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Messages - Xeda112358

Pages: 1 ... 119 120 [121] 122 123 ... 317
1801
Yeah, it is all 16-bits. And really, you are doing a great job o.o

EDIT: Also, since I uprated one of yesterdays posts that got lost, I uprated your last post :)

1802
TI Z80 / Re: Dev Team for Zelda
« on: April 25, 2012, 11:37:45 am »
For Zelda AI, it is rather simple.
Player 1 has coordinates (x,y)
Enemy has coordinates (r,s)
Make (r,s) try to occupy the same space as (x,y). In pseudocode:

Code: [Select]
If X>R
R+1→R
If X<R
R-1→R

If Y>S
S+1→S
If Y<S
S-1→S
I've made games using a similar algorithm. (In TI-BASIC, I used lists to have multiple enemies chasing you).

1803
Ah, my post was deleted :'[ It is great right now o.o (so much information and examples! :D )
There were some corrections, though. First, this table is more complete:

00=Real
log(

01=List
A

02=Matrix
B


03=EQU
C

04=String
D

05=Program
E

06=ProtProg
[
F

07=Picture
]
G

08=GDB
{
H

09=Unknown
}
I

10=Unknown Equ
J


11=New EQU
K


12=Complex
-1
L

13=Complex List
2
M

14=Undefined
N


15=Window
3
O

16=ZSto
(
P

17=Table Range
)
Q

18=LCD
2
R

19=BackUp
3
S

20=App
4
T


21=Appvar
5
U

22=TempProg
6
V

23=Group
7
W



Then, for If, you need the condition on the first line, the statement on the other:
Code: [Select]
(il ne marche pas!)
:If A=3 ou C=2:C+1→C:Horizontal C:"BONJOUR"→A
Code: [Select]
:If A=3: ou C=2
C+1→C:Horizontal C:"BONJOUR"→A

Also, not(6 = not(110b = 001b = 1 =not(0000000000000110b = 1111111111111001b =65529. En effet, 65535-6. Plus general, not(A = 65535-A.


Quote
Cette notation peut s'optimiser en getkey(9 sur les TI 84 Plus qui possèdent la fonction getkey(
Ce n'est pas vrai. getKey( est les deux tokens getKey et (. Il marche pour tout des OS.

Thank you for the tutorial so far!

1804
TI Z80 / Re: Dev Team for Zelda
« on: April 24, 2012, 11:02:16 pm »
It seems like the best approach will depend on how many objects are around. For collision detection of static objects, my method will be faster, but for moving enemies, probably shmibs'.

1805
ASM / MenuHook Findings
« on: April 24, 2012, 10:37:21 pm »
I was playing with an idea that I found on TIBD. I thought that it would be really cool if we could open the string menu or Pic menu and have access to all 256 tokens. Sorry if I got your hopes up, because that has failed (so far). To get it to work, I might have to do a hackjob, but I did uncover a random tidbit of info.

When the OS calls your hook, if it is sending A=1, then you will want to exit with the z flag set. I do this with xor a \ ret. What I found was that we can change the token to be displayed from here without having to write a whole table. How do we do this? DE contains a extended keycode that maps to a token. All you have to do is change this value and the token that will be displayed gets changed. What I did, since my tokens were based on the menu item number and the token was arbitrary:
Code: [Select]
;E contains the Pic number
     ld d,60h            ;Start of a Pic token
     bcall(_TokToKey)    ;4A0Bh   Stores the extended key code to 8446h, A has the rest
     ld de,(8446h)       ;E know has the extended value
     ld d,a              ;DE now has the whole keycode
     xor a
     ret
I don't know where else this might prove useful, but have fun :)

1806
TI Z80 / Re: Dev Team for Zelda
« on: April 24, 2012, 10:24:17 pm »
For pixel-by-pixel collision detection, a gave a few mini tutorials not too long ago that show how to make really detailed hitboxes and whatnot and it is fast. The only issue is that it can eat up RAM, fast :/ Pretty much what you do is draw all the collision areas on another buffer and pixel test that buffer for collision. Then, on another buffer, you draw any damage areas (areas that you get hurt). This could include moving enemies and whatnot. When you pixel test, if there are any pixels in the damaging buffer that overlap (can be tested with XOR), then you get hurt. So at this point, you will need at least four, 768 byte buffers. 1 for the collision layer, 1 for the damage layer, and 2 for the cover layer (since you are doing grayscale).

