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Messages - NonstickAtom785

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31
ASM / Re: Pokémon Neptunium
« on: August 26, 2020, 09:54:53 am »
This is interesting. I hope you keep on trying!

32
That't demo was hilarious DJ Omnimaga! God I hate how TI has gone and jabbed a knife in our backs!

33
News / Re: Grammer 2.51 released!
« on: March 11, 2020, 09:47:15 am »
7 years was a long time. I hope we won't have to wait 7 more years for another update. haha
Oh trust me you won't. You got any suggestions for new updates? If you do feel free to post them here. I'm a contributer to the project and I use this instead of Axe and Assembly.

34
Grammer / Re: Font Converter: zStart and Omnicalc
« on: March 10, 2020, 09:16:12 am »
Wait. Your telling me that zStart fonts use the first byte for the width? I don't believe this to be  O.O . Have you checked out the program? When I unpacked the hex data for one of them the pattern was 8 bytes with the 7th byte being 05h always (looking forward that is). So when I convert the fonts I just ClrDraw then draw the font based off of it's tile format and then data swap it with the empty font file with the appropriate tile format. Meaning the the first byte is whatever the data that is getting swapped is. The bottom row is blank but the font still works.

35
Grammer / Re: Font Converter: zStart and Omnicalc
« on: March 09, 2020, 10:43:29 am »
How do you actually create ZStart fonts? I could never find a computer editor back in the days (there was none included with ZStart or it was missing?) and I liked ZStart fonts because they could be a different size than Omnicalc's.

It's set up as an 8x8 sprite. The bottom row is the length of the sprite I think, I don't know really, but if you look at the bottom row of each character it's hex value 05h. I found that you don't need that there so I just removed it for 00h to save program space. They also have a header. I don't know what it is off hand though but it's 5 bytes.

36
Grammer / Font Converter: zStart and Omnicalc
« on: March 03, 2020, 09:58:56 am »
Hey guys and gals. I'm uploading another program for Grammer. It basically let's you convert Omnicalc fonts to zStart fonts and vice versa. Be sure to read the readme in the zip. Lot's of helpful information.  8)

37
Grammer / Re: Creating Modules on calc?
« on: February 27, 2020, 10:42:36 am »
@E37 So what your saying is if I just coded the module in spasm-ng format then I can use the converter tool? That's what I did with the include file  *.* . I'm going to try using jsTIfied to make one using rorg because I don't always have access to a windows computer. Currently on Chromebook.

38
Grammer / Re: Creating Modules on calc?
« on: February 26, 2020, 03:17:17 pm »
Okay I will have to try my include file. I guess I could just make a module that displays "Hello" and pauses till a key is press. $HI.


EDT: Won't get the chance though until I can find some new batteries. :P TI-Connect is saying low battery. Would it still say the same thing if I used TiLP?

39
Grammer / Re: Creating Modules on calc?
« on: February 26, 2020, 03:13:00 pm »
What did you do to create one?

40
Grammer / Mimas: Grammer Include File
« on: February 26, 2020, 10:00:25 am »
I converted the include file(grammer2.5.inc) into a Mimas Library(.8xv). If anyone was trying to use Grammer functions in Mimas here you go. This include file can be used to program Grammer assembly programs on-calc.


Edit: The previous file I uploaded was heavily big because I failed to realize the mass of the code was all commented O.O . So I removed all the extra's and made it smaller. I updated the link.


                                   ,----.
                              ( WOW! )                         .-.
                               `----' _                         \ \
                                     (_)                         \ \
                                         O                       | |
                    |\ /\                  o                     | |
    __              |,\(_\_                  . /\---/\   _,---._ | |
   ( (              |\,`   `-^.               /^   ^  \,'       `. ;
    \ \             :    `-'   )             ( O   O   )           ;
     \ \             \        ;               `.=o=__,'            \
      \ \             `-.   ,'                  /         _,--.__   \
       \ \ ____________,'  (                   /  _ )   ,'   `-. `-. \
        ; '                ;                  / ,' /  ,'        \ \ \ \
        \                 /___,-.            / /  / ,'          (,_)(,_)
         `,    ,_____|  ;'_____,'           (,;  (,,)     
       ,-" \  :      | :
      ( .-" \ `.__   | |
        \__) `.__,'  |__)

41
Grammer / Creating Modules on calc?
« on: February 26, 2020, 09:10:34 am »
Hi. I have a question that maybe someone else might have so I'm posting for the benifit of the community. I would like some help creating modules using Mimas. I'm pretty sure a module can be in program format although it would look better in appvar format. But converting it from a program to an appvar isn't hard.


At the moment I looking at the modules.md located here -> https://github.com/Zeda/Grammer2/blob/master/docs/modules.md
Any help on doing this would be appreciated. :P

42
Grammer / Hybrid Editor: Tilemap and Sprite Editing
« on: February 21, 2020, 01:44:11 pm »
Hybrid Editor
A Tile Map & Sprite Editor for Grammer
Author: NonstickAtom
Date: February 21, 2020


Tilemap Editor:
Code: [Select]
   Min Width: 12
   Min Height: 1
   Max Width: 64
   Max Height: 64


Sprite Editor
Code: [Select]
   Min Sprites: 1
   Max Sprites: 96


Keys:
Code: [Select]
   Tilemap Editor
      - [ MODE ] = Exit
      - [ 2ND ] = Paste (whatever is on the clipboard)
      - [ Alpha ] = Copy (grabs value from the current tile position)
      - [ F1 ] = Sprite Selector (you have to select a sprite to exit)
      - [ F5 ] = Editor Toggle
   Sprite Editor
      - [F1] = Editor Toggle
      - [ x² ] = Add sprites (exits the program to prevent RAM clears)
      - [ 2ND ] = Toggle Pixel
      - [ STAT ] = Goto Sprite
      - [ CLEAR ] = Clear Sprite (makes the tile blank)
      - [ + ] = Next Tile
      - [ - ] = Previous Tile

43
TI Z80 / Re: GroupRead
« on: February 21, 2020, 10:28:04 am »
Interesting, so basically it lets you ungroup stuff within BASIC programs so RPGs, for example, can be kept in as few files as possible?
Yes, precisely! I was also thinking of having a function to execute programs from a group. That would save you from having to manually copy it to RAM and execute it.
I also won't be adding the ability to group files, so I won't have to worry about causing that kind of a problem XD

Finally, I attached the download to the first post, as well as the readme/documentation so you can read about it :D

You know... I would like to see you implement something like this. It would be neat to execute programs from a group file. I want to do some research about making a group Memory Management system. I think that would be cool. If I could list the things in the group then I could find a way to extract it and execute it.

44
I wanted to know how you even install the fx-9860 firmware. I have one of these calcs but it's useless to me because I don't have addins. Any good tutorials?

45
Grammer / Re: Grammer 2-The APP
« on: February 03, 2020, 08:50:08 am »
Cool! Thanks for the post example.  :P . I've been wanting to use Grammer like a like a library for BASIC. Although it's technically not one. I just want it for good graphics and stuff. And math related things. Things I can't figure out how to work around in Grammer.

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