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TI Z80 / Re: Geometry Wars Update
« on: January 01, 2014, 03:16:50 pm »
Why would it still be worked on? It was completed 3.5 years ago. http://www.ticalc.org/archives/files/fileinfo/429/42952.html
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TI Z80 / Re: Geometry Wars Update« on: January 01, 2014, 03:16:50 pm »
Why would it still be worked on? It was completed 3.5 years ago. http://www.ticalc.org/archives/files/fileinfo/429/42952.html
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Other Calculators / Re: [AXE] Little contest :D« on: December 30, 2013, 05:18:27 pm »
I'm only beating you by a single byte, nikitouzz. This should be a close finish!
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The Axe Parser Project / Re: Axe Parser on 84+CSE ?« on: December 30, 2013, 03:13:27 pm »
The monochrome line will absolutely still be developed.
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TI Z80 / Re: [Axe] Game with a 3D tunnel with first person view in it but no name yet« on: December 30, 2013, 12:39:03 pm »
Looks like you have a lot of horizontal and vertical lines. If you aren't already, I would suggest drawing them with HLine() and VLine() instead of the standard Line() for what I imagine would be a noticeable speed boost.
* Runer112 jots down to make this special-casing automatic in a future version of Axe.
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The Axe Parser Project / Re: Axe Parser on 84+CSE ?« on: December 30, 2013, 12:35:13 pm »
I'm willing, it just hasn't been easy for me to find the time.
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Other Calculators / Re: [AXE] Little contest :D« on: December 30, 2013, 12:06:37 pm »
Just going to pop in and say that the Auto Opts.txt file shouldn't be used any more. You may actually notice that the Auto Opts.txt file wasn't included in the Axe 1.2.2 release, and this was intentional, as its information has been absorbed by the Commands.html file. If you open Commands.html, select one of the "Show size and speed for:" options in the footer, and hover your mouse over the size or speed information box for just about any math operation; it will provide exact information for any possible input, including all the inputs that were in Auto Opts.txt.
Also: nikitouzz, TheMachine02, if you guys are still at 324 bytes, I currently have you beat. 457
Other Calculators / Re: [AXE] Little contest :D« on: December 28, 2013, 05:56:45 pm »
I've had a breakthrough! Don't count your winnings yet, nikitouzz.
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Other Calculators / Re: [AXE] Little contest :D« on: December 28, 2013, 02:09:24 pm »
No matter how much I struggle, I can't seem to get it lower than about 333 bytes. Unless I think of something huge, you guys may beat me at my own language.
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Other Calculators / Re: [AXE] Little contest :D« on: December 27, 2013, 08:41:04 pm »
Wow, that's pretty impressively optimized, nikitouzz. I tried my best at it and with many evil tricks managed to beat your record, but only barely, with 333 bytes. Not going to post any code yet of course, I want to give others a chance. Also, I'm not sure I'm done optimizing it yet.
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TI Z80 / Re: Chaos Game« on: December 19, 2013, 11:44:57 am »
What LFSR's are you using? I'd be curious to see if there is an LFSR that does work, as LFSR's are pretty fast.
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ASM / Re: Help using crystal timers to regulate the speed of a loop.« on: December 18, 2013, 07:44:18 pm »
Your code to restart it seems fine.
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ASM / Re: Help using crystal timers to regulate the speed of a loop.« on: December 18, 2013, 07:34:31 pm »
I believe it may be the case that the counter never actually hits 0, and instead goes from 1 straight to the last value that was written to it. Anyway, the proper way to detect if a crystal timer has finished is to check its bit in port 4.
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TI Z80 / Re: GLIB a graphics axe 3d librairy« on: December 17, 2013, 11:38:07 am »Quads now working fine , with support for 16*16 texture (and do you recognize the one I put it in ? ) ! now I currently implement shader in texture. One thing left after, sorting . * Runer112 raises his hand! Looking nice. 464
ASM / Re: I need to load page x of an app without calling code.« on: December 14, 2013, 03:28:18 pm »
When your application starts, read the value of port 6, which dictates which page of physical flash the base page of your app resides on. Subsequent pages of your app extend downwards in physical page numbers.
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TI Z80 / Re: [AXE LIBRARY] GrayLib: (nearly) perfect grayscale« on: November 27, 2013, 02:18:39 pm »Runer, the scrolling mask you did in the Pokemon demo should be an actual function in your lib. That makes the rendered result quite clearer. That's a pretty good idea. Perhaps I should turn the whole 2D tilemapping engine from the Pokemon demo into an extension of GrayLib? |
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