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Messages - Streetwalrus

Pages: 1 ... 268 269 [270] 271 272 ... 283
4036
TI Z80 / Re: Streetwalker's RPG engine
« on: March 25, 2013, 08:15:50 am »
It runs at 6 mhz. I'd like to keep compatibility with the 83+BE. It's actually slowed down unless you run, which just removes the delay. Full speed gives insane scrolling speed. :P
To do :
-Chunk handling
-Scripting engine
-NPC handling on the map (rendering + collision)
-Battle engine (I have some pretty neat ideas including a research system for spells instead of learning on level-up)

4037
Axe / Re: Re: Re: Ti Basic to Axe
« on: March 25, 2013, 02:37:20 am »
I recommend writing down what you're storing and where.
Really ? I never write anything down when coding, could it be Axe, ASM, TI BASIC or computer. :P

4038
TI-Nspire / Re: z80 emulator for Nspire
« on: March 24, 2013, 04:28:26 pm »
Hosting the roms directly like that is illegal, so ...
But yeah, ways to get ROMS are to find them through the mysterious ways of the Internet ... (:P)  or to dump it from your calc.
Or to make one with Wabbit, even though it's inferior quality.

Not a 8xu file but an actual ROM dump or a Wabbit made ROM. It's actually the entire flash.

4039
ASM / Re: Sending Commands Over Link Cable
« on: March 24, 2013, 03:43:37 pm »
Calcsys can do that through the link console. You should take a look at the source to see if you can find something about it. ;)

4040
TI Z80 / Streetwalker's RPG engine
« on: March 24, 2013, 03:16:31 pm »
Hi !
I've been working on a smooth scrolling grayscale tile mapper for an RPG.
Don't ask info about the game, I'm still trying to find a good storyline.

Features :
-8*8 3 level grayscale tiles
-Pokémon style scrolling
-Hayleia's interrupt gray method for really smooth gray
-Couple ASM routines for fast horizontal scrolling
-The code is as optimized as I can alone. It's very fast and fits in 2.4k (speed optimized).
-8 frames walking animation + 4 directions for the character implemented but not visible since I put the same sprite 32 times.

To try it, send both progs to your calc, run MAP to create the data appvars then ATILE.
The source is in the SRC dir (the assembly routines are in THEGAME.z80 and compiled as an Axiom). Never mind the empty makefile. :P I was about to set it up but I didn't.

The gray actually looks better on calc. ;) You may want to calibrate it : change the value of Z under Lbl INTI).
Hold Alpha to run.

4041
Gaming Discussion / Re: Re: Half Life 2 + Portal = HL2 Episode 3 ?
« on: March 24, 2013, 11:49:33 am »
Actually, HL 1 is set in 200x and HL 2 20 years later while Portal 1 is set in 2010 and Portal 2 100 years later, which indicates that HL 2 E3 will not be be a Portal prequel nor a convergence point with Chell since she's "sleeping" at this point.
Which makes me wonder then : why isn't there any alien invasion consequences in portal ?

4042
Axe / Re: Drawing from 2-byte positions
« on: March 24, 2013, 08:33:06 am »
To post source code, you can use SourceCoder or TokenIDE, which are on-computer TI-Basic/Axe editors (they're respectively web and app based).
And for your problem, you can simply check whether or not the sprite is on screen, and then draw it at the proper position if it is. ;) That's what Runer meant by "initial major clipping" I think.

4043
Axe / Re: Ti Basic to Axe
« on: March 23, 2013, 08:00:33 pm »
Welcome to omni ! ;) Have some peanuts, straight from the factory. :P
!peanuts
To answer your question, there's no list in axe. You just handle data directly with pointers and stuff. You should look at some tutorials (there are a few here).

4044
ASM / Re: [z80] Writing to flash
« on: March 23, 2013, 08:33:24 am »
I think there's some boot code stuff but IDK how to use it. :s

4045
Axe / Re: [semi-tuto] "beautiful" grayscale without interrupts
« on: March 22, 2013, 03:46:45 pm »
Even in turn based games, AI would break it all, leaving you with a gray blank for a little while.

4046
I'm scrolling a bit faster than the interrupt. Syncing it doesn't fix it so I think it's the calibration because 3 level looks perfect at the same speed.

4047
Other Calculators / Re: NSpire, or Prizm?
« on: March 22, 2013, 03:42:39 pm »
But WHY do they use military level security keys on a calc ? That's just stupid.
Could reverse engineering the boot2 allow us to find the key ?

4048
You could call a piece of code each time the screen is drawn, but you have to keep your code short to avoid interrupting on itself.
Actually you can encapsulate your interrupt with FnOff and FnOn to avoid that. Then put what you want in. The main reason why an interrupt should be short is speed. The longer it is, the more lag you create in your main prog.

Also I've compared 3 vs 4 levels and 3 looks clean when scrolling while 4 looks really blurry. Maybe it's because I can't calibrate it correctly. ???

4049
Other Calculators / Re: NSpire, or Prizm?
« on: March 22, 2013, 02:12:43 pm »
I think so.
Also to factor them, we could set something up like a "lend computing power" network so that everyone can contribute. Such a massive parallell brute forcing would be pretty fast.
Is the RSA 128 bits ? Or more ? :P
Edit : Holy crap it's 1024 bits ! *.*

4050
Axe / Re: [semi-tuto] "beautiful" grayscale without interrupts
« on: March 22, 2013, 02:00:38 pm »
recently
I don't think october is recent. :P
Also to make the screen gray you should use ClrDraw:Fill(L3,768,255) which is much faster since you don't do any calculation. ;) And it's much easier to read.
This could work for RPGs too but it will force you to have slow scrolling since you're using the same loop for both. Even if this method is nice in some cases (like a pic viewer or a chess game as you pointed out) since it's a bit easier to set up, interrupts are the way to go when possible since it can actually make stuff more optimized sometimes.

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