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Messages - Matrefeytontias

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1306
Will a day 83+ support be possible ? D:

1307
OmnomIRC Development / Re: OmnmomIRC changelog and suggestions
« on: March 04, 2013, 04:12:13 pm »
NOOOOOO it's broken D: what are we gonna becoooome
* Matrefeytontias faints

1308
We'll try with greyscales (most likely 3), and if it's too ugly, we'll go with checkerboards.

@pimathbrainiac for me the 3D coordinates always were :
Code: [Select]
^ Y
|
|
|         __--> Z
|  __--
|-------------------> X

1309
Yeah, maybe we'll (with ben_g) do that, but first we have to get the solid surfaces working :)

1310
Yes this is. Will you forgive me ? :P

1311
Yeah that's it, and thanks :)

Also, if you cant think of more things that you would like have added to the axiom, say it ;)

1312
Unfortunately, I don't think I'll participate to the contest, mostly because the family didn't like my grades during the first trimester. Dunno why ;D

But after the polygon filling is done, I think I'll start with a terrain generator, so you'll can walk on it :)

1313
Thanks :D I first thought about a Star Fox like or something ...
* Matrefeytontias dreams about nice things
There is already a StarFox project by thepenguin77, but it only runs for 15MHz models, so not for your 83+.

Will the Axiom support solid walls (even if they are only white, with no textures) or only wires ?

This project is by long discontinued. Also yeah, I forgot to mention that the programs on the screenshot all runs at 6 MHz ;)

And yeah, solid surfaces are my next item on my list. That's why I mentionned polygon filling.

And thanks DJ_O :)

1314
Thanks :D I first thought about a Star Fox like or something ...
* Matrefeytontias dreams about nice things

EDIT to answer your EDIT ;D : the axiom itself only does calculations and doesn't draw anything, I'm just using Axe's routines to display something.

1315
Hi guys !

Some of you may be aware of my "super-secret-project", and now that it reached a releasable state, I don't make you wait any more :P

So, the project I'm working on is an axiom (ASM for Axe so) which allows you to work with 3D vertices in a high-level way. Before saying anything, please know that I didn't made any 3D calculus during the development of this axiom. I just ported the 3D routine set Juha3D by yhean from pure ASM to Axe-friendly ASM, which still was a PITA that took me 27 days, especially because I've fully done it with Mimas (yeah, I'm a great Mimas fan) ;D So, all credits goes to him (wherever he is now) for the 3D calculations (and I would especially thank him for his wonderful macros and SMC that aren't allowed in an axiom coded with Mimas and which gave me strong headaches).

Instead of explaining the way it works any further, have a look at the 3 current commands of the axiom, which are all available in the [PRB] menu ([math][?]) :

CommandTokenEffect
CalcMatrx(x_angle,y_angle,z_angle)randInt(Calculates the rotation matrix given the X, Y and Z angles. The matrix is written to the whole 9 bytes of OP1, this means that it got destroyed by float{}, GetCalc or a call to Ans (tell me if I forgot something).
RotVertx(x_coord,y_coord,z_coord,outputArea)randNorm(Rotate a vertex given its X, Y and Z coordinates according to the rotation matrix calculated with a previous call to CalcMatrx and writes the resulting coordinates to the 6 bytes starting at outputArea.
ProjVertex(x_coord,y_coord,z_coord)randBin(Converts 3D coordinates into 2D ones. Basically, it takes a point in space and converts it into a point on screen. It returns the X coordinate in L and the Y coordinate in H, so make a modulus 256 on the returned value to have the X coordinate, and divide it by 256 to have the Y coordinate. Don't forget that you'll need to use a camera offset (distance from the camera to the plan) to avoid having the vertices display right on your face !

And now ... examples time :D !

The classic cube :

8 vertices, 12 links, 4 calls to getKey, 29 FPS

Omnimaga's logo :D :

20 vertices, 30 links, 4 calls to getKey, and still strong - 14 FPS !

Trip through the galaxy !

32 vertices, no links, 4 calls to getKey, moving camera, 12 FPS

I attached the axiom itself, AXMJH3D.8xv, and the source of the cube program as a small example, CUBE.8xp.

Note that it's not a complete project. Yeah, it's only a port of Juha3D, but I'm actually looking for people who would want to get into it with me in order to build a full axiom that could provide by himself all the functionalities that working with volumetric objects would require (scaled down to calc dev of course, so I'd be really happy only with polygon filling, but I'm sure people can think - and realize - better than only that ;) ).

So, to make it clear : if you want to team up with me to carry this axiom even further, do a big up ;)

Have fun, and share comments !



LAST UPDATE : http://ourl.ca/18452/346582

1316
The Axe Parser Project / Re: Bug Reports
« on: March 01, 2013, 07:16:26 pm »
Bump,

I resolved the problem myself :) I just made a data out of the cosine LUT (I mean a function with the %00010000 type), and used db $7F \ RORG $-1 \ ld hl,sub_Axiom, and it worked. I'll make a topic for it tomorrow (just the time I get home ;) )

1317
Other Calculators / Re: TI-Concours - last days to subscribe !
« on: March 01, 2013, 04:51:22 pm »
Yeah you're right. But if I sell a calc, my parents will never let me have another one ;D in fact they won't even let me gain one. I seriously think of aborting my participation.

1318
Other Calculators / Re: TI-Concours - last days to subscribe !
« on: March 01, 2013, 04:32:15 pm »
Actually I'd be very happy with a 84+ SE ... At least being able to play thep's games *_*

1319
The Axe Parser Project / Re: Bug Reports
« on: March 01, 2013, 11:26:48 am »
Unfortunately I won't be able to post any code until tomorrow evening :/ I'm at a mountain trip since a week, and I just brought my calc and my phone -> no PC :( I'll send you the code asap.

1320
The Axe Parser Project / Re: Bug Reports
« on: March 01, 2013, 11:10:15 am »
I already took care of those. Just to say, I currently add 34 to the size label of the first command ;D

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