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Axe / Re: Axe Q&A
« on: March 09, 2014, 12:14:30 pm »
You might want to ask KermM about that. I never used SourceCoder for fullscreen images.
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. 496
Axe / Re: Axe Q&A« on: March 09, 2014, 12:14:30 pm »
You might want to ask KermM about that. I never used SourceCoder for fullscreen images.
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Axe / Re: Axe Q&A« on: March 09, 2014, 12:00:04 pm »Since it's a classical image, you can do DispGraph(pointerToThePic) to display it immediately, or Copy(pointerToThePic) to copy it to L6. Bitmap() won't work since you need a header. How does it not work ? Does it compile at least ? 498
Axe / Re: Axe Q&A« on: March 08, 2014, 07:27:51 pm »
You can convert it to a .8xi file with TI-Screen Capture (see TI-Connect/Tools) and send it to your calc. From there, include [PicX]->Y, where PicX is whatever Pic variable you stored your bitmap in, and Y any Axe variable or static pointer. You'll need the said Pic variable every time you'll compile your program, but you can archive it. It's exactly the same as typing it in in hex, just a hundred times less annoying.
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TI Z80 / Re: [Axe] Worms - name subject to changes« on: March 07, 2014, 08:32:59 am »
Dropbox or Github is the same for you, but Github is easier for me. So yeah.
Also : Not complete but I'm working on it (before you ask, images and effects don't correspond ). 501
TI Z80 / Re: [Axe] Worms - name subject to changes« on: March 05, 2014, 08:16:26 am »
Bump,
If anyone wants to see/help with the source code, I made a git repository. Just fork it and submit pull requests http://github.com/matrefeytontias/Axe-Worms 502
TI Z80 / Re: Fullrene« on: March 05, 2014, 06:10:24 am »
Bump again,
Apparently, not closing the RAM page causes the calc not to detect TI-Connect. I only have to force the OS closing the page with a manual RAM clear and everything works again. Would it be possible to have a separate program closing the page for us that would be to be ran outside of MirageOS ? 503
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire« on: March 04, 2014, 02:19:07 pm »
I think a filled triangle should not be as fast as a textured triangle... Because a textured triangle works with a per-pixel basis, and a filled triangle with a per-line basis. You must be doing something wrong in your triangle filling.
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The Axe Parser Project / Re: Bug Reports« on: March 04, 2014, 06:53:08 am »
Bump,
Bitmap(X,Y,Pic,Buffer,Mode) somehow doesn't seem to work with MirageOS. Either that or FullRene. Here is my code : :[0E0EFFFC800480048004800480048004800480048004800480048004FFFC→Pic9 :While 1 :. Don't worry it's meant :Bitmap(r1*16+17→r3,r2*14+4→r4,Pic9,L6,1) :DispGraphrr :Bitmap(r3,r4,Pic9,L6,1) :!If r6++^8 :getKey(3)-getKey(2)+r1^4→r1 :getKey(1)-getKey(4)+r2^4→r2 :End :EndIf getKey(9) When that runs, the displayed imaged is all wonky. Also, it's compiled for Ion, although ran with MirageOS. EDIT : note that this is in the middle of a bigger code, which compiled is >8300 bytes. 505
TI Z80 / Re: Fullrene« on: March 04, 2014, 06:44:00 am »
Bump,
Worms went over 8192 bytes too, so I tried using it. Well, on my (as always) TI-83+.fr 2010 edition, it still runs well and crashes on exit (with MirageOS, still). I did Fcdf() at the very start and just Return, and it crashes. I again had to use Asm(CDB940). 506
Miscellaneous / Metaphore about programming« on: March 03, 2014, 06:12:36 pm »
So I thought of that today.
Let's say a computer program is a mountain. To finish writing the program, we must reach the top of the mountain. There are several treasures hidden everywhere in the mountain, those are optimizations. In order to make it we have different means of transportation, the programming languages. For example, Python is a good car. It can go fairly fast and reach the top rather quickly, but you will miss a lot of treasures going that fast. C is like a good bike. It can go nearly everywhere. Nearly. It will take a lot more time to get to the top, but you'll find many more treasures on your way if you look well. And then ASM is your good old feet. You will take forever to get to the top, but you can really go anywhere and find each and every treasure of the mountain. It takes ages, but the result is usually worth it. But there's more than that. There are an infinite number of mountains, but they usually share common tracks. So for example, you can get off your bike and do a small part of the travel by feet - inline ASM -, but you can't get out and push the car. Also, habits apply here too. If you feel like you're familiar enough with a part of the track, you can attempt doing it walking instead of riding a bike. However, you usually will stay in the bike path and just grab some treasure you see from the road, not seeing that there are ways you couldn't take on your bike that you can now follow by feet, and thus you miss many treasures. So yeah. Thought of that today. 507
Art / Re: Request for Limbo character.« on: March 03, 2014, 03:21:52 pm »
Just two 8*8 sprites put one above the other. And I know you don't need the edges, but the character is much taller than he is large, and those dimensions are not really possible in 8*8.
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Art / Re: Request for Limbo character.« on: March 03, 2014, 03:15:46 pm »
Not possible though he's too large to fit in 8*8 in my opinion. At least 8*12 would do it I,think.
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TI Z80 / Re: GLIB a graphics axe 3d librairy« on: March 02, 2014, 02:51:36 pm »
Nice having seen the source, I wonder where you find stuffs to optimize.
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Axe / Re: Send( and Get Command« on: February 24, 2014, 01:28:42 pm »
It's a great pain since you'll have to take care of all possible delay. I don't really remember my attempts though, sorry.
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