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Messages - TsukasaZX

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31
Computer Projects and Ideas / Re: TIBiC/GO
« on: May 02, 2011, 09:54:36 pm »
Oh, don't worry.

Code: [Select]
if (error) { alert_user_popup("You made a mistake you moron!"); }j/k

I can throw in some level of error handling but I think most syntactical error handling will be left to the compiler/debugger.

32
Computer Projects and Ideas / Re: TIBiC/GO
« on: May 02, 2011, 09:51:21 pm »
*bump*

Gonna start listing (confirmed?) graphical functions for the sake of my own memory and to enlighten any curious folks. At this point, color related arguments are purely speculative. I'm not sure if I want to have a single hex argument or 3 RGB arguments, hence the color argument's lack of type.

Horizontal ( int y_pixel [, line_color] ) :: draws a horizontal line at the specified pixel on the y axis in the specified color (or black if unspecified)
Vertical ( int x_pixel [, line_color] )  :: draws a vertical line at the specified pixel on the x axis in the specified color (or black if unspecified)
Line (int x_start , int y_start , int x_end , int y_end [, line_color] ) :: draws a line from (x_start, y_start) to (x_end, y_end) in the specified color (or black if unspecified)

Tilemap ( int matrix[][] , int size , source [, TBD extra arguments?] ) :: essentially a clone of the xLIB tilemapping routine. Gonna have to fudge with passing arguments from a parent function to Allegro child functions or something to see how it will work. The 'size' argument is the size of each tile side so you could put 8 for an 8x8 or 100 for a 100x100 if you so desired it.

33
Never really was much a fan of Naruto, Bleach, or InuYasha. The Naruto and Bleach manga are all right but the anime are ... eh.

Star Driver's 2nd OP is awesome. NSFW, but awesome :)


Its 2nd ED is also awesome :D

34
Computer Projects and Ideas / Re: TIBiC/GO
« on: April 30, 2011, 12:18:52 pm »
I'd say it's going to be pretty much true-color but I think, for simplicity's sake, I'll also include a handful of "preset" color options (e.g. "red" for #ff0000) for those who are hex code illiterate or only want a few simple colors.

35
Computer Projects and Ideas / Re: TIBiC/GO
« on: April 29, 2011, 08:04:43 pm »
Well, I guess if Freyaday thinks it's "sweetness" I *have* to finish it now ;)

I'm thinking 192x128 pixels as the standard window size (2x a typical TI-8x+ screen resolution). What do y'all think?

36
Computer Projects and Ideas / Re: TIBiC/GO
« on: April 29, 2011, 05:14:07 pm »
Yeah, I'll be using Allegro for the graphical aspects. I could write the graphical routines from scratch but then this library would take >9000 years to finish :P
I'll definitely be getting this finished and I think I can finish it in one summer assuming I have very few interruptions.

Also, for those wondering, my primary inspiration for TIBiC/GO was porting epic TI-8x+ games to the PC and playing them without needing an emulator and perhaps even upgrading their graphics and giving them sound. I also had an idea for a Steam-like application that let you browse these games, download and play them, and even submit your own. I call it GECGEAR (Graphically Enhanced Calculator Game Emulating Application for Retrogaming).

37
Computer Projects and Ideas / TIBiC/GO
« on: April 29, 2011, 04:49:08 pm »
TI Basic in C with Gaming Orientation (TIBiC/GO)

TIBiC/GO is a C library that provides a TI-BASIC style "API" for game programmers. TIBiC/GO creates a setting that most TI-BASIC programmers will find quite familiar, and includes facsimiles of both TI-BASIC functions and powerful graphical functions found in xLIB and Celtic. However, it's not just straight up TI-BASIC-on-PC. TIBiC/GO adds a little extra "oomph" to the mix by allowing richly multi-color graphics, "permanent" data storage, the brilliance of sound, and much more.

