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Topics - aeTIos
46
« on: June 09, 2011, 05:57:58 am »
EPIC LIE! Can I enter text in lower case on the TI-83 family, TI-84 Plus family, or TI-Nspire handheld in TI-84 Plus mode?
It is not possible to enter lower case letters directly on the TI-83 family, TI-84 Plus family, or TI-Nspire in TI-84 Plus mode. However, users with a TI-83 Plus family, TI-84 Plus family, or TI-Nspire in TI-84 Plus mode have an option available.
Upper and lower case letters may be entered by using the NoteFolio™ App for the TI-83 Plus and TI-84 Plus Family.
This App will work with the TI Keyboard, however, it is important to note that the TI Keyboard will not enter lower case letters on its own.
Please see the TI-83 family and TI-84 Plus family guidebooks for additional information.
Note: TI-Nspire in TI-84 Plus mode users may refer to the TI-84 Plus family guidebook.
I'm confused xD
47
« on: June 07, 2011, 07:38:10 am »
Some random thoughts: Adding Use a buffer for 'inbetween' calculations.
4.55 e3 3.26 e3 + ------ 7.71 Buf1 1 Buf2 7.81 Ans Thoughts/suggestions? (more soon)
48
« on: June 06, 2011, 03:03:31 am »
Hai, I got addicted to Worms: Reloaded and now I'm going to make worms for the 83+ family. In Axe. With AI. It'll be cool. Thoughts? 'Nuff said.
49
« on: May 27, 2011, 12:44:23 pm »
Okay, I have a netbook with an Intel 945gm videocard, and I have to edit the config file. I have to add this: '-dxlevel 90 +mat_forcehardwaresync 0 -autoconfig' but I have no clue how to add it. Could anyone help me?
aeTIos (If this is in the wrong board, plz move it)
50
« on: May 23, 2011, 01:24:38 pm »
Okay, since I wanted to do something special for my 1000th post, I decided to write a tutorial on doing platformers. What? Oh, you can't wait? Let's start, then!
The first thing we need, is a tilemap. In this tutorial, I'm using a simple, very awful, but useful tilemap.
Put this in prgmPLATFTLM:
.AXTILEMP .Map: [000000000000000000000000→Str1TM [000000000000000000000000 [000000000000000000000000 [000206050000000000000000 [000300040002060500020605 [000300020605000206000004 [000300030004000300000004 [010101010101010101010101 .Tiles:
[FFAAFF55FFAAFF55→Pic1TL [0F10204080808080 [8080808080808080 [0101010101010101 [F008040201010101 [FF00000000000000 [0000000000000000 .Now, we can draw the tilemap! Lbl DMP .Draw MaP For(A,0,7 For(B,0,11 If {Str1TL+(A*12)+B}→Θ Θ -1→Θ Pt-On(B*8,A*8,Pic1TL+(Θ*8) End End End Return
If you run this code, you’ll see a not-so-very-bad looking tilemap (uhh, actually nothing, there’s no DispGraph xD). Now comes the hard part: The collisions. There are 2 ways to do this: 1. Pixel-based collision 2. Tile-based collision
The tile-based collision is the hardest. That’s why I’m doing that first.
Put this code in prgmPLATFCOL:
.COLLISSN Lbl COL .COLlission .Inputs: arg1=X ,arg2=Y ,arg3=dX to check,arg4=dY to check (I’ll explain later) .Since we want it smooth-scrolling, we divide the X and Y value by 8 to get the corresponding tile {Str1TL+(((Y+r2)/8)*12)+((X+r1)/8)} Return
Okay, we can get the tile now, but there’s nothing to actually check something for! We need an character, and we need to let it move right and left (Jumping and falling come later). Put this in prgmPLATCHAR:
.CHARACTR [187E243C7E3C5A66]→Pic1CH Lbl MOV .MOVe If getKey(2) and (X≠0) X-1→X End If getKey(3) and(X≠88) X+1→X End Return Lbl DCH .Draw CHaracter Pt-Off(X,Y,Pic1CH) .You can also use Pt-Mask(), but come on, this is a tutorial! Return
Now, that’s done, and we want to actually see something, right? Put this in prgmPLATFRM:
.PLATFORM 0→X 55→Y Repeat getKey(15) ClrDraw Sub(MOV) Sub(DMP) Sub(DCH) DispGraph End Return prgmPLATFTLM prgmPLATCHAR
See how easy those sub-routines are?
51
« on: May 23, 2011, 01:00:31 pm »
A year ago, the volcano Eyjafjallajökull on Iceland erupted. Yesterday, the volcan Grimsvotn (GREEMSH-votn) erupted. YouTube vid of the eruption:
52
« on: May 19, 2011, 02:55:47 am »
My contest entry is Continuity. Initially, I wanted to create Mario's Cement Factory, but since I finished that in like 2 days, its a bit too tiny. Without further ado, you can play Continuity hereWhat do you think?
53
« on: May 16, 2011, 02:36:18 pm »
Hi,
I thought it would be nice to have all participators listed in one thread.
Contest #1: -aeTIos -Ashbad -Scout -Builderboy -squidgetx -leafiness0 -Deep Thought -Binder News -tloz128 -yunhua98 -ztrumpet (most likely) -Freyaday -Darl181 -shmibs Contest #2:
Contest #3: z80man
Mods, feel free to edit this post if you feel like adding members.
54
« on: April 28, 2011, 04:36:06 am »
Hello,
I am having problems with the mimas file converter. If I draw a file over it, it parses, but there is no file created :| Does anyone experience the same thing?
