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Messages - Matrefeytontias

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691
Hey guys,

So, basically, what the title + subtitle says. I just thought it was cool to have a game with a fully-rendered 3D tunnel in it. I have the tunnel, now if you have ideas of a game to put it in, please let me know. ;D



It's pure Axe (excepting some Asm(CB3D) to fasten /2), exactly 2000 bytes, the way it's coded allows for custom deformation of the tunnel (for now, each segment has X = cos(timer), Y = sin(timer)), it's endless, it runs at 9 FPS at 6 MHz and it doesn't use GLib.

Any idea to share ?

EDIT : Frostion suggested http://armorgames.com/play/10289/vector-rush .

692
Official Contest / Re: TI-Concours 2014
« on: December 29, 2013, 12:21:25 pm »
It's true that there are not many Axe contestants this year ... Too bad :(

693
You can look to the various tilemapping tutorials in the "Tutorials" section of the site. Things are usually explained well.

694
Introduce Yourself! / Re: Addition to LD Studios
« on: December 29, 2013, 04:08:02 am »
Moar LDs ! :D Welcome to Omnimaga !

695
Official Contest / Re: TI-Concours 2014
« on: December 28, 2013, 03:44:16 pm »
noel, you should update your sig IMO :P it's a bit outdated now.

696
Other Calculators / Re: [AXE] Little contest :D
« on: December 28, 2013, 02:12:12 pm »
* Matrefeytontias wantz source afterwards

697
Other Calculators / Re: [AXE] Little contest :D
« on: December 28, 2013, 08:51:39 am »
I'm stuck at 337 -.- (VAT header included, 329 without it).

698
Axe / Re: [Tutorial] Key hooks in Axe
« on: December 28, 2013, 05:59:11 am »
Hook chaining is done by calling the already existing hook within your own hook, I guess. Remember to put the right value in A though.
Seems doable, so you have to somehow get the address of the other existing hook and then call it.
You can check if a raw key hook is being active by checking bit 5 of (iy+$34). If it's set, you can then retrieve the address + page of the hook from ($9B84). I'll have to do some tests in Wabbitemu to check what is what though.

699
Axe / Re: [Tutorial] Key hooks in Axe
« on: December 27, 2013, 08:37:34 pm »
Hook chaining is done by calling the already existing hook within your own hook, I guess. Remember to put the right value in A though.

700
Axe / Re: [Tutorial] Key hooks in Axe
« on: December 27, 2013, 06:25:03 pm »
You're welcome :) and yeah, I just didn't want to think too much about a free RAM area to use. I use to use $8000.

701
Axe / Re: [Tutorial] Key hooks in Axe
« on: December 27, 2013, 05:56:18 pm »
How to make it work from RAM :

Replace Asm(CD50002740) by Return. As first instruction, copy your hook to a fixed RAM area and put that area in HL before enabling the hook. Example from the tutorial but running in RAM :

.KHOOK
Copy(LHook, L1,LEnd-LHook)
L1
Asm(DB06EF664F)
Return

Lbl Hook
Asm(83C5D5E5F56F2600)
->K
...
Asm(F1E1D1C1)
Return
Lbl End

702
Other Calculators / Re: [AXE] Little contest :D
« on: December 27, 2013, 04:15:36 pm »
You don't share sources in a contest :P

703
Other Calculators / Re: [AXE] Little contest :D
« on: December 27, 2013, 03:48:46 pm »
The PDF file included in Axe.zip I guess. I don't know of any other English actual Axe tutorial.

I'll work on my version a little more.

704
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: December 27, 2013, 01:04:24 pm »
Mh yeah, I'll display 1 to 4 above each worm depending on the team, this actually makes more sense than colors.

705
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: December 27, 2013, 05:24:33 am »
Bumpity bump,

The game now projects 256*192 maps :D don't come and say maps are too small now, that makes 4096 * 3072 pixels (16*16 tiles) in a 48kb file. :P

Since maps are now huge, I added a small popup in the ME to jump to a tile given its XY coordinates.



(I heard your prayers, fixed PNG for today :P)

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