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Messages - Xeda112358
Pages: 1 ... 89 90 [91] 92 93 ... 317
1351
« on: December 11, 2012, 05:56:28 pm »
Hehe, thanks, I just fixed it EDIT: Oh, and I will at some point have to make a post about this and how it works:  I also extended it to other denominators recently, not just powers of two (though those are a bit easier). With other denominators, it has the interesting ability to compute all the smaller integers relatively prime to the numerator.
1352
« on: December 11, 2012, 05:38:03 pm »
No, I took out the /2. 2x/2=2x*2-1=2x-1
1353
« 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
1354
« 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 (2 1=2) pi/sqrt(2-sqrt(2)) is about 4.104688612 (2 2=4) pi/sqrt(2-sqrt(2+sqrt(2))) is about 8.051636 (2 3=8) pi/sqrt(2-sqrt(2+sqrt(2+sqrt(2)))) is about 16.025731 (2 4=16) pi/sqrt(2-sqrt(2+sqrt(2+sqrt(2+sqrt(2))))) is about 32.01285466 (2 5=32) Anyways, take a look at the proof  I devised it when I was trying to show that it did in fact converge
1355
« 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
1356
« 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
1357
« 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).
1358
« on: December 11, 2012, 03:37:57 pm »
Wow, that font looks great o.o (the 16x16 chars). Thanks for the info!
1359
« 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  However, I have a final exam soon, so I will not be focused on this, yet.
1360
« 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:
:.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
1361
« 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: * 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 
Just thought I'd share.
1362
« on: December 10, 2012, 04:32:16 pm »
Portal didn't get featured until after the deadline, so it will be on next years
1363
« on: December 10, 2012, 04:30:54 pm »
I still remember your "real name" (or whatever it was) from ticalc.org 
Me? Hehehehe, me too  I think, anyways >.>
1364
« on: December 10, 2012, 04:19:10 pm »
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
1365
« 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
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