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Messages - Xeda112358

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2236
TI Z80 / Re: GraMusic (Grammer)
« on: February 24, 2012, 11:05:54 am »
Oh, just beeps, but I think I could get it to play notes pretty easily now. Before, I did it on a very old version of Grammer that had really crappy sound support. It might actually go well for back ground music in my checkers game since a lot of it is waiting for user input o.O

2237
Grammer / Re: Grammer 2-The APP
« on: February 24, 2012, 11:03:43 am »
O.O I don't know about that, but I hope some really cool stuff comes of this! I also plan to add grayscale fire *cough* and maybe if I rewrite the particle system, I can have multiple particle types and colors in a buffer I think it would be lovely and neat...

2238
TI Z80 / Re: GraMusic (Grammer)
« on: February 24, 2012, 10:47:46 am »
I'm sure somebody like Yeong could do it :D I have made sound at main menus before using a slower version of Grammer :]

2239
TI Z80 / Re: GraMusic (Grammer)
« on: February 24, 2012, 10:25:37 am »
Full background music would be pretty difficult as sound uses most of the CPU time. It would definitely work for simple games, but complicated games would be much slower :/ I hope somebody manages it, though! (As a note, the Grammer sound works about as fast as assembly) GraMusic sound does not work as fast as it could because it interprets the data instead of preparsing it :/

2240
Grammer / Re: Grammer 2-The APP
« on: February 24, 2012, 10:21:03 am »
Okay, here is an updated version, now fully ready for grayscale drawing! You can now add an argument to most drawing commands to draw to a specific buffer (it doesn't even need to be the gray buffer or black buffer). Some command to do this with:
Pt-On( to draw a tile
Pt-Off( to draw a sprite
Horizontal
Vertical
Pxl-On(
Pxl-Off(
Pxl-Change(
Pxl-Test(
Line(
Line('
ClrDraw
Circle(
I have written a few programs using these, but nothing too major yet. I can't wait to see what gets done with this o.o Also, you might be surprised to know that Circle( actually had another optional argument that looks like it is going to stay, so don't forget that argument when drawing circles to arbitrary buffers! (the argument lets you draw dotted circles and whatnot)

So I updated the readme, added another .txt document for grayscale info, and did some other miscellaneous house keeping. Enjoy!
EDIT: Added another screenie an example. For prgmGRVTYFUN, use the arrows to change the gravity, use + or - to add or delete objects, press clear to exit :)

2241
TI Z80 / Re: GraMusic (Grammer)
« on: February 24, 2012, 06:47:02 am »
:P Also, I was not sure if Grammer programs should be uploaded there or here :/

2242
TI Z80 / Re: GraMusic (Grammer)
« on: February 23, 2012, 09:39:54 pm »
O.O Usually it is difficult to do, but simple sound effects should not be hard :)

2243
ASM / Re: Faster LCD update?
« on: February 23, 2012, 07:46:33 am »
Wow, I just checked it out on youtube and I am going to check it out on MaxCoderz. That looks really neat O.O Also, that seems like a great example of where this kind of update would speed things up. Often there is a lot of black space that does not change. For the curious,

* Xeda112358 was really tempted to link to a Rick Roll, by the way

2244
TI Z80 / Re: The Reign of Legends 3 Port [Grammer]
« on: February 22, 2012, 10:22:15 pm »
I got excited, too :D I want to see if I can recreate any of those animations D:

2245
Grammer / Re: Grammer Examples
« on: February 22, 2012, 05:07:57 pm »
Nice :D Another trick is you can store the radius to R and use 96-R and 64-R. That way, you can add stuff to change the radius of the circle.

2246
Grammer / Re: Grammer Examples
« on: February 22, 2012, 04:13:27 pm »
Thanks :] My goal is to make it easier for folks to make use of great graphics :) Although, I still think that Grammer has a higher learning curve than BASIC :/

2247
Grammer / Re: Grammer Examples
« on: February 22, 2012, 03:58:43 pm »
Okay, here is an example using the latest Grammer features for grayscale-- a grayscale cursor!
Code: [Select]

π9872→P            ;This sets P equal to 9872h. This will be the location of the other buffer.
ClrDrawP           ;Clears the buffer at P
Disp ºP            ;Sets the buffer at P as the gray buffer
Lbl ".→Z           ;Locates label named "." and stores that to Z. Better to search once than every loop!
0→X→Y
Repeat getKey(15   ;repeats the loop until clear is pressed
Repeat 1           ;repeats until 1 is not zero (so it only cycles once). This is a great trick.
..                 ;This is a label. Sub routines use the End statement to end and so does Repeat >.>
Line(X,Y,6,6,2,P   ;Draws an inverted filled rectangle at X,Y of size 6x6 on the buffer P (the gray buffer)
Line(X,Y,6,6,2     ;This inverts the same region on the main buffer.
End                ;Ends the repeat loop/subroutine
DispGraph          ;Updates the LCD (in grayscale)
prgmZ              ;executes the sub routine pointed to by Z
getKey(56          ;tests the delete key
If +getKey(9       ;tests if Ans or getKey(9 is valid
Line(X,Y,6,6,1-getKey(56   ;draws a white rectangle if delete is pressed, black otherwise
X+getKey(3
-getKey(2→X
Y+getKey(1
-getKey(4→Y
End
Stop

CRSRGRAY is 143 bytes on calc >.>

2248
Axe / Re: How to use the link port
« on: February 22, 2012, 11:16:12 am »
I looked at the Axe stuff and in 1.1.1 it seems to only be able to return 255 if it detects that the receiver is ready (and the receiver sends 255). So I am curious, what calculators were you using?

2249
Axe / Re: How to use the link port
« on: February 22, 2012, 11:03:09 am »
Oh, okay, so you mean sometimes it is supposed to return -1, but instead it returns 255?

2250
Axe / Re: How to use the link port
« on: February 22, 2012, 10:46:56 am »
Doesn't Axe return -1 (65535) if it was unsuccessful? (not 255)

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