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Messages - Matrefeytontias

Pages: 1 ... 38 39 [40] 41 42 ... 133
586
-.- Yes, and this removed bit goes in the carry flag.
I can't see any point to using rotation instructions since you don't have control on the carry flag anyway.

587
Shifting left is literally *2. I can't see any point to using rotation instructions since you don't have control on the carry flag anyway.

588
WabbitStudio Software Suite / Re: Wabbitemu Android Beta
« on: January 22, 2014, 02:49:03 am »
Maybe exporting programs ?

589
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: January 21, 2014, 04:27:46 pm »
This is too specific to be in nGL ... and Minecraft with raycasting ? -___-

590
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: January 21, 2014, 03:56:50 pm »
Ray-box would be the best IMO ; since everything in Minecraft can be leveled down to a single bounding box without losing precision, it could be good to have specific code for that.

591
The Axe Parser Project / Re: Equation Parser in AXE
« on: January 20, 2014, 07:00:13 pm »
You mean like this ? :P

You'll actually have to write your own parser, like I did in the thread above. There's no other way.

592
WabbitStudio Software Suite / Re: Wabbitemu Android Beta
« on: January 20, 2014, 05:20:44 pm »
It works now :D I'll tell you if I find any bug.

593
WabbitStudio Software Suite / Re: Wabbitemu Android Beta
« on: January 19, 2014, 04:33:23 pm »
Okay I can open the menu bar thingy, but it seems that it recognizes only *.rom files, not *.8xp files.

594
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 18, 2014, 06:40:39 am »
Rather the contrary I think :P assign several of the 256 tiles to one if the 16 tiles. And I don't do that because I've never found any real aligned map nor the real tileset.

I can do that but there will be some things useless after the conversion, for example originally the borders of the tracks are made of 4 tiles... And by the way, the original tileset is already included with the converter and the maps are available here : http://www.snesmaps.com/maps/F-Zero/F-ZeroMapSelect.html .
I use them, but I meant, they are not perfectly aligned (IIRC their size isn't even a multiple of 8 ).

If you feel like doing a converter, well, please do, it'll help me a lot. The format is just a plain tilemap with no header.

595
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 18, 2014, 06:08:48 am »
Maybe the converter could include some sort of table that would assign a tile among the 16 ones you support to every 256 original tiles ?
Rather the contrary I think :P assign several of the 256 tiles to one if the 16 tiles. And I don't do that because I've never found any real aligned map nor the real tileset.

Can you animate the vehicle's floating animation as well as the afterburners?
Yep, that's planned.

Ok but why adding much more tiles would make it harder to code ? You could just check the tile on which is the player and compare it to a list of "walkable tiles" (or "non-walkable" if they are fewer), and then check if it's a special tile (acceleration, brake, finish line...).

It's mainly because I'm lazy to draw them and that it would be very complicated to make a map on my editor with many many tiles.

596
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 18, 2014, 05:27:30 am »
You can't use a program to automatically convert original maps to TrackSpire format, because I use a very limited number of tiles to make coding easier (16 actually, instead of 256 originally). So everything has to be done by hand.

597
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 18, 2014, 04:26:09 am »
Yes, it's Nspire binaries. It's a small  map editor I wrote.

598
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 18, 2014, 03:35:49 am »
I could add that yes, but not that soon, it's a long boring task :P

599
TI Z80 / Re: Racing game (revived)
« on: January 16, 2014, 04:19:08 pm »
Very glad that you took it back :D hopefully you can get it done this time !

600
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 16, 2014, 04:13:45 pm »
Can the mode7 be taken out from the F-Zero in an independant lib?
Yeah sure, I'm writing the game with that in mind. It also offers 24.8 fixed-points routines and tilemap loading from files.

I don't believe this game is using it, but I made a mode 7 engine a while ago, and Hoffa added nSDL and color support.
http://ourl.ca/18123;msg=282877
The reason why I didn't use it is that it requires fixed-size tilemaps (too small for my needs) and is very rigid. Mine allows for custom width and height and dynamic tilesets and tilemaps.

No, it' not for me, or more, not for the moment.
Hmmm, what if I redo this background thing here?
What background are you talking about ?

That looks amazing :O
Thanks ;D

Also, I added custom starting blocks :) not really worth a screenshot though.

I really need an actual map right now. What I want to do is have the original maps from the SNES version converted using the tilemap editor I wrote, so if anyone wants to give it a try, let me know and I'll post some binaries via PM (when I'll have a PC).

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