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TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: November 11, 2013, 09:24:45 am »
Awesome
Is GCORE fully functional and finished now ?
Is GCORE fully functional and finished now ?
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. 841
TI Z80 / Re: GLIB a graphics axe 3d librairy« on: November 11, 2013, 09:24:45 am »
Awesome
Is GCORE fully functional and finished now ? 842
TI-Nspire / Re: Super Hexaspire Alpha!« on: November 11, 2013, 07:26:36 am »Come on. Even the TI84+C can do sound. Make it happenYou know better than anyone that sound is made on the TI-84+CSE via the link port, not the USB port. While you can freely generate waves on the link port, you have to follow the USB protocol on the Nspire, which can be a little more tedious (I think). 843
The Axe Parser Project / Re: Axe Parser« on: November 11, 2013, 07:23:56 am »
The fastest line clipping code I saw in action actually took 2 coordinates, like a classical line routine, but then performs some mathematics based on cartesian equations to "keep" the points in the drawing window while not altering the "slope" of the line.
Sorry for the poor explanation, English is not my first language This page will explain better than me : http://lodev.org/cgtutor/lineclipping.html . 844
TI Z80 / Re: [Axe] Ikaruga X« on: November 11, 2013, 06:38:14 am »
Bumpity bump,
Level 5 is complete, we are working on the 5th boss, and after that, the final boss But for now, some title screen I drew the kanjis (japanese characters) from the original Ikaruga logo here. What do you think of it ? 845
TI Z80 / Re: Fullrene« on: November 10, 2013, 03:07:04 pm »
I updated my Axe version from 1.2.1a to 1.2.2 ... now the resulting 15k MirageOS program that uses FullRene doesn't even run properly ... It does run indeed, but all pointers are messed up, and it still crashes on exit (using classic Return, not Returnr).
EDIT : I finally remembered that Axe 1.2.2 moved the A-θ variables buffer to $90D3, which area I used in my program. Oh well. I had no more success with Return, and using Returnr made MirageOS angry, so I had to use Asm(CDB940) as a return instruction to skip the Fullrene custom exit point ($409B is MirageOS's call _quitToShell). And it finally works It would be nice if I could simply use Return though. 846
TI Z80 / Re: Fullrene« on: November 10, 2013, 03:32:13 am »
Asm(prgmFULLTEST) ran fine, exited fine and didn't mess with the free ARC display. So I guess it worked.
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TI Z80 / Re: Fullrene« on: November 09, 2013, 04:09:19 pm »
Epic bump,
It seems that this doesn't work on my TI-83+.fr (2010 edition) under OS 1.19. I have a 15547 bytes program starting with : Code: [Select] :.IKARUGAX I compiled it for MirageOS, I launched it from RAM (so I had around 8k free RAM when I launched it), it apparently launched properly, and when it was about to exit, it crashed.Any idea ? EDIT : it has boot code 1.01 and base code 1.19 848
The Axe Parser Project / Re: Axe Parser« on: November 09, 2013, 03:31:53 pm »
I did a pretty fast and optimized line clipping in Axe, maybe I can try to port it in ASM.
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Axe / Re: AlphaCS Project« on: November 09, 2013, 10:08:59 am »* Matrefeytontias recognizes some of his programs/libs in this screenshot The first thing is that MirageOS provides functions to ASM programs, which functions are directly hard-coded in the shell. The second thing is that MirageOS is an app, so all functions address are relative to $4000 IIRC. So if you don't provide MirageOS functions at the correct addresses, just don't run MirageOS programs. 850
The Axe Parser Project / Re: Axe dissasembler« on: November 09, 2013, 08:57:49 am »
I wrote a 500-bytes equivalent in Axe a while ago that doesn't need any of your restrictions. It's called PROG2HEX, and what it does is simply getting a name from an input and unsquishing it in a program which has the same name starting with theta. http://www.ticalc.org/archives/files/fileinfo/449/44973.html
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TI Z80 / Re: Projects Update, Zeda« on: November 08, 2013, 01:12:50 pm »
Is it an actual OS already, or is it just code for now ? I mean, do you have a 8xu to test ?
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TI Z80 / Re: Projects Update, Zeda« on: November 08, 2013, 11:55:50 am »
You really planned to write GrammerOS ? did you start anything yet ? Because an actually useful and practical OS that people would install isn't written in 6 months ...
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TI-Nspire / Re: Super Hexaspire Alpha!« on: November 07, 2013, 12:58:12 pm »
Not me ...
* Matrefeytontias doesn't have a CX
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TI Z80 / Re: [contest '13][asm] Digger« on: November 07, 2013, 08:27:24 am »
I'll always be amazed by those awesome camera movement. Amazing work
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TI-Nspire / Re: Super Hexaspire Alpha!« on: November 07, 2013, 07:45:29 am »I sure can it doesn't rely on any particular language, it's just a theory that you can put in practice as you want. But I do program for Ndless in C anyway.I don't think that putting user levels right in the compiled game is a good idea. IMO, you should build an on-calc (separate ?) level editor that can generates TNS files that can be loaded by the main game. This is easy enough, since you just have to generate files that follow the same scheme than your hard-coded levels. edit: as of now, I don't know any on calc c-compilers, so the possibility of this I think might be almost zero . Someone, quick, prove me otherwise!You don't need any on-calc C compiler to generate the files I talked about, but only a fopen() function. The content of such file is up to you. What I meant is that you could build a mini-scripting system. To do that, you must know what the content of the file refers to. For example, you know that if you encounter a 0x80 in the level file, it means that you put an obstacle at a certain position. And you carry on parsing the file as the player advances in the level. You see what I mean ? |
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