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Messages - Ranman
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136
« on: December 29, 2012, 04:35:19 pm »
It's because of my image. Try my program with a Pic0 full of pixels (like a full ground or something), there are as many pixels on the line 32 than on the line 63, it's just that the pixels of the line 32 are "further" than the ones of the line 63.
I got ya... If you put these "pics" in a 2D array (like a tile map) you'll be drawing all pixels. Maybe my idea wasn't so good after all. LOL
137
« on: December 29, 2012, 04:25:45 pm »
@Ranman I said I do 96*32 calculations, not 96*64. I test (and draw) only the bottom half of the screen. And I coded this around 2 am, so I'll optimise it right now I think you misunderstood me... The top line (@32) where you first start drawing looks to have half as many physical pixels drawn as the bottom line (@63). Or you could look at this way.... the bottom line may have half as many pixels tested as the top line (@32). Optimizing can be a whole heckuva lot of fun!
138
« on: December 29, 2012, 03:58:39 pm »
I'm impressed with how small your code is.
Have you toyed with the idea of a look-up table? I know it is a lot more "code", but usually they are much faster -- and you need brute force speed here.
For example... The top line looks as if only 50% of the pixels tested are actually being drawn. So why test all of them? The table could contain the pixel offsets you might test as well as hold some intermediate precalculated values.
Very impressed!
139
« on: December 29, 2012, 09:47:31 am »
Very nice! Great job!
Are there any other potential optimizations remaining?
140
« on: December 27, 2012, 06:37:49 pm »
Will you upload it to ticalc.org? Because i think that would boost your downloads a lot, lol
Yes... I will be uploading to Ticalc.
141
« on: December 26, 2012, 10:05:37 pm »
Jumpman Demo (v0.81) by RanmanThis demo of Jumpman for the TI-89 and TI-89 TItanium contains 12 fully playable levels. Download now, have fun, and please comment on things you like, dislike, and of course bugs. Merry Christmas!! http://www.omnimaga.org/index.php?action=downloads;sa=view;down=842Jumpman is a platform game written by Randy Glover and released by Epyx in 1983. Originally developed for the Atari 400/800, versions were also released for the Commodore 64, Apple II, IBM PC, and Colecovision. The object of the game is to defuse all bombs in a platform-filled screen. Jumpman defuses a bomb by touching it. According to the story, these are placed on Jupiter by terrorists. Jumpman can climb up and down ladders, and of course jump, and there are two kinds of rope each allowing a single direction of climbing only. Hazards include falling "smart darts" (small bullets that fly slowly across the screen, but when orthogonally lined up with Jumpman, greatly speed up and shoot straight in his direction) and other hazards that are unique to a certain level. Points are awarded for each bomb defused, with bonus points available for completing a level quickly. Jumpman's game run-speed can be chosen by the player, with faster speeds being riskier but providing greater opportunity to earn bonus points. [http://en.wikipedia.org/wiki/Jumpman] Report bugs here: - http://tifreakware.net/forum/viewtopic.php?f=7&t=197Thanks... and enjoy the game!!
142
« on: December 26, 2012, 12:16:19 am »
wait, the lower right one: you don't see the level and you have to find it? O.o epic!
That is exactly right. If you have a TI-89, you should try out the demo. It has 12 fully playable levels.
143
« on: December 25, 2012, 08:10:04 pm »
Okay... here it is... Download Jumpman here. Merry Christmas!!
145
« on: December 25, 2012, 12:26:13 am »
Congratulations Calc84 and Deep Thought on jobs well done!
And a round of applause to all the other authors too!
Well done my friends... well done!
and Merry Christmas!
146
« on: December 24, 2012, 05:33:02 pm »
Coming soon!
147
« on: December 24, 2012, 05:25:19 pm »
Here are a few Youtube videos of the Commodore 64 version of Jumpman Junior. Jumpman Junior levels 1 - 4:Jumpman Junior levels 5 - 8:Jumpman Junior levels 9 - 12:
148
« on: December 24, 2012, 02:23:29 pm »
A multitude of Jumpman screenies... 4 new levels: Nothing To It, Jumping Blocks, Zig-Zag, and Blackout. Note: Jumping blocks will make Jumpman jump. I promise I did not hit the jump key.
149
« on: December 24, 2012, 01:13:19 pm »
Nope, no change.
sprintf(str, "1: %d 2.5: %f 1.5: %f", 1, 2.5f, 1.5); prints: "1: 1 1.5: 0.000000 2.5: 0.000000". Seems to be some kind of issue with va_list's and aligning, doesn't it?
Yeah... looks like something is wrong with sprintf itself or some type of alignment issue. You should report the bug and give the examples that you posted here.
150
« on: December 24, 2012, 12:52:34 pm »
See if this works:
sprintf(str, "1.5: %f 2.5: %f 1: %d", 1.5, 2.5, 1);
It may at the very least narrow down the bug.
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