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Messages - Xeda112358

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2041
Axe / Re: Use Getcalc() and hacked variables
« on: March 23, 2012, 09:08:54 am »
Yes, you will not be able to use the routine to create an app. You can create a Group, but it will be in RAM and will be volatile unless you really know what you are doing. Otherwise, the other variables should work. So, for example, you can create Strings that are after 9 and as well, pictures :)

2042
TI Z80 / Re: Chambers
« on: March 22, 2012, 02:16:54 pm »
:) I am not an experienced Axe coder, but I do have a bit of experience with game methods. I am wondering if there is any way that it could be sped up just by changing the method to another (as opposed to having Runer come in to mangle the code up a bit ^_^ ). So, I am wondering, how are you doing collision detection? A few weeks ago, I had an epiphany on how to do a really fast and simple collision detection. It is by no means obscure and is an idea that has been around, but because I figured it out myself, I like to promote it XD

(Pretty much, you draw to another buffer that I call the collision buffer. You draw any area that is occupied by another piece, so all you have to do is pixel test that buffer, once. That is super fast in Axe.)

2043
TI Z80 / Re: Chambers
« on: March 22, 2012, 07:41:53 am »
@aeTIos: Usually when I am doing gray, I set Wabbit at a lower shading to make sure the screenies don't get too massive.

@Phero: As ever, nice job :D

2044
TI Z80 / Re: The Reign of Legends 3 Port [Grammer]
« on: March 21, 2012, 09:31:21 pm »
Ah, sorry to hear D: Good luck on your school projects!

2045
Grammer / Re: Grammer 2-The APP
« on: March 21, 2012, 09:30:01 pm »
Yes, it is  :) I am waiting for the "Latest Grammer Updates" thread to be unlocked because an admin locked it >.>

Anyways, so →AB is useful when a function returns info in theta', too. For example, like above, multiplication returns the 16-bit overflow in theta', so if you want it all in one 32-bit number, just use two vars. Plus, now you can do something like A*B→aA.

Anyway, for now, here is the app :) (have fun!)

2046
Grammer / Re: Grammer Font Request
« on: March 21, 2012, 09:24:45 pm »
Yes, kind of :) Remember, the custom font has been available for a while, I just haven't had a full font x.x To access the variable font, do Output(1. I have the letters, numbers, and other miscellaneous parts done and built in to Grammer, so it is still mostly usable.

2047
OmnomIRC Development / Re: PM Updates
« on: March 21, 2012, 05:25:37 pm »
Ah, I see :) I am glad I got the idea out, though :D

2048
Grammer / Grammer Font Request
« on: March 21, 2012, 05:23:04 pm »
Hi folks, I have a problem... Currently, the variable sized Grammer font is incomplete (very much so) and I don't have the time or drive to finish it, so I am asking if folks could help me out.

What is needed:
-A font that is generally the same height for all characters (preferably >6 pixels tall) and with varying width.
-It should look good (not sure what I mean by that) and should have some variation in width (like a ! might be thinner than a W)
-It should map to the same chars as the TI-OS in the large font
-Any extra chars that are empty you can fill in with your own (I made little sprites for the 4x6 font)

To help you, I have made the attached on-calc tool (it has one slight update from the previous version of it).
Controls:

+ and - scroll through chars
arrows move the pen tool
6 makes the char wider
4 makes it thinner
2 makes it taller
8 makes it shorter
[Enter] will set a pixel
[Del] will delete a pixel
[2nd] will invert it
[Mode] will exit

Everything saves automatically when you press MODE or you cycle to another char!
When you have a font you like, upload the appvar here (and possibly a screenie) so we can check it out.

Thanks much!

2049
TI Z80 / Re: Chambers
« on: March 21, 2012, 11:04:38 am »
Wow, cool O.O That is rather amazing, actually.
* Xeda112358 is jealous of coding skills

2050
Grammer / Re: Grammer 2-The APP
« on: March 21, 2012, 10:43:50 am »
Hmm, I'm not sure, but it does definitely help text graphics. Pretty much, the Text( command has its own section/chapter thing in the tutorial because it has soooo many things that can be done and so many manipulations.

