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Messages - Runer112

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1786
Axe / Re: Smoothscrolling tilemapper
« on: November 07, 2010, 05:46:19 pm »
Regular 8x8 monochrome seems to work pretty fast for me. I get about 60 fps scrolling for the most part (about 75 for aligned vertical scrolling). The screen is updated after every arrow key has been checked and the buffer image has been scrolled for each pressed key.

The screenshot will probably appear to have more blocky movement and/or move slower, but the above statistics are correct.

1787
Axe / Re: transform an image displayed in hexadecimal String
« on: November 07, 2010, 05:37:05 pm »
You want to store the hex of the screen to a TI-BASIC string, right?
Yes.

@runer : :o I don't understand your subroutine.

That's the point of libraries, the code is written and is known to work already ;) It's fairly simple though. One subroutine (N2H) converts nibbles into an ASCII character by returning the nth character in the string "0123456789ABCDEF" and another subroutine (B2H) just calls this subroutine for both nibbles in a byte and combines the two.

1788
Axe / Re: transform an image displayed in hexadecimal String
« on: November 07, 2010, 02:16:46 pm »
With the help of my handy dandy hex display library, this would be fairly simple. For example, this would dump the current contents of L6 into a 1536-byte string pointed to by P:

Code: [Select]
P-2?B
For(A,L?,L?+767)
{sub(B2H,{A})}??{B+2?B}?
End

If you're not dumping this into an OS string, remember that your string will need to be null-terminated.

1789
TI Z80 / Re: My First Quantum Translocator
« on: November 05, 2010, 09:25:02 am »
It seems to me that a simple solution to avoid problems like this would be to draw the player as a sprite, as I'm pretty sure it's just an inverted box on top of a slightly larger filled box currently. Plus, then you can change the look of the player's character so he isn't necessarily just a square. :P

1790
The Axe Parser Project / Re: Axe Parser
« on: November 04, 2010, 06:48:53 pm »
I wasn't aware of that area... what is it called in the .inc file?


appData I believe.

1791
TI Z80 / Re: possible YUGIOH game
« on: November 04, 2010, 06:47:10 pm »
A big part of how difficulty increased in Yu-Gi-Oh Game Boy/Color/Advance games was allowing the AI to see your hand and face down cards and factor them into its decisions. The harder the opponent was supposed to be, the more often the game factored your hidden cards into its decisions.

1792
The Axe Parser Project / Re: Axe Parser
« on: November 04, 2010, 06:36:41 pm »
Plus the various holes in RAM that the OS has, if you feel like going into Assembly.

You don't need to use assembly, as Axe is already capable of accessing any addressable RAM area. A good suggestion would be E8000, which has 256 bytes of space you can uses as temporary RAM.

1793
TI-BASIC / Re: Quadratic Formula
« on: November 03, 2010, 06:22:29 pm »
Having i2 forces the calculator to evaluate the expression as complex numbers, so the square root function won't throw an error and you can find imaginary roots.

1794
TI Z80 / Re: possible YUGIOH game
« on: November 03, 2010, 04:27:21 pm »
It's not animation or graphics that I'm worried about. It's the fact that every card has a different effect that will need its own code.

1795
TI Z80 / Re: possible YUGIOH game
« on: November 03, 2010, 04:20:11 pm »
storing 40 cards wouldn't be too difficult. for each card you need:
-String name
-attack
-defense
-# of stars
-type. [trap card, monster card, etc]
attack and defense need about 2 digits of information each, # of stars can be modified for one, otherwise two. type can be one digit. that's 7 digits of information to be compressed into a list entry, and then the String name can probably be compressed into under 28 digits, which will fit into 2 list entries. then you'll just need a 300 element list for 100 card data, and at the beginning of the program decompress everything but the string names, which you can decompress on the fly. at least, that's my idea. would be infinitely more efficient in axe though. good luck with it!

But you need a whole scripted special effect for every card except normal monster cards...

1796
ASM / Re: A GetKey that doesn't wait?
« on: November 02, 2010, 11:11:58 pm »
Yeah, I might not bother with hooks or anything and just set up the program to run in an interrupt with a GetKeyRetOff running outside the interrupt.

1797
ASM / Re: A GetKey that doesn't wait?
« on: November 02, 2010, 10:32:17 pm »
More like the second. The background processes won't be very intensive, maybe static/slightly dynamic grayscale displaying at most.

1798
General Calculator Help / Re: Which color palette is better?
« on: November 02, 2010, 09:28:15 pm »
That's good to hear. I also hope your other extremly massive project is still progressing a bit. :D

That's been on hold until I can finish up other projects. When I start working on that I don't want to have other projects distracting me so I can focus solely on it.

1799
General Calculator Help / Re: Which color palette is better?
« on: November 02, 2010, 09:09:25 pm »
I have like 10 different things I want to do, and I keep jumping from project to project. This is high on my list of priorities though, so I'll probably jump back to this pretty soon.

1800
TI Z80 / Re: Tokens
« on: November 02, 2010, 08:36:21 pm »
O_o
What did you do to make that happen?

Copy and paste? Lol

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