Thanx for help in advance,
aeTIos
55
« on: April 27, 2011, 04:09:20 am »
why is this code so freakin' sloooow? #include "ti83plus.inc" #include "DCS7.inc" ;my DCS lib for Mimas, including it works a little different but thats np; (DCS header here) Xpos .equ saferam1 ld A,1 out ($20),A B_CALL _runindicoff res doneprgm,(IY+kbdFlags) ld A,44 ld (Xpos),A Game_Loop: B_CALL _GrBufClr ld A,(Xpos) ld L,60 ld B,3 ld IX,Paddle CALL isprite CALL ifastcopy B_CALL _GetCSC push AF CP skright JP nz, cont ld A,(Xpos) CP 88 JP z,cont1 INC A LD (Xpos), A Cont: pop AF push AF CP skleft JP nz,cont1 ld A,(Xpos) CP 0 JP z,cont1 dec A ld (Xpos),A Cont1: pop AF CP skclear ret z jp Game_Loop Paddle: .db %01111110 .db %10000001 .db %01111110
my apologies if I am not accurate with placing capitals in bcalls and if I forget to place an underscore before things, that is cuz I use Mimas. I tested this and it ran a bit slow. What causes this?
56
« on: April 26, 2011, 09:32:02 am »
Ohai, I am learning asm at the moment and I hate that you cant use "call iputsprite" but have to use "call $4089" to call iputsprite (in mimas). So I printed the whole DCS include file and i am now typing it in in my calc. It is not finished yet, but I thought this would be useful already. All Ion and MirageOS routines are included, the DCS routines are not. I have also added some useful routines (2 at the moment: Set_15_mHz and Set_6_mHz). I hope this is useful for you! attached the appvar. You can include it via menu([graph])>1. Libraries ([1])> add ([Y=]) and then select DCS7INC. EDIT: I thought it was fair to mention that an DCS7 include file was included in the Mimas package too, I made this cuz I thought that it did not work, but it did
57
« on: April 23, 2011, 02:09:25 pm »
Hi, I need some sprites for FF: QfR (this is gonna be my official shortcut ) The Game is FF Adventure-like and I like the sprites of this game, so please keep it around those sprites (please) spritesheet of FF Adventure: Thanks in advance! --aeTIos
58
« on: April 23, 2011, 11:05:51 am »
Hello omnimagicanoes and trolls and other,
I was working on a secret project and I start working on the same 'unsecreted' project now.
Its called Final Fantasy : Quest for Rana.
Story and prologue:
-- Story --
You are Ryan, one of the Hikarii knights that defend the treasures of Rana. Those treasures give the power to the magical sceptre of the king of Eukaria, King Travan. Of course, there are people who want to rule over the kingdom and want the treasures of Rana...
-- Prologue --
It was a dark night in the kingdom of Eukaria. It was cloudy and you couldn't see the moon. In Rana, the Hikarii knights were guarding the entrance of the shrine where the treasures were kept.
Suddenly...
"AAAAAARC!" one of the guards cried, and he fell dead. The other guard looked around and saw his friend dead on the ground, with an arrow in his head. At that time, he realized that he was looking to the wrong side, and turned to the other side... and faced one of the knights of Lord Copar...
half an hour later. "ouch... I'm not going to survive this... I'm writing something here in the sand..."
The other day...
Ryan ran to the hill where the shrine with the treasures of Rana was. The guards were not returned, so there was something wrong. He came on the top of the hill and found his mates lying dead. Then he looked in the shrine...
and saw a message in the sand: "Wer kiled bj lord cpar kight. th stol th treasus o Ra/" (Yes, that is intended to have much spelling mistakes lol)
Okay, that was it. Any comments/suggestions?
59
« on: April 23, 2011, 10:37:52 am »
I have a question: I have this code for moving an 'I' around on the homescreen, but it doesnt work well. what is wrong with it?
...(insert header here) Xpos .equ AppBackUpScreen Ypos .equ Xpos+1 ld A,0 ld (Xpos),A ld (Ypos),A Loop: B_CALL _GetCSC cp 1 Call Z,Yinc cp 2 Call Z,Xdec cp 3 Call Z,Xinc cp 4 Call Z,Ydec cp 15 jp Z,Quit ld A,(Xpos) ld (CurCol),A ld A,(Ypos) ld (CurRow),A ld HL,Itx B_CALL _PutS jp Loop Xdec: ld A,(Xpos) cp 0 Call NZ,Adec ld (Xpos),A ret Xinc: ld A,(Xpos) cp 15 Call NZ,Ainc ld (Xpos),A ret Ydec: ld A,(Ypos) cp 0 Call NZ,Adec ld (Ypos),A ret Yinc: ld A,(Ypos) cp 7 Call NZ,Ainc ld (Ypos),A ret Adec: Dec A ret Ainc: Inc A ret Itx: ;"I text" .db "I",0 Quit: ret
I think that I am learning good atm, if you see those bigger codes that I write. But I think that you can optimize a bit too, can someone post optimized code with comments (please, the comments are very important for me)
thanks,
--aeTIos
60
« on: April 22, 2011, 09:40:38 am »
Hello, So I am working on a secret project (not really anymore, as I'm going to introduce it in the projects section) and I need an AI programmer. Can anyone join? It is an Action RPG, for those who were going to ask I hope that someone is joining soon or at least is posting some help here! --aeTIos (please note that this topic was also in the Axe Parser Project subforum, but that was the wrong place)
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