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Messages - XVicarious

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451
Casio Calculators / Re: Video of the PRIZM in action
« on: January 16, 2011, 12:01:09 pm »
That made me want one. I need a job :(

452
TI Z80 / Re: tilem4iphone
« on: January 16, 2011, 11:51:09 am »
http://code.google.com/p/iphone-dev/wiki/Building

My GCC or was it G++ was too new, couldn't find an older version.

453
TI Z80 / Re: tilem4iphone
« on: January 16, 2011, 11:23:23 am »
Well normally its in Objective-C, but I think Apple now supports C, and C++. And then the toolchain works with C++ I believe.

I was thinking more like this (attachment)
Where the white would be the screen and the keypad scrolls to get all of the buttons

454
TI Z80 / Re: tilem4iphone
« on: January 16, 2011, 11:04:07 am »
No I do not have a mac, I'd need someone with a Mac due to problems I had trying set up the toolchain here on ubuntu. yeah it would be quite small.. I was thinking we use just the TI-84+ keypad for buttons, and the top part would be the screen. Maybe a keyboard and we can scroll down on the keypad maybe? Like scrolling a webpage?

455
TI Z80 / Re: tilem4iphone
« on: January 16, 2011, 10:34:50 am »
That would work to, I tilem just came to mind because that was what i was using last night when i was thinking of this.

456
TI Z80 / tilem4iphone
« on: January 16, 2011, 10:33:10 am »
I had an idea... Porting TILEm to iPhone. I don't know if anyone has tried this, I have looked far and wide and have come up with no results.  I feel that this would be one beast emulator for the iPhone, one that a lot of us here would love.  I realize the work it would take, but I cannot do this on my own. If anyone would like to help, please just say here, and when we have a sufficient amount of people we can start the planning and how we are going to execute this. So... Post away.

chances are this would go onto the Cydia store, or if anyone has a developers account with Apple and can seduce steve jobs to let us publish this in the app store that could work too.

Things suggested:
-use wabbitemu

457
Axe / Re: Little Bit of Help Please
« on: January 15, 2011, 04:30:56 pm »
Ahaha. Thanks Quigibo. I'm surprised I didn't see that lol.

458
Axe / Re: Little Bit of Help Please
« on: January 15, 2011, 03:52:16 pm »
Sure thing. Will edit in a moment. Just need to send over from calculator

Code: [Select]
.Enemy Declarations
For(X,0,2)
    rand^(88)->{X*2+L1}
    rand^(25)->{X*2+1+L1}
End

.Enemy Displays
For(Y,0,2)
    Pt-On({X*2+L1},{X*2+1+L1},PIC3)
End

459
Axe / Little Bit of Help Please
« on: January 15, 2011, 03:48:45 pm »
I'm not quite sure if this is the correct place (I'm assuming since it has to do with Axe)...

So I am writing a game and started using pointers to store variables for the enemies only (so far)... I do this and it seems as if all of the enemies (3 of them) are in the same exact place, and on the very edge of the screen (0,0).

Um. If you need more info like the display or the initial variable declaration just ask 

460
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: January 14, 2011, 08:37:29 pm »
Ahh :crazy:! I used the code for the Pt-On() and it displays one of those like messed up sprite things when you do something wrong lol. I had to modify the variables a tad, and made sure that i fixed all of them properly but still it happens!  :banghead:

And I'm about to create a topic for this, so I'll link that in an edit so we don't spam up this topic too much.

461
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: January 14, 2011, 07:56:16 pm »
Collision checking?  Do you mean making sure enemies never intersect?

If we keep the amount of enemies fairly low (under a hundred, probably), then you could just take a brute force method - randomly generate two numbers for X and Y coordinates, check those numbers against every other enemy's coordinates, then if the absolute difference is 7 or less, then either attempt select another random slot, or add/subtract the appropriate amount of numbers to get the enemies not to intersect.

Edit: You probably meant bullets - in that case, just use the same checks you did with variables, only because all of your data is in what is effectively a list, do the checks in a for loop.

So since my current check is
Code: [Select]
If ((A-4<=X)and(A+4>=X))and(B=Y) i can just replace the variables I use for the enemy, with the loop, correct?

462
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: January 14, 2011, 06:50:33 pm »
Yeah. I remember reading about pointers in C++, but never really had the chance to use them. And fyi I edited my previous post here.

463
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: January 14, 2011, 06:25:22 pm »
Thank you so much for that... Pointer lol.

edit: And with what you showed me... Collision checking? That would be quite hard like this, or no?

464
Humour and Jokes / Re: Ndless 3.0 made in advance
« on: January 14, 2011, 06:18:01 pm »
yeah its like education.ti.com or something

465
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: January 14, 2011, 06:08:11 pm »
Yeah I was planning that. The problem with more enemies is variables, or in Axe is there a way to have more than the what... 29 or so variables? Like A-Z and Theta?
And maybe after a certain amount of time the enemies shoot faster? Like as in more often?
And finally the screen... I'm not quite sure what the problem with that is. I'm thinking of removing it after I add a counter.

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