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Messages - Runer112

Pages: 1 ... 126 127 [128] 129 130 ... 153
1906
Art / Re: Zelda 8X8
« on: October 11, 2010, 03:04:55 pm »
With animations im not redrawing the entire map.
I have this special routine ready that only updates the animated tiles each frame.

Just a note about that: it could result in fairly irregular gameplay due to screens having different amounts of animated tiles. Areas with lots of animated tiles (aka. water) will probably run a good deal more slowly than others.

1907
Art / Re: TI-Explorer
« on: October 11, 2010, 01:17:56 am »
That's cool. I'm assuming you don't mind if it makes it into the final program :)

Well that's why I posted it of course, for you to use :)

1908
Art / Re: TI-Explorer
« on: October 10, 2010, 11:13:35 pm »
That greyscale Bliss looks awesome. The way the menu is currently set up, a background could be implemented with almost no work, aside from converting the image to hex.

By the way, Runer, do you think a 40x40 4 lvl Greyscale hat would be reasonable?

Probably not...
because side pictures of hats are wider than they are tall! But 40x27 is definitely doable.

1909
The Axe Parser Project / Re: Features Wishlist
« on: October 10, 2010, 05:39:10 pm »
Holy crap that was a huge storm of sudden posts :o Just to make sure you didn't miss it Quigibo, did you see my feature request for vector/jump tables?

1910
Axe / Re: [AC] rotating sprites
« on: October 10, 2010, 01:27:47 am »
Well the point of this isn't really for zooming, it's for rotation. I'm supersampling the image so when I rotate it, which can result in rounding errors due to pixel bondaries, and then scale it down to one quarter or one eighth of its size, the errors will also be scaled down. But yeah, the whole purpose of this is to pre-render rotations of a sprite.

1911
Art / Re: TI-Explorer
« on: October 10, 2010, 12:50:28 am »
I think it would be cool to see a scaled down greyscale version of Windows Bliss in TI-Explorer (the default windows XP background).
For those of you who are unfamiliar with what I am talking about, here is a picture of it:http://blog.lib.umn.edu/mcda0081/architecture/windows%20bliss.bmp.

It wouldn't serve much of a purpose, but it would look cool.

1912
Axe / Re: [AC] rotating sprites
« on: October 10, 2010, 12:06:24 am »
O.o did you generate this with a program? It looks nice :O

Yes, in Axe. Now that I have upscaling working, I need to tackle rotation.


that in itself would be very useful to have!

I'm not really sure what it would be useful for, as the process is slow and takes about 3 seconds.


Didn't someone write a routine somewhere to magnify an entire screen?

And yeah, that does look useful. Can we have the code? ;D

Yes, I believe I wrote the routine you're referring to. ;)

And when I've completed it, I'll give it out. But rotating still has to be implemented.

1913
Axe / Re: [AC] rotating sprites
« on: October 09, 2010, 11:39:34 pm »
The first step to a really good sprite rotating algorithm: a really good sprite upscaling algorithm. ;D

1914
Art / Re: TI-Explorer
« on: October 09, 2010, 10:26:23 pm »
Okay, Rickroll easter egg it is  ;D

Anyway, what does everyone think of the Safari hat logo?



Ehh... to be perfectly honest, if I hadn't seen you mention that it was a safari hat I might not have even recognized the image as one. If you tell me what you would want in such an image (dimensions, gray level), I could try to produce a really nice one for you.


EDIT: Eh, it's really difficult to get a good-looking image at this small size in black and white. But here's my best attempt at a 4-level grayscale image if you want it.

1915
The Axe Parser Project / Re: Bug Reports
« on: October 09, 2010, 06:29:27 pm »
I noticed that Text( doesn't let me put text at the position that's one pixel away from the right border, even though I can do that in BASIC. Not sure if this is a limitation with the OS's b_call or if Axe accidentally checks one pixel too early...

Pretty sure you can't do that in BASIC.

EDIT: *Tests on calc* Yup, can't do it in BASIC either.

1916
Axe / Re: [AC] rotating sprites
« on: October 09, 2010, 05:17:55 pm »
You can write a program that takes an initial sprite and then rotates it 30 or 22.5 degrees each time and then exports the hex code for every rotation.  It might be a little complicated to write, but speed isn't an issue since you're just pregenerating them.  It would be a useful program for a lot of people actually. Maybe I should write one in Axe unless anyone else wants to give it a shot?

I'm giving it a shot. I'm using the best algorithm I can find without anti-aliasing.

1917
Axe / Re: [AC] rotating sprites
« on: October 09, 2010, 04:07:39 pm »
For such small sprites, it would probably be easier and take up less space (and definitely be faster) to just have pre-rendered sprites for different rotation angles, instead of calculating and drawing rotated sprites on the fly.

1918
The Axe Parser Project / Re: Features Wishlist
« on: October 09, 2010, 02:53:54 pm »
It sounds like you're trying to implement switch statements, but perhaps vector/jump tables could also/alternatively be implemented? They would probably be simpler to code, as the user would end up writing the table for you, and could be activated with only one line. Another nice thing about a vector/jump table is that you can jump to pre-existing routines instead of having to do something like Case 0 / sub(A) with switch statements. Perhaps something like this to store it:

Code: [Select]
[[A,B,C,D,E,F,SUB,etc.]]→GDB0
And something like this to jump to an entry:

Code: [Select]
Goto GDB0,X
.or
sub(GDB0,X)

(The difference between the two being that Goto uses JP and sub() uses CALL.)

1919
ASM / Re: Disabeling the "ON" button during an App?
« on: October 09, 2010, 02:53:19 am »
The di instruction disables interrupts.

Perhaps a simpler solution might be to just disable the ON key interrupt, which is controlled by bit 0 of port 3. Outputting 00001010 to port 3 should disable the NEXT ACTIVATION of the ON key interrupt while keeping other interrupts enabled. You'd need to find some way to constantly deactivate it though, I believe.

1920
Art / Re: Calculator Large Sprite Request
« on: October 09, 2010, 02:31:32 am »
Looking back at mine, I didn't like how the shading/buttons came out. So I tried it again, and got a much better result!

By the way, I used 192 pixels for the height because that's exactly 3 screens high. Tell me if you need the height to be decreased, I can do that.


EDIT: Just noticed how jagged the top of the calculator was! So I promptly fixed that. And a little hole in the right side of the calculator.

EDIT 2: Just a funny little note: you can tell that I used a more superior image editor to save the first image and just Microsoft Paint to save the second by looking at the terrible job Paint did of compressing the .png :P

EDIT 3: I attached another picture with enhanced (readable) single-symbol buttons and arrow keys. Although it's less photo-realistic, you may want to use it.

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