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Messages - Runer112
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331
« on: May 08, 2014, 05:09:45 pm »
I can probably safely cap it at around 80Hz or 90Hz. If your screen's refresh rate is anywhere near that high, you can forget perfect grayscale anyways, there's not enough CPU time for it.
332
« on: May 05, 2014, 12:51:45 pm »
We are adding new music tracks to the server resource pack. Does anyone know any good music for a minecraft server? We can have rock, reggae, dubstep, chiptune, ambient, metal. Anything goes.
Exclusively having minecraft-themed remakes of songs, like those done by CaptainSparklez, the Yogscast, and others, is a rather silly idea that comes to mind. Whether that's good silly or just silly silly, I don't know.
333
« on: May 04, 2014, 08:19:03 am »
So something like this? It seems like a strange style to me, though.
Seems strange to me, too. Although aces usually do have that large suit symbol, so if you could keep that in only for aces, that would be a nice touch.
334
« on: May 04, 2014, 08:15:14 am »
The easiest way to do this under TI-OS is to use B_CALL(_FlashWriteDisable). It works very similarly to how you thought, by sending 0 to port $14, but it does so from a privileged page.
335
« on: April 30, 2014, 07:19:13 am »
No that would not work. I checked and the profiles are not compatible. Everyone would lose their xp and inventory.
Aww... Come on modders, catch up. 1.7.9 has been out for literally days!
336
« on: April 29, 2014, 06:29:06 pm »
I can't say for sure, but I don't see why not. I'd definitely recommend backing up all current data before trying it, if you do.
337
« on: April 29, 2014, 06:26:58 pm »
Can I submit a request for the server to be downgraded to 1.7.2? As far as I know, most of the changes between that and the current version are very minor additions, bug fixes, and Realms stuff. I ask because 1.7.9 is supported by very few mods, whereas 1.7.2 is supported by lots of mods. And I really like experience-improving mods, like ones that provide extra graphical features or more friendly interface/controls. I've got about 15 of them for 1.7.2 right now.
338
« on: April 29, 2014, 06:17:01 pm »
Alright, cool. Now to help make sure people get the message:
Due to the addition of a new option, the poll has been reset! If you previously voted, please re-examine the options and cast your vote again.
339
« on: April 29, 2014, 01:10:25 pm »
Should we perhaps reset the poll, now that a new option has been added? No, my intention is to remove an option from the poll after I implemented it and add considerable suggestions and possible features on-the-fly. It shouldn't make a huge difference anyway, as lighting doesn't have an impact on gameplay at all (yet).
But now that lighting is in the poll, I want to vote for it, but I can't because I've already voted. Others might want to do the same. There's also an option to allow people to change their votes without resetting the poll entirely, I just didn't like that idea as much because it wouldn't force people to re-evaluate their decision with the new option being present.
340
« on: April 29, 2014, 01:06:06 pm »
Didn't you mention that Graylib used L4 which is used by Archive/Unarchive commands ?
It's mentioned in the comment for the related constant flag that determines whether or not GrayLib should automatically assign buffer storage locations.
341
« on: April 29, 2014, 01:03:58 pm »
* Sorunome prods multi-page app support Like when defining a static pointer you say on which page it is
As I've said in the past, multi-page apps would require a lot of internal redesign. Although it would be a very worthwhile feature, I dread the idea of trying to force that capability into Axe in its current state; it would be more trouble than it's worth. That's why this is a feature I've deferred to the hypothetical Axe 2.0. If you really want to get crazy, it would be possible to build some system which appends the data onto the end of Axe-compiled applications computer-side. If you can assure that no data crosses a page boundary, you can then hackily read/copy it with files. Yeah at least for data multi page apps would be awesome. Just make it so that we can add a new page with a token and all the data following will be on that page. And a function to swap the first memory bank of course.
Although Axe is pretty low level, I don't want it to be so low level as to making users manually swap memory banks to access data in multi-page applications. So I don't think I'd add such a command to native Axe. There's also still the problem of simply generating the multi-page application in the first place, which Axe's internals really can't handle.
342
« on: April 29, 2014, 12:31:07 pm »
Slight necropost:
Will Axe ever be updated? Or at least some more axioms be released, particularly for tilemapping, especially scrolling maps?
I'm working 45 hours per week in an internship right now, so that takes up most of my time. And when I am free at home, I'm usually not in the mindset to deal with big, complicated coding projects like Axe when that's what I did at work each day for 9 hours. So that's largely why not much progress has been made on Axe lately. This internship ends in June, but I'll immediately be back in classes, so whether or not that'll free up my mind enough to seriously work on Axe is uncertain. Regarding Axioms/libraries, Eeems is right in suggesting that they can me made by anyone, not just myself. I've certainly had ideas of making a tilemapping Axe library, but there's no reason it has to come from me. It could come from you. Tying that idea back into Axe, if any capable assembly coder offers to write a routine of some sort and I think it would be good to include that in Axe, I would certainly accept their offer and add in their routine. So even Axe development isn't necessarily frozen by my lack of time to devote to it.
343
« on: April 29, 2014, 07:23:54 am »
Hum.
I call that powerful, even if it's Nostromo by benryves and not Aether3D by qarnos.
That's definitely one of the best examples of 3D quality/performance on an 83+/84+, and I think it had huge potential to become a full game. Although more complex than raycasting and mode 7, it still uses shortcuts to avoid full polygon 3D. And comparing it to any platform that isn't a calculator, the truth is it's awfully plain and slow. I don't have much faith in a full polygon 3D game for the 83+/84+, but I still believe in the capability of engines like this that take intelligent shortcuts.
344
« on: April 29, 2014, 07:16:26 am »
I guess that's because of the many difficulties due to working with 3D at all. Having tried, I think of 3D as a powerful but an underpowered and extremely hard-to-use tool when it comes to calculator programming
FTFY. At least, it's the unfortunate truth when it comes to polygon 3D. Pseudo-3D rendering techniques like raycasting, and perhaps mode 7, have potential.
345
« on: April 28, 2014, 06:12:11 pm »
I was going to suggest exactly this. Keep in mind that (I believe) a lot of people are happy with the original 16px textures, and with those you could have copies of one texture for all 16 light levels in only 8KB. Of course, if you implemented this for all block types it would start to add up, but it would still only be about 2MB for basically every block in current Minecraft, which includes far more block textures than you'd need with the current set of blocks supported. Considering that the CX has 64MB RAM and the OS runs on older models with 32MB, there's at least 32MB free (maybe badly fragmented), so that could actually work quite well (but slow down startup time significantly). I added it in the poll above.
Should we perhaps reset the poll, now that a new option has been added?
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