This means that you need another tileset for collision and damage masks and that you will need to draw 4 sprites per enemy, but that is still a fast process. What size sprites are you using? I have a pixel-test routine that pixel tests a region of a buffer.

1807
TI 68K / Re: DOA
« on: April 22, 2012, 02:55:38 pm »
Wow, and that time feature is a really nice addition!

1808
Grammer / Re: Grammer 2-The APP
« on: April 22, 2012, 02:12:59 pm »
okay, I fixed it :) Also, I am not sure if I uploaded since I fixed the Tangent( command to work on arbitrary buffers, so that is also included. I'm not sure what else I have added or fixed D:


EDIT: Also, I plan to finish up the interrupts thing, soon, and if it works the way I want it to, it will be extremely powerful. It will let you run multiple "interrupts" at custom frequencies.

EDIT2: in otherwords, if you want to download this one, go ahead, but it might be outdated in the near future XD

EDIT3 I now have it working, but I won't do multiple interrupts. The new version is uploaded.

1809
Grammer / Re: Grammer 2-The APP
« on: April 22, 2012, 12:23:35 pm »
Hmm, that is an odd bug, I wonder how to fix it... I will see what I can do. Also, I am using the latest version of Grammer on OS 1.19 and it works fine :/

EDIT: It works on 1.10 as well

EDIT2: I noticed that when I ran it, the RAM cleared message was not deleted from the screen on OS 1.03, so when I exited, it still showed that. However, it was not RAM cleared.

EDIT3: And yes, it can run programs from archive :)

1810
TI Z80 / Re: [TI-Concours] Mister Oops!!
« on: April 22, 2012, 12:16:51 pm »
Wow, amazing o.o When I first saw it, I was worried that it was like my game idea, but it is nothing the same XD This will be tough!

1811
General Calculator Help / Re: Dancing Graph
« on: April 22, 2012, 11:12:51 am »
Ah, I don't know much about the NSpire as I don't have one yet, but I know a bunch of people here will be able to help out XD Also, the topic might get moved by a mod at some point.

1812
General Calculator Help / Re: Dancing Graph
« on: April 22, 2012, 11:09:14 am »
I am assuming you want this done on a calculator? What model? (We work with all sorts of calcs, here o.o)

1813
Miscellaneous / Re: nSpire PTT help!
« on: April 22, 2012, 10:12:07 am »
Somehow, my calc got stuck in PTT mode. (nspire cx) and I don't know how to get out of it.
Somebody help me D:
It seems someone helped you >.>

1814
Okay, cool! Je sais que votre tuto sera dix fois mieux XD

1815
Grammer / Re: Grammer 2-The APP
« on: April 21, 2012, 04:26:33 pm »
Okay, I can try to answer these :)
I have bad understood about what interrupts are (En Français, "interrupteurs" ??), it allows the prog to execute 2 code parts at the same time ?
Interrupts do not work well in Grammer, but for some short pieces of code they will work. They let you run a subroutine automatically several times per second. This feature is not finished and will change in the future. (In fact, I am going to try to change it today to make programs run a tiny bit faster and have extremely good control of the interrupts).

And I don't understand too what you mean by "*By adding 8 to the Method, the data will be read as hexadecimal". Is there another mean to code sprites than hexadecimal ?
There are two ways to store sprite data. One is by making pure data, and the other is by using hexadecimal. Using hexadecimal is easier, but the data is twice as big. Thank of it like taking a hexcode and using AsmComp(. Also, using hexadecimal code requires Grammer to convert the data before drawing it.

I have made a few sprite editors to help making sprite data easier.

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