Show Posts

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.


Messages - Matrefeytontias

Pages: 1 ... 93 94 [95] 96 97 ... 133
1411
Axe / Re: How to use the link port
« on: February 04, 2013, 10:40:54 am »
Heavy bump,

I don't know if you're still on this (I doubt), but since I am (:P), I answer to that.

I think there is a simpler way to receive a byte from the calc with Arduino :

int ring = 2, tip = 3; // let's say that the ring is port 2 and the tip port 3
int gotByte, byteCounter;

void setup(void)
{
  Serial.begin(9600);
}

int getByte(void)
{
  if (digitalRead(ring) == LOW)
  {
    digitalWrite(tip, LOW);
    delayMicroseconds(12);
    digitalWrite(tip, HIGH);
    gotByte = (byteCounter = 0); // yeah, I'm lazy

    while(byteCounter < 8 )
    {
      if(digitalRead(tip) == digitalRead(ring))
      {
        if(digitalRead(tip) == HIGH) gotByte |= 0x80; // sets the 7th bit
        gotByte >>= 1; // shift the whole byte right
        byteCounter++;
      }
    }
  }
  return gotByte;
}

void loop(void)
{
  Serial.println(getByte());
}

1412
The Axe Parser Project / Re: Bug Reports
« on: February 03, 2013, 02:56:15 pm »
MP OSes are known for compatibilities issues with ASM programs. You have better to avoid them.

1413
TI-Nspire / Re: Mode 7 engine
« on: February 03, 2013, 06:47:35 am »
I gonna use it now, and if fortunately you add sprite support, I'll just update my project to work with the new engine.

1414
The Axe Parser Project / Re: Features Wishlist
« on: February 03, 2013, 03:33:00 am »
I want to improve the 3D engine I made (a lib called VERTEX3D) by adding the support for solid surfaces. And for that, triangles are needed.

1415
Axe / Re: Displaying only a portion of a string?
« on: February 02, 2013, 03:57:03 pm »
As you describe it, it seems that you only can use a custom text routine. Let's say that S is the offset to the starting letter, E the offset to the ending letter and A the address of your appvar :
Code: [Select]
:While S<E
:Disp {A+S}>Char
:S++
:End
Of course, it can be optimized.

EDIT : I don't remember if this automatically goes to the next line if the right of the screen is reach ...

1416
TI Z80 / Re: [Axe] Super Crate Box
« on: February 02, 2013, 03:50:52 pm »
Oh yeah, don't worry, I planned a menu and all like in the real game :)

1417
TI-Nspire / Re: Mode 7 engine
« on: February 02, 2013, 03:32:51 pm »
Hoffa recommended to me to use it in my F-Zero game (see my sig). I think that it's what I gonna do, if t0xic_kitt3n agree.

1418
The Axe Parser Project / Re: Features Wishlist
« on: February 02, 2013, 03:31:20 pm »
Well, your first code is wrong. You don't need these semicolons between each string and each [00]. Just do :
Code: [Select]
:"blah"→Str1
:"blah"[00]"blah"[00]"blah"[00]
.

Also, drawing triangles like rectangles would be awesome. I'm thinking about commands such as Triangle(x1,y1,x2,y2,x3,y3), XTriangle..., WTriangle....

1419
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: February 02, 2013, 12:02:33 pm »
Bump,

Since I've got some free time recently, I dig in this project again : it's not dead, be sure of that, but I'm having a really hard time trying to make the engine work with integers instead of floats. The accuracy is the main problem I think, so I came to the conclusion that I needed somewhat fixed-point calculations routines. Since I'm bad at maths in fact (experience I don't have), I only can search on the web or ask for it. So if someone wants to help me with that ...

1420
TI Z80 / Re: [Axe] Super Crate Box
« on: February 02, 2013, 06:44:08 am »
@annoyingcalc : I'm using Axe 1.2.1a

@epic7 the weapons I already implemented are pistol, double pistols, shotgun, laser rifle, machine gun, discgun, minigun, katana and revolver. I planned to add bazooka, mines, grenade launcher and flames thrower (if I success in figuring out how I can do this latter D:).

1421
TI Z80 / Re: [Axe] Super Crate Box
« on: January 30, 2013, 03:53:19 pm »
Update again (I said I'll be pretty active :P) !

This time I added the revolver ! It's like the starting pistol, but its bullets are going (really) faster and make 4 damages instead of 1 for the pistol. Maybe I forgot to notice that small enemies have 2 HP and big ones have 8 HP.



Also, I'm releasing the source but only because I need help : when playing on a real calc and dying, the game is randomly saying either "ERR:INVALID", or "ERR:VERSION", or "ERR:SYNTAX" etc when I run the game without any shell, and sometimes it crashes with MirageOS ... The error doesn't show up everytime I die, and when it shows it's not always the same. It's kinda strange ???
Same thing this time, new source attached.

1422
TI Z80 / Re: [Axe] Super Crate Box
« on: January 29, 2013, 12:10:09 pm »
Bump,

I'm really back on this, decided to finish it, and I'm here to post an update !!! After all these days, yay :D

So, I resolved many bugs, optimized many things and added katanaaa :w00t:



Also, I'm releasing the source but only because I need help : when playing on a real calc and dying, the game is randomly saying either "ERR:INVALID", or "ERR:VERSION", or "ERR:SYNTAX" etc when I run the game without any shell, and sometimes it crashes with MirageOS ... The error doesn't show up everytime I die, and when it shows it's not always the same. It's kinda strange ???

The source is the solo huge file I attached (beware, it's really hard to understand as I'm not that guy that over-uses comments D: )

1423
The Axe Parser Project / Re: Axe Parser
« on: January 29, 2013, 08:40:28 am »
Bump,

in fact it's not ok :P , can someone describe the protocol used by the Send() command ?

Also, still not changing the old poll ? ;D

1424
Well, Ti.Image too. Or NTI, as hoffa called it.

1425
Do you think it should be a version for Ndless C / ASM ? It'd be really helpful.

Pages: 1 ... 93 94 [95] 96 97 ... 133