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Messages - Quigibo

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1216
Axe / Re: Routines
« on: June 22, 2010, 03:23:00 am »
8.8 Fixed Point Multiplication:

Inputs:
Argument 1 = First 8.8 number
Argument 2 = Second 8.8 number
Output:
Result of the multiplication

Code: [Select]
:Lbl ML
:r1/32768 xor (r2/32768)→r3
:abs(r1)→r1
:abs(r2)→r2
:r1/256*(r2^256)+(r2/256*(r1^256))+(r2^256*(r1^256)/256)+(r1/256*(r2/256)*256)→r1
:If r1/32768 xor r3
:‾r1
:Return
:End
:r1
:Return

Ever wanted to graph a complete Mandelbrot Set on your calculator in less than a minute?  Now, you can!  8)
Don't bother zooming in though.  8 bit decimal resolution is not too great.  The screenshot is 25 iterations by the way.

1217
Computer Projects and Ideas / Re: Experimental Game
« on: June 22, 2010, 01:46:14 am »
I updated the file.  You can try it again if it failed before.  I don't know if this will fix it, but I'm hoping it does.

1218
Computer Projects and Ideas / Re: Experimental Game
« on: June 22, 2010, 01:03:36 am »
{AP} is right.  You can't just take an idea and then profit from it, that's a gross simplification.  There is a lot of work that has to go into setting up patents, getting investors, starting a business, etc.  You pretty much have to make it your full time or part time career and it really is a lot of effort.  Not to mention the risk becasue you are paying all these legal fees to setup the patent and maintain it, and if no one buys it you've just wasted a lot of money.  And I doubt that this is a completely original idea, I'm sure someone's thought of it already.

EDIT: DJ, what does it say under "Details"?

EDIT2: Oh wait, I think I know what the problem is.  The screen resolution is constant and the exact size of my monitor.  I forgot to change it to adapt to any screen size.  So if your monitor doesn't support that resolution, then it will crash.  I'll try to fix that.

1219
Computer Projects and Ideas / Re: Experimental Game
« on: June 21, 2010, 09:31:25 pm »
Actually, you can do this with a 3D TV now that I think about it if the shutter glasses are modified to flash on and off at different phases... and you can get full color with that and its not bad for your eyes.  THAT would be cool.  Don't have any hardware to make tests for it though and I'm pretty sure the glasses are only able to alternate the shutter and not have both on or both off.

1220
Computer Projects and Ideas / Re: Experimental Game
« on: June 21, 2010, 09:24:36 pm »
Well, the main thing I didn't mention is the downsides to this.  First of all, wearing the color filters uninterrupted for long periods of time is not good for your eyes.  Second of all, it does not allow games to be in color, only grayscale.  Lastly, you can't have any audience watching you (unless they have their own glasses) because otherwise, you can't tell whats going on.  Its not as practical as you might think, its just a fun experiment to show that its possible.

Has anyone been able to install it and run the game?  Just want to confirm if it works or not.  You can always uninstall it from the programs list.

1221
Computer Projects and Ideas / Experimental Game
« on: June 21, 2010, 08:16:11 pm »
I just found this on my computer, it was a project I started a long time ago to test this really neat idea I had.

Basically, when you're not playing online, a 2 player FPS games on a console has to split the screen into separate regions for each player (splitscreen).  That reduces the overall room you have to look around in on the screen.  Another think that happens, is that its very easy to glance at your opponent's screen which gives away hiding positions and other location information that generally makes some games hardly as fun and much less strategic.  So I thought up a method that would solve both of these problems at the same time!

I call this new invention of mine Chromatic Multiplexing.  The way it works is that both player's screens are drawn on top of each other filling up the entire screen.  One player's screen is drawn in red monochrome while the other player's screen is drawn in blue monochrome.  Then, each player wears special filtering glasses to only see their screen and block out the other one.  I have included instructions on how to make filter glasses if you have any of those useless Red-Blue glasses laying around since those are pretty obsolete these days.  The colors seem to filter best on a CRT monitor I think, there is a little bit of ghosting on my LCD, but both should work fine and are certainly playable.

I made a 3D Tank game to test this and its surprisingly fun if you have a buddy you can play with.  The controls are the arrow keys for the right player with the right Ctrl to shoot.  ASDW keys for the left player with left Ctrl to shoot.  The game is for Windows and should work on XP and above.  It requires DirectX9 but I think it might install the dependencies for you if you're missing any, I'm not sure.

Anyway, Enjoy!


1222
News / Re: ZTrumpet Releases Exodus 0.90 Beta
« on: June 21, 2010, 03:49:39 pm »
I love the sprites.  Some of the best graphics I've seen in a pure BASIC game.  You even have some AI and can control the character without much drop in the frame rate.  Good job!

1223
Art / Re: Sprite request for Nostalgia
« on: June 21, 2010, 03:16:33 pm »
Actually scrolling up would be Copy()r (reversed) and only if the width of that last column is exactly 8 pixels.

Although it might just be easier to just redraw those sprites, especially if you don't need smooth scrolling.

1224
The Axe Parser Project / Re: Features Wishlist
« on: June 21, 2010, 02:53:49 pm »
That's not how "If" works.  X must have been 0 if it skipped the code.  This isn't something I've ever changed, its always been that true means non-zero and false means zero.

1225
The Axe Parser Project / Re: Features Wishlist
« on: June 21, 2010, 02:46:23 pm »
I'm confused why that code is any different than the current code:

Code: [Select]
"A and B"
ld hl,(var_a)
ld de,(var_b)
ld a,l
and e
ld l,a

It returns 0 if its false and non-zero if its true as well, and its the same size.  Unless your optimization is a speed optimization?

And Ikkerens, that code has always worked.

1226
Axe / Re: Smooth Scrolling Tilemapper
« on: June 21, 2010, 02:27:34 pm »
My guess would be that the number of sprites it has to draw is more/less causing the speed to change slightly.

1227
The Axe Parser Project / Re: Bug Reports
« on: June 21, 2010, 02:17:30 pm »
I forgot to mention, you should ram clear before installing Axe 0.3.1 if you upgraded from 0.3.0 becasue the hooks are different.  That might explain any one time freezing from unrelated events.

DJ, I don't add checks becasue its a waste of memory.  Its up to the programmer to add checks themselves before the actual appvar is created.

1228
Axe / Re: Scrolling Tilemapper
« on: June 21, 2010, 05:48:25 am »
Awesome!  The code seems fairly simple.  As far as optimizations, one thing that stuck out at me was that you were using X-(X/8*8) to do what is more simply just X^8.  Same for Y.  Also, you store the pointer to the sprite in P but only use it once.  You can just put that whole expression where P is so that way you don't have to store and load to it.  Its more convenient for the programmer too when you use less variables.  Nice job again!

1229
Pokemon Red / Re: Pokemon Red
« on: June 21, 2010, 05:16:41 am »
Don't know if it has been asked before, but do you plan to support music and sounds for the game?  It might just be too much data for the already crowded app, but it sounds like it could be possible since you said you weren't using all of the clock cycles and in 15MHz you could get some decent quality.

1230
Miscellaneous / Re: Favorite TV Shows
« on: June 21, 2010, 01:42:31 am »
Futurama ftw!

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