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Messages - Spenceboy98

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121
Humour and Jokes / Re: Omnimaga--Ponified!
« on: July 01, 2013, 12:29:05 pm »
lol, omni-pony and cemetech pony.
Did you show it the guys on cemetech? :D

I posted the cemetech pony in the mlp topic a while ago. :P

Edit: I made the ponycode the as close as I could: 4F44095000942828FFC49D00000818181UN1837000000001R0877425FF7FFF1L107F3FCC004CB2

122
Humour and Jokes / Re: Omnimaga--Ponified!
« on: July 01, 2013, 12:21:01 pm »

I ship it.  O.O
* Spenceboy98 runs

Edit:
Fixed it.

123
TI-Nspire / Re: [Ndless C] nRayC, a raycasting library for TI-Nspire
« on: June 22, 2013, 05:56:18 pm »
Take a look here: http://www.codeproject.com/Articles/570700/SquareplusRootplusalgorithmplusforplusC

It's more complex, but I think it will be faster (better algorithm).

Now it freezes(stuck in a while loop I think) inside the plasmaBuffer loop. :/

Can't wait for the floorcasting and shtuffs. :D

124
TI-Nspire / Re: [Ndless C] nRayC, a raycasting library for TI-Nspire
« on: June 22, 2013, 04:07:37 pm »
Okay. It looks messed up, but here's Prizm screenshots:

When you enter the game:


Later in the game:


In the same spot:


At the end(the plasma doesn't work right :/ ):


I think the reason it isn't rendering right is because of my sqrt routine. The Prizm SDK doesn't have one, so I had to find one online. Here it is:

Code: [Select]
double sqrt1(double x){
    if(x<0) return 1;
    double a = 1;
    double b = x;
    while (abs(a-b)>1){
        a = (a+b)/2;
        b = x/a;
    }
    return a;
}

Maybe one of you knows a better way for sqrt(sorry to ask in this topic, but I don't have another)?

125
TI-Nspire / Re: [Ndless C] nRayC, a raycasting library for TI-Nspire
« on: June 22, 2013, 12:47:00 pm »
Bump,

nRC_loadBMP now automatically detects and handles :
  • 1-bit monochrome bitmaps (B/W)
  • 4-bits grayscales bitmaps (16 colours)
  • 16-bits R5G6B5 bitmaps (65,536 colours)
  • 24-bits R8G8B8 bitmaps (16,777,216 colours, but they are scaled down to the Nspire screen, so either 16 or 65,536 colours)
They're the most common types of bitmaps :) I planned the support for paletted bitmaps for later, since it's pretty complicated.

Also, I added some constants to make porting the engine easier, so this should make your life easier Spenceboy98 :)

Also, the new build of the demo now uses relative paths, so you just have to put textures.bmp.tns in the same directory ;D

I also formatted the whole directory in a logical way x) documentation will be included in the next release (I hope :P)

EDIT : of course, if you have any wish for this engine, please share your ideas, I'll be happy to add them to my TODO list :)

Yay! I will try to start porting when I can(I also have to work on my cemetech contest entry). Could I use your loading BMP routine for my Prizm Paint?

126
Calculator C / Re: [Ndless] Tunnel
« on: June 20, 2013, 10:28:01 am »
Now I don't see it anymore, either.
If you have lcd_ingray() at the start of your program, it should work without any changes (unless you directly use the timers or other hardware).

That means that the not-CX version should work on the CX. The CX version I put lcd_incolor(); :P

127
Calculator C / Re: [Ndless] Tunnel
« on: June 20, 2013, 09:39:43 am »
The screenshot looks cool, but the CX one isn't working. It only shows four black squares at the top of the screen.

Edit: Oh, and you should probably clear the screen at the start of your program, the garbage it displays before starting is a bit ugly :P

I don't know how to program for CX. :P Also, what garbage? I don't see any.

128
Calculator C / Re: [Ndless] Tunnel
« on: June 19, 2013, 04:28:04 pm »
*BUMP*

There are downloads attached. I have one for CX and one for regular. If your Nspire has a touchpad, it will work for left and right. There is no BMP texture loading for now. I'm not sure how I'm going to do obstacles. I'm not sure if the CX one works, but if you can test it, please post screenies. :D

129
Calculator C / Re: [Ndless] Tunnel
« on: June 19, 2013, 03:14:14 pm »
Oh you're using it. So I know why there are those vertical lines on the texture : you're trying to use 3-bytes bitmaps but my function only loads correctly 16-bits non-paletted bitmaps.

EDIT : error spotted. You must not cast to unsigned when calculating distance and angle, because pixels at the left of te center have negative angles.

The old screenshot didn't use your bmp loading routine. The one attached does. Thank you for your help! :D

130
Other / Re: Concept art: Consolized TI83+
« on: June 19, 2013, 02:36:47 pm »
I guess maybe there could be options to configure the key mode. But of course, it is guaranteed that we can't satisfy every game's need, such as Fruit Ninja, for example (which uses the entire bottom half of the gamepad)
Touch screen :P, XD.

I was thinking more of a slide phone type thing for that. :P

131
Calculator C / Re: [Ndless] Tunnel
« on: June 19, 2013, 01:04:46 am »
Here you go: http://pastebin.com/dx8a30x6

Edit: Sorry for using your BMP loading code without permission. I was just testing things. :P

132
Calculator C / Re: [Ndless] Tunnel
« on: June 18, 2013, 04:25:27 pm »
And that doesn't work ? Weird .__.

Try replacing the cast with abs(), just to be sure.

Nope. Still doesn't work.

133
Calculator C / Re: [Ndless] Tunnel
« on: June 18, 2013, 04:12:41 pm »
Here are the values:
Code: [Select]
texture[((unsigned int)(distanceTable[x][y] + shiftX)  % texWidth)][((unsigned int)(angleTable[x][y] + shiftY) % texHeight)];

134
Calculator C / Re: [Ndless] Tunnel
« on: June 18, 2013, 03:26:29 pm »
x and y are just from a for loop:
Code: [Select]
for(x = 0; x < w; x++)
for(y = 0; y < h; y++){
    color=texture[blah][blah];
    buffer[x][y]=color;
}

135
Calculator C / Re: [Ndless] Tunnel
« on: June 18, 2013, 02:51:37 pm »
It has
Code: [Select]
(unsigned int)(distanceTable[x][y] + shiftX) already, but I made it
Code: [Select]
(unsigned int)((unsigned int)distanceTable[x][y] + shiftX) and there's no change. Any other ideas?

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