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Messages - Michael_Lee

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451
Official Contest / Re: [BULLETIN] Cage Matches
« on: February 06, 2011, 10:47:36 pm »
So.
If you were to choose 'annex' or 'terraform', which would you choose?
Don't ask the context. Just choose.

Annex sounds a little more ominous (and it sounds like it could have more plot), and terraform seems more strategy-oriented.

Does that help?

452
TI Z80 / Re: Axe Minesweeper
« on: February 06, 2011, 10:44:50 pm »
Yup, I'm planning on adding as much compression as possible when saving map data.

As for the subforum, I think probably not.  I've been really busy lately, and it's been difficult of late to work on calc projects.
Besides, after this final update (plus bug fixes if needed), I'll probably just finally lay this to rest.

453
Introduce Yourself! / Re: A ninja approaches...
« on: February 06, 2011, 10:29:55 pm »
Welcome to Omnimaga!  What kinds of projects are you working on now?

454
The Axe Parser Project / Re: Axe Parser
« on: February 04, 2011, 07:17:59 pm »
Really no built-in way to do tilemaps (as far as I know).  Basically, you have to create the 'for' loops yourself, and make your own drawing routines.

The [Pic#r]...  Hmm...
By that, do you mean the sort of 'import tilemap' thing?  I've never used it, so I can't really help, but I would think it would take the picture in a picvar, divide it up into 8x8 chunks, and return a pointer to the start of the tiles, which might aid in reusing tiles from hybrid Basic games.  Or something.
I would try something like this:
Code: [Select]
[Pic1r]->Pic000
Pt-On(10,10,Pic000)
Pt-On(18,10,Pic000+8)

For smoothscrolling, there are two ways I know:
1) Create a pixel-based offset for the start of the tilemap, and keep shifting the tilemap and redrawing it every time (this is a bad method, inefficent).
2) Use Horizontal or Vertical to shift the image over, and draw the bare minimum of tiles you need to refresh the screen (either the column or the row that needs to be filled).  Runer's uber tilemapper uses this method, or something similar - you should try looking for the thread elsewhere in this subforum.

455
Axe / Re: Physics Lessons
« on: February 04, 2011, 03:03:45 pm »
Nice.  I like how the flames eat at the walls.

@ Builderboy: A while back, it looks like you were planning on adding a tutorial on collision detection?  Are you still planning on adding that?

456
nDoom / Re: nDOOM - Work in progress
« on: February 04, 2011, 02:56:35 pm »
Right, I really need to buy an Nspire.

Nice work!

457
The Axe Parser Project / Re: Axe Parser
« on: February 04, 2011, 02:54:05 pm »
[noobish question]What are tilemaps, and how do I use them?[/noobish question]
The ultimate goal is to get a sort of smmothscrolling, specifically for Tio.

If you've ever played pokemon, you should have noticed how (for example) nearly every patch of grass is the same, the roads are fairly identical looking (at least in the older games), and that one patch of water is fairly identical to another patch of water.

A tilemap basically creates a grid, assigns a number to each square in that grid, and based on that number, displays a certain sprite.  It's just an efficent way to display large amounts of background.  Most RPGs use tilemaps, and I think all calculator RPGs use tilemaps of some sort.

It can also be used for level design -- if you look at the sliding games released recently (Psyche and CuBeS (did I capitalize that right?)) have a grid-like design, and use tilemaps.

458
TI Z80 / Re: Axe Minesweeper
« on: February 03, 2011, 02:57:25 pm »
For your giant maps, I suggest creating an appvar buffer only if the map won't fit in L1. You can check for this at runtime. Store your map offset to a var and use that var everywhere you would normally use L1. That's what I did for cUbEs.

I'm planning on combining L1 and an appvar buffer for map data.  At the start, if the map size is larger then L1 can handle, then a temporary appvar is created to handle the overflow.  I'm planning on either RLE or something I think is called macro compression (?) to compress my maps when using the teacher key.  I don't want to keep a huge appvar in memory :P

459
Axe / Re: Subroutine Argument overwriting
« on: February 03, 2011, 02:52:44 pm »
Out of curiosity, Quigbo, how deep can I nest recursive subroutines before it starts flipping out?

460
Axe / Re: Subroutine Argument overwriting
« on: February 03, 2011, 02:16:37 am »
Normally, becaus r1 through r6 are global vars, their value gets overridden every time a subroutine using those are called.

Axe provides a way around this -- tack a radian sign after the name of the subroutine, and the values of r1 to r6 will be restored after that subroutine is finished.  Personally, I'm a little leery of using that (even if it does allow for more recursiveness, always a plus) because the values of r1 to r6 are saved to a stack, and I don't know how much memory that stack can hold before something bad happens.

To actually change the value of the variable you loaded, pass a pointer.
Code: [Select]
.TEST
5->Y
sub(ABC,<degree sign here>Y)
ClrHome
Disp Y>Dec
Pause 2000
Return

Lbl ABC
{r1}r+1->{r1}r
Return
The value of Y should be changed to 6.
Note: not tested, but should work.  Prefix a variable with the circular degrees symbol to return a pointer to it.

461
Web Programming and Design / Re: This... is... bad...
« on: February 02, 2011, 03:47:54 pm »
...
A 5th grader who spend 10 minutes googling and skimming a few tutorials would know better then that.

Ugh.

462
News / Re: TI-84 Plus & TI-Nspire video players in the works
« on: February 01, 2011, 06:05:50 pm »
Wait - it's possible to get that high quality sound from a calc?  If I were to plug in my headphones to the calculator running trusound then started the program, I would be able to hear sound of enough quality to be able to distinguish words?  I always thought calculators could only manage retro-style beeping noises.

463
News / Re: OS 2.55MP released
« on: February 01, 2011, 12:31:45 am »
Man, what a dumb OS...wont even accept apps from a computer...

Erm... it does, I think it might just be TI-Connect or something else weird that's messing with your calc.

464
tiDE / Re: tiDE
« on: February 01, 2011, 12:15:17 am »
Hooray!  I wouldn't be able to use the assembly features, but it's still pretty cool.

465
TI-Nspire / Re: TI-Nspire Video Player
« on: January 31, 2011, 06:36:57 pm »
Cool!  Can it play for longer then a few seconds?

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