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Messages - ben_g
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376
« on: May 10, 2013, 12:16:17 pm »
I'm using windows 7. This is a screenshot of how it shows up to me:
377
« on: May 10, 2013, 12:09:12 pm »
... Input: An 8x8 Axe sprite Output: The sprite drawn using 4x4 characters. Example:
[julien@haruhi ~]$ php axesprite.php [AA55AA55aa55aa55] ▚▚▚▚ ▚▚▚▚ ▚▚▚▚ ▚▚▚▚ Why it's interesting: It uses bitwise operations! Also 4 pixels in a single character.
EDIT: Ignore the & at line 2 it's supposed to be a &.
The 'sprite' doesn't look like a sprite to me. It just looks like 16 squares, in a square.
378
« on: May 10, 2013, 12:01:05 pm »
I'm sorry, but the lay-out of your post makes it quite hard to read, so it's possible that I misunderstood some parts.
It would make it easyer for you to find a team if you give some essential information. Try to answer the following questions: - What is the platform? Action/adventure rpg is a genre, not a platform. If it's for PC, then the platform is most lickely windows, linux or mac. - What programming languare are you using? - Fantasy isn't very concrete. What will be the theme of your game? Do you already have a storyline? What kind of characters/NPC's/monsters will there be? - What style of graphics will it be? Do you want realistic graphics? Or do you want cartoonish graphics? Or something else? - How far are you currently? Did you already start coding? Or are you still planning? - What will the gameplay be like? What will a player do in your game? Will it be based mostly on training, or on finishing quests, or on gathering resources...?
If the game is written in a programming language that I know, I might join as a coder.
379
« on: May 10, 2013, 06:57:59 am »
There are a lot of blender tutorials on the internet. Blendercookie is a site where you can find some good video tutorials, but you can also find other ones by googling. And if you want someone to help you, it always helps to give some details like langage, platform and storyline.
380
« on: May 07, 2013, 01:34:18 pm »
You could also use USB8X to put the USB port on 'power only' mode, which will make the USB port output 5V.
381
« on: May 03, 2013, 06:42:28 pm »
This sounds even better than before!
I like seed 1234567890. After a while, it gets really good.
When the project is finished, could you release some information abouth how to do this? It sounds very interesting to do.
382
« on: May 03, 2013, 04:18:36 pm »
Whoa, it actually sounds quite good for being 100% generated!
EDIT: Maybe it would sound a bit better if you would add some repeating patterns.
383
« on: May 01, 2013, 01:13:04 pm »
If you know how to handle one object, it is easy to handle several, using a For loop. For example, to move one pixel from left to right, you do that: :0->A :While 1 : Pxl-On(A,0) : DispGraph :End (yeah, infinite loop, I don't care) ...
I'd go for this: :0->A :While 1 : Pxl-On(A,0) : A+1->A: DispGraph :End And if you use repeat getKey(15) instaed of While 1, you can quit the loop by pressing clear. But Hayleia has already said the most basic thing: If you know how to do one thing, you can easily do it multiple times by putting it in a for loop.
384
« on: April 26, 2013, 04:28:39 pm »
385
« on: April 26, 2013, 12:56:40 pm »
No offence to anyone who believes that, but they shouldn't call that science.
386
« on: April 25, 2013, 07:34:35 am »
well if it isn't in the city i can bring my tent and find a piece of grass to putt it on.
Just putting a tent on a random place of grass is illegal in Belgium (And probably in the rest of the EU as well), but in gardens, it is allowed, so if anyone has a big enough garden, tents may be a solution.
387
« on: April 22, 2013, 02:29:49 pm »
If it's in The Netherlands or just over the border in Germany or Belgium, yes. France or further: nope :\
The border between The Netherlands and Belgium sounds reasonable to me. Then I might go if it's close to my home town and I can think of an excuse.
