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Messages - Matrefeytontias
Pages: 1 ... 40 41 [42] 43 44 ... 133
616
« on: January 13, 2014, 03:57:46 pm »
Quick try, non-tested (admits that you want to apply the effect to the current content of the screen) :62->A+1 While 1 Copy(-1*12+L6,+12,63-A*12) DispGraph End!If A--+1
617
« on: January 12, 2014, 12:34:40 pm »
Looking good IMO you should vary a bit from showing rotating vertices ...
618
« on: January 12, 2014, 05:59:23 am »
Faster, not sure. More featured, well yours can't redraw the whole screen each frame nor take variables images or sizes. Easier to use, probably.
619
« on: January 11, 2014, 12:59:16 pm »
Well, you can scroll greyscale images with ::*ptrToLayer2*->MapPtr :prgmSMOOTH :StorePic :*ptrToLayer1*->MapPtr :prgmSMOOTH It's just mapping the grey layer to L6, copying this latter to L3 then mapping the black layer to L6. It's just going to be slow.
620
« on: January 11, 2014, 11:22:46 am »
Alright, so I took a screenshot and made a program, but really it's waaay faster on-calc ... What you have to do is define °MapW, °MapPtr, °CamX and °CamY to the bitmap's width in bytes, the pointer to it, the X coordinate of the pixel to display to the top-left and its Y coordinate respectively, then put prgmSMOOTH where you want to draw the map.
621
« on: January 11, 2014, 10:06:40 am »
Great ! It has been something that I had never get rid of, the clipping bug.
622
« on: January 11, 2014, 04:46:26 am »
It's based on a "real" game, you know I didn't get the idea.
623
« on: January 10, 2014, 03:12:25 pm »
Yes, but this is a levitating racing ship I planned to add the shadow there is on the SNES version, so it'll be more obvious.
624
« on: January 10, 2014, 02:34:48 pm »
Bumpity bump, Big bunch of updates ! - Added a timer !
- Added a finish line !
- Added a lap counter !
- Added a per-lap timer !
- Added checkpoints, to make sure you're not cheating
- Added actual acceleration-based movements !
- Added animations for the ship (improvements will come) !
Don't worry, it's fast and good-looking on-calc, my PC is just not changing from being shit.
625
« on: January 10, 2014, 02:19:11 pm »
Alright, I finally got around the game subsystem I must admit it was a real pain to synchronize all variables to make certain actions possible in a particular phase. Also, worms can be damaged and die ! But no explosion yet. That'll come Next I'll take care of worms repartition into teams, because the engine doesn't actually use the team information each worm has.
626
« on: January 10, 2014, 02:16:48 pm »
Hello Converge, welcome to Omnimaga Unfortunately, I don't know much about Lua in general. I use to use OCLua to code Lua on-calc via the classic Notes tab, but it's pretty outdated. If you want to have the features of Notepad++ (or nearly) on your TI-Nspire, you should take a look at Jen's Script Editor, which is an on-calc editor including block collapse for instance.
627
« on: January 10, 2014, 04:08:44 am »
ClrDraw haha not bad I guess you just changed °TSpeed and HitRange, right ? TheCoder1998 nope, no name yet. I'm focusing on Worms atm
628
« on: January 08, 2014, 05:56:06 pm »
Hey guys, As it turns out the bitmapper I wrote for Worms was respectabily fast, I thought that some people would like to use it for their projects. It has ASM in it, so be sure you copy it correctly. So first, here's the actual code. Sorry to not provide an 8xp file, but I'm posting from my phone as I have no PC for a while instructions on how to use it are below it. :~1 :For(64) :+1 :Asm(E5) :Copy(->r1+CamY* MapW + (CamX/2/2/2)+ MapPtr, r1*12+L6, 12) :Asm(E1) :End : :If CamX^8 :->r3 :For(r3)r :Horizontal- :End : :~1 :For(64) :Select(+1,{->r1+CamY* MapW +(CamX/2/2/2+12)+ MapPtr} and (e^(8-r3->r4)-1 xor EFF)Asm(5D)r4Asm(45CB3B10FC6B) or {r1+1*12-1+L6->r2}->{r2}) :End :EndAt least it's more understandable than Runer's code.So yeah, don't worry, I had a hard time copying it here too How to use that thing : - MapW is the width of your map in bytes. It can be any unsigned 16-bit number.
- CamX and CamY are the coordinates in pixels of the top-left pixel displayed on the screen. You'll have to make sure yourself that they won't go over MapW-96 for the former and MapH-64 for the latter.
- MapPtr is simply a pointer to your MapW*MapH map.
- Just to make sure, ~ is the negative sign, not to confuse with the minus sign.
Just copy-paste that bunch of code at the place in your program where drawing occurs, and since the whole screen is covered with the map, you don't need ClrDraw anymore, and don't need to maintain the map in an external buffer either. Just keep your plain map for the engine, no need to modify it for scrolling. If you use that code in your program, it'd be cool to give me credits just for it I can't really know how fast it is, since a whole physics engine runs on top of it in Worms (but it's still fast, so I thought it would be worth posting). So, since I have no PC, could someone post speed tests and/or screenshots, to see how fast it is ? Kinda like Runer did for his own bitmapper one year ago Share your comments
629
« on: January 07, 2014, 03:43:50 pm »
Super necro edit, I just realized that DL link was super-outdated I linked the ticalc version, handling nearly all DCS7 widgets and including some automagic of my own.
630
« on: January 07, 2014, 12:47:24 pm »
Okay, that'll be helpful for full models animations, things like wheels and stuffs.
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