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TI-Nspire / Re: [C] SpeedX 3D reach your Nspire !
« on: October 08, 2012, 03:37:24 pm »
SpeedX doesn't work on anything, and my others works on both
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. 1666
TI-Nspire / Re: [C] SpeedX 3D reach your Nspire !« on: October 08, 2012, 03:37:24 pm »
SpeedX doesn't work on anything, and my others works on both
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Axe / Re: Library in an appvar?« on: October 08, 2012, 02:53:18 pm »
Mmh, it's a pretty interesting thing to try. I think that you can define and call jump tables like that :
Code: [Select] .your jump table You can still compile your Axe jump table into an app, but the real problem is how to access the resulting app and make the code work. Maybe an axiom using _FindApp (like I did for AxeSh where I use the Axe API using Axe and Axioms, search it in the z80 projects thread).
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TI-Nspire / Re: [C] SpeedX 3D reach your Nspire !« on: October 08, 2012, 02:31:08 pm »
That's weird, I've already done a program using this func and it worked perfectly (but maybe it's thanks to nSDL ...).
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TI-Nspire / Re: [C] SpeedX 3D reach your Nspire !« on: October 08, 2012, 01:32:53 pm »
Up !
I'm having trouble with srand() ... If I try to use it, the program crashes without saying anything. Here is the way I use it : Code: [Select] int ... , *initRand = 0x90090000; // IRQ timer location I think that the program crashes here.Idea anyone ? 1670
Axe / Re: Turn off Calc and Exit Program in Axe?« on: October 08, 2012, 01:27:51 pm »
@Xaychru04 ah ... that's mine As far as I know, I wrote the only French hex tutorial (well, I never found another one, and you can believe that I searched).
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TI-Nspire / Re: [C] SpeedX 3D reach your Nspire !« on: October 07, 2012, 03:26:09 am »
Small update
In fact I just moved the origin up to make the player run on the ground instead of fly at the middle of the tunnel. And I also changed the texture so it looks better on-calc, even if it's worse on an emulator. Also, the screen is taken by a Ti-Nspire CX CAS emulator 1672
TI-Nspire / Re: [C] SpeedX 3D reach your Nspire !« on: October 07, 2012, 02:27:06 am »
Yeah, of course I planned to adapt it for CX calcs I even planned to make it with colors.
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TI-Nspire / Re: [C] SpeedX 3D reach your Nspire !« on: October 06, 2012, 03:46:22 pm »
It's pseudo-3D based on angles and depths. I followed this tutorial by Ben Ryves, but it appears that several concepts are wrongs (like the calculation of the depth, he use a really weird way to do this and I had a hard time to make it work).
You can of course ask questions if you're in trouble 1674
TI Z80 / Re: [Axe] KoFiX (yet another Guitar Hero clone :P)« on: October 06, 2012, 12:43:18 pm »
Mh, or maybe you're writing outbounds
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TI-Nspire / Re: [C] SpeedX 3D reach your Nspire !« on: October 06, 2012, 12:31:55 pm »
It'll be very hard in fact I first did it in Lua, in a proof of concept, and it ran at 0.125 FPS ^^'
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TI Z80 / Re: [Axe] KoFiX (yet another Guitar Hero clone :P)« on: October 06, 2012, 11:41:30 am »
If you're having trouble with the VAT browser, just post it, maybe I'll can fix it since I did a part of it
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TI-Nspire / Re: [C] SpeedX 3D reach your Nspire !« on: October 06, 2012, 04:08:43 am »
Nope, I'm drawing the whole scene with
Code: [Select] for(y = 0; y < 240; y += 2) @cyanophycean314 in fact it's the same game, but in Lua and because of the huge amount of calculations Nick choosed to make it plane when in C I choosed to make it a tunnel 1678
TI-Nspire / Re: [C] SpeedX 3D reach your Nspire !« on: October 05, 2012, 01:45:24 pm »
Oh yeah, I didn't think of it I'll use it.
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TI-Nspire / Re: [C] SpeedX 3D reach your Nspire !« on: October 05, 2012, 01:02:04 pm »
I hadn't planned so
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TI-Nspire / Re: [C] SpeedX 3D reach your Nspire !« on: October 05, 2012, 12:01:21 pm »
Yeah, and I can say that the tutorial I used (Ben Ryves's one) is nearly wrong
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