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Messages - Matrefeytontias

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511
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: February 24, 2014, 01:21:04 pm »
SLOOOOOOOOOOOOOOOOOOOOOOOOOOOOW *death metal*

So many checks. Also, if you modified GCore again I'm going to kill you.

512
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: February 24, 2014, 12:51:11 pm »
Well yeah, I could actually do that :P thanks for reminding me.

513
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: February 23, 2014, 02:13:40 pm »
I could do that but : I don't have data.

514
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: February 23, 2014, 02:02:42 pm »
I mean, including link play in the game might make it > 24k since I will also need to put in "normal" play. So an app isn't a solution since its limit is 16 384 bytes.

515
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: February 23, 2014, 02:00:33 pm »
I think I have less than half of the final game done ... so I'm more worrying about how much RAM I'll have left.

516
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: February 23, 2014, 01:57:38 pm »
I initially planned that, but since the program is already >7400 bytes, I doubt anything involving link play will fit in.

517
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: February 23, 2014, 01:30:52 pm »
Sorunome I actually had some fun setting insane gravity settings for the high jump :P I could like go from one edge of the map to another (left-right and up-down) depending on what jump was used ;D

Also, the controls are exactly like the "real" Worms games : press once to do a normal jump, and twice quickly to do a high jump :)

518
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: February 23, 2014, 01:27:24 pm »
So yeah ... I've been both busy with the TI-Concours and school and lazy with everything else, but I've finally decided to work on that again. I promised I'd finish this one after all.

So since the last time I've added complete teams support, high jump (dunno how to call it in English, but you'll see it in the screenshot) and I started working on the weapons pop-up. My graphist is having fun with the 4-levels grayscale weapons sprite :P (although for now you only see the question mark sprite).


519
WabbitStudio Software Suite / Re: CSE support for Wabbitemu ?
« on: February 22, 2014, 12:21:33 pm »
By the way, I forgot to mention that the newest version of Wabbitemu is now super slow when emulating monochrome calcs. I had to restore a backup of an old version to have it working at normal speed.
What do you mean super slow? Is it maxing out the CPU on a core? Make sure you're testing the latest version here: http://buckeyedude.zapto.org/Revsoft/Wabbitemu/Beta/Wabbitemu.exe. If you're seeing a large amount of CPU usage, I need your OS version, CPU version, and what type of ROM are you emulating.

BuckeyeDude
So this one isn't slow anymore. Thanks !

EDIT : it freezed on the defragmenting screen ... I just wanted to delete an app.

520
Axe / Re: Axe Q&A
« on: February 21, 2014, 07:58:30 pm »
So I would do like a dummy multiplication at the start of the #ExprOn block ? Like :

:#ExprOn
:A*B
:.rest of the code


Is that it ?

521
Axe / Re: Axe Q&A
« on: February 21, 2014, 10:18:11 am »
Isn't there a way to,simply call sub_mulFast instead of sub_mul ? Apparently axioms always compile in #ExprOff mode, no matter what the state of optimization is when they are parsed.

522
TI Z80 / Re: TI-83+ emu rerecording support
« on: February 19, 2014, 08:36:26 am »
Wabbitemu does have frame-per-frame (FPF) saving. Just put a breakpoint somewhere with the debugger and save. It's what I'm doing to TAS IkarugaX : put a breakpoint just before the screen refresh code, and input things here.

No, what Wabbitemu really lacks is input files support. Right now, I can't find any way to do FPF stuff other than writing the binary key codes in the keypad monitor.

523
WabbitStudio Software Suite / Re: CSE support for Wabbitemu ?
« on: February 18, 2014, 07:01:40 pm »
By the way, I forgot to mention that the newest version of Wabbitemu is now super slow when emulating monochrome calcs. I had to restore a backup of an old version to have it working at normal speed.

524
Axe / Re: Graphics Help?
« on: February 18, 2014, 05:07:19 pm »
[PicVar] does what you want. There are 2 ways of absorbing pictures, as fullscreen images or as tilemaps.

:.As an image
:[Pic1]->Pic1
:
:.As a tilemap
:[Pic1r]->Pic1
:Pt-On(0,0,Pic1)
:Pt-On(8,0,Pic1+8)

525
The Axe Parser Project / Re: Bug Reports
« on: February 18, 2014, 01:42:23 pm »
Sent by PM.

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