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Messages - Xeda112358

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1351
Math and Science / Re: Math! (and that is not a factorial)
« on: December 11, 2012, 05:38:03 pm »
No, I took out the /2. 2x/2=2x*2-1=2x-1

1352
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 11, 2012, 05:35:00 pm »
I mean that counting all of the frames of all of the tiles in the total tileset, it could be >256, but the initial frames would total to less than 256 (not just on the screen, I mean in all).

@HOMER-16: I read the tiles going down first, then across.

EDIT: I do this for a good reason, too ! I plan to use my own sprite drawing routine at some point, and it leaves the pointer to the screen data pointing to the next sprite down. This just makes tilemapping a bit faster :)

1353
Math and Science / Re: Math! (and that is not a factorial)
« on: December 11, 2012, 05:30:48 pm »
More randomness here :) Basically, I was trying to evaluate pi when I was in 8th grade, and I found some notes on it. After updating the syntax a little (I had not been exposed to limits at that point), I realised a neat little identity and I tried to prove it :) This reveals an interesting thing about the limit of sin(x) as x approaches zero at an exponential rate compared to the limit of 2^x as x approaches zero. Anyways, another neat fact that this revealed to me is that if you divide pi by the nested radical (see the attached image, at the bottom), it will converge to a power of 2. For example:

pi/sqrt(2) is about 2.22144   (21=2)
pi/sqrt(2-sqrt(2)) is about 4.104688612 (22=4)
pi/sqrt(2-sqrt(2+sqrt(2))) is about 8.051636 (23=8)
pi/sqrt(2-sqrt(2+sqrt(2+sqrt(2)))) is about 16.025731 (24=16)
pi/sqrt(2-sqrt(2+sqrt(2+sqrt(2+sqrt(2))))) is about 32.01285466 (25=32)

Anyways, take a look at the proof :) I devised it when I was trying to show that it did in fact converge :)

1354
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 11, 2012, 04:46:49 pm »
Yeah, I am assuming that we won't need any more than 256 base tiles, but the number of frames for the animation might exceed 256. Also, I really hope I find enough time to sit down and rework the map engine for 16x16 sprites.
EDIT: *16x16 masked sprites

1355
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 11, 2012, 03:57:31 pm »
Well, since we are using animated tiles, I won't be too surprised if we need >256 tiles o.o If we do, it won't be difficult to add in the ability to handle up to 65536 tiles without having to change the tilemaps at all :)

1356
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 11, 2012, 03:42:34 pm »
Pokemon style movement is pretty traditional for RPGs. It should work fine. :) Also, have we discussed having a seamless overworld (pokemon) or a map based one (Final Fantasy IV/VI)?

Also Xeda,How many frames are you going to allow per animated tile? I don't think we need but 2 or 3.
The way I have it planned, the only limit will be that you can have as many as 256 tiles. So if you made 64 tiles with three frames, then 16 other tiles with one frame, then 8 tiles with six frames, you would be fine. In fact, the method I have won't even require that you have tile data for 256 tiles. If several tiles use the same data, they can all point to the data :) This will be more useful for tiles that we want to look like one frame longer than another (basically, you have it evolve into a tile that looks the same).

1357
TI Z80 / Re: Slova -- A language-learning game
« on: December 11, 2012, 03:37:57 pm »
Wow, that font looks great o.o (the 16x16 chars). Thanks for the info!

1358
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 11, 2012, 06:20:08 am »
I think Edge-Of-Map detection won't actually be difficult and it would save on map data size. All I have to do is test if X>32767 (meaning it is negative) for the left edge, X+11>H for the right edge, and similar for the upper and lower edges. Either way, I have more shtuff >.>

I woke up at 1:00 or 2:00 (around there) and I couldn't sleep, so I instead came up with an altered idea for animated tiles. Basically, I will keep an LUT that keeps track of the evolution of the tiles, that way, when I load in a new tile, I can use the LUT to see where it has evolved to. Now we can have groups of tiles that will be in the same frame when they are newly loaded in :D However, I have a final exam soon, so I will not be focused on this, yet.

