axe] Ikaruga X
« on: April 06, 2013, 03:35:52 pm »
Yeah, that's mostly it. Also, it didn't brought that much to the graphics since usually you can't see many things on screen other than bullets ;D

1225
TI Z80 / Re: [Axe] Ikaruga X
« on: April 06, 2013, 03:29:02 pm »
zeldaking : yeah it's slowing down a bit, but can you count all of the bullets displayed ? :P Also, don't forget it's an Axe program running at 6MHz.

aeTIos : thanks :)

1226
TI Z80 / Re: [Axe] Ikaruga X
« on: April 06, 2013, 01:46:22 pm »
Hello guys !

I'm back from a school trip to London, and guess what I did during the f**cking 38 hours of travel ? ;D

I got a lot of updates. By a lot, I mean so many I'll forgot one or two :P
  • A very fast angle-based bullet engine with the planned two colours of bullets
  • Accurate aiming
  • 7 weapon levels for the player :w00t: (and more to come)
  • A shoot engine for the player and the enemies
  • Custom coded enemy behaviours
  • An introduction to the game (see it like a tutotial)
  • A level-loader engine
  • And everything summed up in a fully usable shoot-them-up library :thumbsup:

But see the game in action by yourself, even if it has only one level, you'll probably find updates I forgot to mention (or maybe not :P) :



(I died before the end of the level ;D it's very hard to play on an emulator. You also don't see the fade effect when you switch from tuto to level 1.)

Binary attached for MirageOS, instructions are listed in-game. But beware, it starts suddenly ;D

1227
TI Z80 / Re: [Axe] Ikaruga X
« on: April 01, 2013, 12:09:11 pm »
Chickendude : I planned  to handle all bullet movement with ASM (which is not the case in this screenie), so hopefully I'll can keep as much speed as possible.

Geekboy1011 : I'll ask you if I need, thanks :)

1228
TI Z80 / [Axe] Ikaruga X
« on: April 01, 2013, 10:24:08 am »
Hey guys,

Today I'm starting another project : Ikaruga X, a port of Ikaruga, this time in Axe !

For those who don't know what Ikaruga is, it's a danmaku (also bullet hell), a game where bullets are as numerous on screen as pixels. Here's an image which says, in my opinion, pretty well what Ikaruga is :



The goal is simple : reach the end of the level, while blasting everything you can see.

But it's easier said than done : bullets are everywhere, and you can't dodge them all. No, you can't. Don't try. I'm being literal. But your spaceship is a special spaceship : it has two "modes", black and white. So while you are in black mode, black bullets don't hurt you, and while you are in white mode, white bullets don't hurt you.

Planned features :
  • A lot of enemies. A LOT.
  • At least ten times as many bullets as enemies
  • MOAR WEAPONS
  • Epic boss battles
  • Various levels
  • And more, why not

For now, I've got the spaceship designed (tell me if you like it) and the shoot engine working for the very first weapon level.



I eventually thought of playing the game with your calc sideways, with the ship facing right instead of facing up. I think it'll be easier to play. Again, tell me your opinion about that.



LATEST UPDATE : http://ourl.ca/18622/347492

LATEST prgmIKRGLVLS (needed to play) : http://www.omnimaga.org/index.php?action=dlattach;topic=16025.0;attach=15136

1229
TI Z80 / Re: [Axe] KarRace
« on: April 01, 2013, 10:18:59 am »
How are you handling the speed ? Is it a variable you continuously add to your position ?

If so, divide this variable's value by 2 when adding it. It'll make the acceleration smoother. Also, don't forget to multiply the speed limit by 2 too.

1230
TI Z80 / Re: [z80] cmdOS, a 3rd-party OS written from scratch
« on: March 28, 2013, 05:38:25 am »
He is having difficulties, due to the use of flash only for storage.

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