There's actually a really good reason for this. As you know, working with TI-BASIC is a *great* way to get your feet wet in the programming pool. However, TI-BASIC is exactly that: basic. Real-world applicable programming languages are, quite honestly, nothing like TI-BASIC. They may share the same general procedural structure but TI-BASIC and languages like C or Java are worlds apart. Suffice it to say, it wouldn't be strange for somebody transitioning from calculator to computer programming to have a bit of a struggle adjusting. TIBiC/GO is designed to provide a sort of "training wheel" layer between TI-BASIC and ANSI C that gives programmers the comfort of TI-BASIC, a good taste of C, and the ability to go beyond TI-BASIC and into the world of true C programming whenever they want.

Originally just a concept, an idea, I'm actually going to be working on this alongside Yume (I'll be focusing on Yume more right now but during the summer I'll be splitting my focus 50-50 give or take). So far, I can confirm this for functionality:

 - Akin to TI-BASIC, you will have access to 26 numeric variables, 10 string variables, 10 lists, and 10 matrices with having to hassle with declaration and initialization.

 - Variables (or, more accurately, memory-allocated pointers) will be dynamically managed with simple function calls so the user never has to hassle with memory allocation. A simple function call frees all allocated memory at the end.

 - You are NOT limited to the presets and can easily add your own. You may, however, have to do any scope or memory management yourself the hard way.

 - Users have access to TIBiC/GO facsimiles of TI-BASIC functions like text(), Horizontal, Pxl-On(), Pxl-Off(), and Pxl-Change(); facsimiles of xLIB and Celtic functions like sprite drawing and tilemapping; and much more

 - Easily integrate color and even sound into programs to go above and beyond!

38
Other Calculators / Re: Psychedelic Tunnel
« on: April 24, 2011, 06:38:15 am »
Am I the only one who thinks this game and the flashing smiley are both health hazards to the epileptic? ???

39
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: April 22, 2011, 11:24:08 am »
@DJ I'll think about it. Depends on how lazy I am with sprites :P

Also, would anybody mind if I brought my TweetBot into #Omnimaga? All it does is post @NananiMugenTeam's twitter tweets in IRC. I figure since not everybody has twitter, I'm not always active on IRC, and I will be posting stuff to this twitter account that may or may not be interesting/important/whatever, it could have its uses  :-X

40
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: April 20, 2011, 09:56:43 am »
I like that idea. Duly noted :)

Well, let's just hope I get at least a bare minimum in the next 1.5 weeks. I'd love to have some GOOD music when I demo my game. :P

41
Humour and Jokes / Re: TI employees
« on: April 20, 2011, 02:45:59 am »
09. If you can make it look prettier, go for it. Don't even stop to think about whether or not it will slow down, hose up, or crash the calculator.
10. Nobody needs use of the full amount of RAM or the the whole processor. It's a calculator. It does calculations. That's it. Keep that stuff under lock and key.

42
Computer Projects and Ideas / Re: Yumé: The Eternal Dreams
« on: April 18, 2011, 06:41:24 pm »
Looks great!
I could probabily draw some blocks if you need me to, I actually have some free time and some experiance with making tiles.

If you could make me a 64x64 pixel water tile, I'd love you forever :)

Also, the glow itself wouldn't be animated so it'd just look gold/yellow-tinted. I'll go with that anyway though.

43
Humour and Jokes / Re: Vista shutdown fail
« on: April 18, 2011, 12:57:11 am »
I feel sorry for that computer O_o

44
Humour and Jokes / Re: Vista shutdown fail
« on: April 18, 2011, 12:47:18 am »
You call that a shutdown fail? My Vista laptop BSoD'd (Blue Screen of Death, for those unacquainted with its loveliness) when it was shutting down. Plus, the blue screen itself was garbled and illegible. :P

45
Other / Re: How to: Design a microprocessor
« on: April 18, 2011, 12:14:25 am »
If you're going to build a microprocessor of any kind, simple or complex, you do NOT want to be doing this on a gate/transistor level. The most appropriate course for creating such a circuit is describing it behaviorally in Verilog and then either running it through ModelSim or downloading it to an FPGA (Field Programmable Gate Array).

Also, the sheer number of wires in your schematic gives me a headache when I look at them. :P

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