1359
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 10, 2012, 06:47:48 pm »
You get Pokémon style walking with the engine I made. By the way, here is the updated source (attached to the post). If you want to scroll in any direction, you just need to use sub() and it will update everything. I still need to add code to recognise the edge of the map, though. The code, currently:
Code: [Select]
:.MAPTEST
:0→Str2→X
:ClrDraw
:38510→Str3
:13→W
:16→H
:{-}8→Y
:For(8)
:sub(SMU
:End
:DiagnosticOff
:Repeat getKey(15)
:If getKey(3)
:sub(SMR
:End
:If getKey(2)
:sub(SML
:End
:If getKey(1)
:sub(SMD
:End
:If getKey(4)
:sub(SMU
:End
:End
:Return
:Lbl SMD
:For(I,0,7
:Vertical +
:X-1*H+Y+Str2→A
:For(B,0,11
:{A+H→A}
:{*2*2*2+Str1+I}→{{L6}+B}
:End
:DispGraph
:End
:Y--
:Return
:Lbl SMU
:Y++
:For(I,0,7
:Vertical -
:X-1*H+Y+8+Str2→A
:For(B,756,767
:{A+H→A}
:{*2*2*2+Str1+I}→{{L6}+B}
:End
:DispGraph
:End
:Return
:Lbl SMR
:sub(CLD
:X--
:For(8)
:Asm(116E962140930E40EBCB1EEB060CCB1E2310FB1C0D20F1
:DispGraph
:End
:Return
:Lbl SML
:sub(CLD
:X++
:For(8)
:Asm(11EE962140960E401DEBCB16EB060C2BCB1610FB0D20F1
:DispGraph
:End
:Return
:Lbl CLD
:X-1*H+Y+Str2→A
:Str3→B
:sub(CLD0
:X+12*H+Y+Str2→A
:sub(CLD0
:0→A
:Return
:Lbl CLD0
:For(8)
:B
:Asm(E5
:{A++}*2*2*2+Str1
:Asm(D1010800EDB0EB
:→B
:End
:Return
:[00000000000000003C4281818181423C3C7EFFFFFFFF7E3C]→Str1

1360
Humour and Jokes / Re: Funny #omnimaga quotes (NSFW)
« on: December 10, 2012, 05:26:11 pm »
In my head, I was thinking it was a game similar to, "Who's that Pokémon?"

EDIT:
Quote

*   Art_of_camelot  is zombie
tr1p1ea      hey theres this crazy place in Melbourned that is like 'lazer-tag' or whatever (you guys know what i mean right)
shaun         I love laser tag!
tr1p1ea      but they have actors that dress up as zombies and stuff
tr1p1ea      as if you're stuck in resident evil
Art_of_camelot   lol
Art_of_camelot   my buddy might like that
tr1p1ea      they look full-on like the movies and stuff
Art_of_camelot   He's a huge resident evil fag
Art_of_camelot   er *fan
tr1p1ea      lol
Art_of_camelot   D:
Just thought I'd share.

1361
News / Re: Ticalc.org launches POTY 2012
« on: December 10, 2012, 04:32:16 pm »
Portal didn't get featured until after the deadline, so it will be on next years :)

1362
I still remember your "real name" (or whatever it was) from ticalc.org :trollface:
Me? Hehehehe, me too :trollface:

I think, anyways >.>

1363
Funny, looking at the ticalc.org news it seems I'm the only one (except maybe Xeda) to whom they don't refer to by first name <_< That's nice of them.
Yep, I was referred to as 'Zeda "ThunderBolt" Elnara.' I'm still not sure why I use 'Elnara', but I do go by the name Zeda almost everywhere.

I'm also surprised about Google o.O I didn't think they would take issue with that D:

1364
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 10, 2012, 03:43:50 pm »
Actually, that would still be easy to do with my map, but I plan to try another method (one I've described before) once I get time. I have exams tomorrow and the next day XD

1365
News / Re: Ticalc.org launches POTY 2012
« on: December 10, 2012, 01:53:29 pm »
Yeah, I've narrowed down my choices to six .__.

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