Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - aeTIos

Pages: 1 ... 200 201 [202] 203 204 ... 274
3016
Correlation / Re: Correlation Screenshots
« on: June 01, 2011, 09:44:43 am »
Uh, explain that. I count 4 breaks....

3017
TI Z80 / Re: Tag
« on: June 01, 2011, 09:40:37 am »
How. Do. You. Do. THAT EPIC SCREEN!?!?!?!?!

3018
TI Z80 / Re: A new game - input please!
« on: June 01, 2011, 09:33:42 am »
Oh no, please, PLEASE don't put code tags in spoilers. they are tiny in chrome. You can make screenshots using Wabbitemu. Its the best emulator around.

3019
Art / Re: Paint Splatters
« on: June 01, 2011, 09:17:41 am »
I dont really understand, you mean like the falling gel drops in Portal2?

EDIT: If so, here are some:
(If you like them, I could make some more and animated ones)
Also, the lower row is when they hit the ground.


3020
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: June 01, 2011, 04:52:51 am »
EPIC AWESOME!

3021
TI Z80 / Re: TI 3D modeller
« on: May 31, 2011, 09:46:07 am »
Hm, cool. Are you going to add oncalc drawing soon? And please post the source code as an 8xp.

3022
Axe / Re: Fast scroll to bottom of code editor
« on: May 31, 2011, 09:43:38 am »
Thats already a feature request. I hope it'll be added soon.

3023
Miscellaneous / Re: Zeda's Last Day Around
« on: May 31, 2011, 03:07:49 am »
Aww. I'll miss her.

3024
Axe / Re: 96*64 image
« on: May 30, 2011, 01:54:45 pm »
looks cool! well done!

3025
Axe / Re: 96*64 image
« on: May 30, 2011, 01:24:09 pm »
You have to have a 768-byte code in a var like "pic1" then do pic1 (or anything) -> dispgraph
Code: [Select]
[hex code here]->pic1
pic1->dispgraph
Hope this helps!

3026
TI Z80 / Re: Contest entry - Continuity
« on: May 30, 2011, 09:33:06 am »
Yeah, I noticed that.

3027
Miscellaneous / Re: What is your avatar?
« on: May 30, 2011, 08:40:56 am »
Portal logo.

3028
TI Z80 / Re: Contest entry - Continuity
« on: May 30, 2011, 04:54:04 am »
Afaik, yes. I tried it and it did cut bytes (4 times, made 12 bytes)
But I'll check it again, thx for pointing this out

[offtopic]
BTW, did you see that axe 0.5.3 is totally broken? Runer found it out, check the bug reports section

3029
Axe / Re: Axe Tilemapping 4*4
« on: May 30, 2011, 03:08:35 am »
No. You are doing wrong. If you arrange the bytes that way, the pointer (GDB1) is pointing to the last 2 bytes of the map.
///
Quick tutorial on tilemapping
///
A tilemap is exactly what the name says: a map full of tiles. In the classic z80 tilemap, you can have up to 255 tiles (There is always one white tile, that you don't need to draw)
Now, lets go to some code. (Scout, for 4*4 tiles, you need to adjust some values, I'll comment in which values)
Code: (Most basic tilemapper I can make up) [Select]
.TILEMAPR
.Tile data:
[FFFFFFFFFFFFFFFF->Pic1  ; Or any variable (StrX,PicX,GDBX)
[F0F0F0F0F0F0F0F0
.Those are 8x8, for 4x4 just add 4x4 tiles (Wow thats hard to understand :D)
.Tilemap data (4x4 tilemap)
[00000001->Pic1TL  ; Or any variable (StrX,PicX,GDBX)
[01010102              ; Each tile takes a byte. Make sure to get the right hex code!
[02010201
[00010002
.Draw the tilemap
For(A,0,3)    ; Change the 3 to the height of the map minus 1
For(B,0,3)    ; Change the 3 to the width of the map minus 1
If {Pic1TL+(A*4)+B}->C ; Change the 4 to the width of the map
-1->C
Pt-On(B*8,A*8,Pic1+(C*8));Change the 8 in the coordinates to the width and height of the tiles
End
End
End
I hope this is clear enough. Now you have a tilemap drawn on the buffer. Add a dispgraph and... voila, your tilemap is there!


3030
TI Z80 / Re: Axe Contest Entry: Doodle God
« on: May 30, 2011, 02:49:04 am »
If you need 16x16 for max size, go with AxePaint.

Pages: 1 ... 200 201 [202] 203 204 ... 274