I am also working on a third font option that will use 4x6 font, but it will draw to pixel coordinates. That way, you can combine the variable size font with the fixed font to get better math looking results. I was also thinking of letting the Text( command with no arguments return the current cursor position. I was thinking also of adding the ability to do something like →AB where B would be loaded with the results of Ans and A would be loaded with Theta'. That way, you could do Text(→XY to get the X and Y coordinates in X and Y and also get overflows into other vars. For example, 348*567→AB would load the upper 16-bits of the multiplication to A and the lower 16-bits to B. Finally, I was thinking of adding a new syntax where instead of using A', you can use lowercase A, as well to mean the same thing. That might also cause less clutter in the program editor, too, if you can do →a instead of →A'.

Also, I plan to add all this today.

EDIT: Displaying the small fixed size font at pixel coordinates is now able to be done. This outputs with OR logic as a warning. You will need to do Output(2 to access this method.
EDIT2: Text( without arguments now returns the coordinates as Ans=Y, Theta'=X
Also, you can now do things like →AB :D
EDIT3:→a is now a valid way to do →A' (Still not able to use lowercase anywhere else in place of primes)
EDIT4:Now you can do math with the lowercase letters instead of primes and use them as arguments :)

2051
Grammer / Re: Grammer 2-The APP
« on: March 21, 2012, 10:17:26 am »
With very little time to code for Grammer (school and TI-Concours) I don't have much of an update to offer. However, I do these two features for the Text( command that I thought might be useful:

Setting the coordinates:
Text(Y,X with no extra argument will set the coordinate position
Relative coordinates:
Text(+Y,+X,... Grammer now preloads the last text coordinates in Ans before reading the argument. That way, if you want to do something like superscript or subscript, you can do +2 or -2 or something for the Y coordinate. Then directly after, you can set the coordinates again. So as an example:
Code: [Select]
ClrDraw            ;Clears graph screen and sets text coordinates to zero
Text(2,,"ax        ;Displays text at Y=2, leave X unchanged
Text(-2,,"2        ;Draws the 2 as a superscript (though really, you could use 0 instead of -2 in this case)
Text(+2,,"bx+c     ;Draws the rest back down 2 pixels
As a note, that is minus 2, not negative 2. Also, you see the trick that is new for Text( where you have no argument between the commas. That is essentially "+0" and was not a trick previously available.

Anyways, I am wondering if this is okay for folks?

EDIT: Also, read two posts below before downloading this. I plan to have another release later today with a lot more features than this.

2052
Art / Re: Need some level pictures
« on: March 21, 2012, 09:45:32 am »
Ah, I see. Did you use turiq's map for the example you showed there of the bug?

2053
Art / Re: Need some level pictures
« on: March 21, 2012, 09:38:14 am »
Thanks :) And that is fine, I was just wondering if it was possible :) Also, when i made the secret tunnel, I was thinking of games like Mario or Metroid where you can go through certain walls and you cannot see the player all the time. Pretty much, the way you can do it:

Draw the player and then draw any ON pixels on the map over it. If the pixels on the map are off, just don't change it :) Then when you move, you will need to restore it. I don't know if that will slow things down, though :/

2054
Art / Re: Need some level pictures
« on: March 21, 2012, 07:31:00 am »
Ah, I'll give it a go later :D Also, it stores each pixel the same way the TI calculators do where 1 byte is 8 pixels. It is more precisely .125 bytes per pixel :) I am glad this method is working so well for you, too :D Would you be able to show us a level in action by any chance?

EDIT: Time for class, but it is looking okay already :)
EDIT2: Apparently, I cannot go to class today D:

EDIT3: I could not stay focused long enough to finish !_! Still, this should give people an idea of how secret passages and whatnot could work :) Just make sure that you are drawing the player, then the region on top of the sprite in case of secret tunnels :D

2055
TI Z80 / Re: Chambers
« on: March 21, 2012, 06:12:16 am »
Cool, nice job o.o And nice Sierpinski's Triangle effect :D

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