388
« on: April 21, 2013, 04:36:37 pm »
Ok then. Here's the source code:
;#SECTION "MAIN", CODE .nolist #include "ti83plus.inc" .list sub_Axiom2 equ 3F61h AX equ OP1 AY equ AX + 1 AZ equ AY + 1 BX equ AZ + 1 BY equ BX + 1 BZ equ BY + 1 CX equ BZ + 1 CY equ CX + 1 CZ equ CY + 1 dw 0C0DEh ; CalcRotMatrix ; Calculates the rotation ; matrix relative to 3 angles dw CalcRotMatrixEnd + 34 db 00111111b db 0BBh, 0Ah ; randInt( db 1 db 3 ; HL = Z angle ; Stack : Y angle, X angle ,ret rorg 0 ld c, l pop hl pop de ld a, e pop de ld b, e push hl ; jh_CalcRotationMatrix: di ld d, c ld c, b ld b, a ; b, c, d ; ax = (sin(- b + c + d) + sin(b - ; c + d) + sin(b + c - d) + sin(- b ; - c - d) + 2*(cos(c - d) + ; cos(c + d)))/4 ld a, c sub d db 7Fh rorg $ - 1 call _GetCos exx ld l, a rla sbc a, a ld h, a ; cos(c - d) exx ld a, c add a, d db 7Fh rorg $ - 1 call _GetCos exx ld c, a rla sbc a, a ld b, a ; cos(c + d) add hl, bc add hl, hl exx ld a, c sub b add a, d db 7Fh rorg $ - 1 call _GetSin exx ld c, a rla sbc a, a ld b, a ; sin(- b + c + d) add hl, bc exx ld a, b sub c add a, d db 7Fh rorg $ - 1 call _GetSin exx ld c, a rla sbc a, a ld b, a ; sin(b - c + d) add hl, bc exx ld a, b add a, c sub d db 7Fh rorg $ - 1 call _GetSin exx ld c, a rla sbc a, a ld b, a ; sin(b + c - d) add hl, bc exx xor a sub b sub c sub d db 7Fh rorg $ - 1 call _GetSin exx ld c, a rla sbc a, a ld b, a ; sin(- b - c - d) add hl, bc ld a, l rr h rra rr h rra ld (AX), a ; ay = (sin(- b + d) + sin(b + ; d))/2 exx ld a, d sub b db 7Fh rorg $ - 1 call _GetSin exx ld l, a rla sbc a, a ld h, a ; sin(- b + d) exx ld a, b add a, d db 7Fh rorg $ - 1 call _GetSin exx ld c, a rla sbc a, a ld b, a ; sin(b + d) add hl, bc ld a, l rr h rra ld (AY), a ; az = (cos(b - c - d) + cos(b - ; c + d + $80) + cos(b + c - d) + ; cos(b + c + d + $80) + ; 2*(sin(- c + d) + sin(- c - ; d)))/4 exx ld a, d sub c db 7Fh rorg $ - 1 call _GetSin exx ld l, a rla sbc a, a ld h, a ; sin(- c + d) exx xor a sub c sub d db 7Fh rorg $ - 1 call _GetSin exx ld c, a rla sbc a, a ld b, a ; sin(- c - d) add hl, bc add hl, hl exx ld a, b sub c sub d db 7Fh rorg $ - 1 call _GetCos exx ld c, a rla sbc a, a ld b, a ; (cos(b - c - d) add hl, bc exx ld a, 80h add a, b sub c add a, d db 7Fh rorg $ - 1 call _GetCos exx ld c, a rla sbc a, a ld b, a ; cos(b - c + d + $80) add hl, bc exx ld a, b add a, c sub d db 7Fh rorg $ - 1 call _GetCos exx ld c, a rla sbc a, a ld b, a ; cos(b + c - d) add hl, bc exx ld a, 80h add a, b add a, c add a, d db 7Fh rorg $ - 1 call _GetCos exx ld c, a rla sbc a, a ld b, a ; cos(b + c + d + $80) add hl, bc ld a, l rr h rra rr h rra ld (AZ), a ; bx = (cos(b - c - d) + cos(b - ; c + d) + cos(b + c - d + $80) + ; cos(b + c + d + $80) + ; 2*(sin(c - d) + sin(- c - ; d)))/4 exx ld a, c sub d db 7Fh rorg $ - 1 call _GetSin exx ld l, a rla sbc a, a ld h, a ; sin(c - d) exx xor a sub c sub d db 7Fh rorg $ - 1 call _GetSin exx ld c, a rla sbc a, a ld b, a ; sin(- c - d) add hl, bc add hl, hl exx ld a, b sub c sub d db 7Fh rorg $ - 1 call _GetCos exx ld c, a rla sbc a, a ld b, a ; cos(b - c - d) add hl, bc exx ld a, b sub c add a, d db 7Fh rorg $ - 1 call _GetCos exx ld c, a rla sbc a, a ld b, a ; cos(b - c + d) add hl, bc exx ld a, 80h add a, b add a, c sub d db 7Fh rorg $ - 1 call _GetCos exx ld c, a rla sbc a, a ld b, a ; cos(b + c - d + $80) add hl, bc exx ld a, 80h add a, b add a, c add a, d db 7Fh rorg $ - 1 call _GetCos exx ld c, a rla sbc a, a ld b, a ; cos(b + c + d + $80) add hl, bc ld a, l rr h rra rr h rra ld (BX), a ; by = (cos(b - d) + cos(b + ; d))/2 exx ld a, b sub d db 7Fh rorg $ - 1 call _GetCos exx ld l, a rla sbc a, a ld h, a ; cos(b - d) exx ld a, b add a, d db 7Fh rorg $ - 1 call _GetCos exx ld c, a rla sbc a, a ld b, a ; cos(b + d) add hl, bc ld a, l rr h rra ld (BY), a ; bz = (sin(b - c - d) + sin(b - c ; + d) + sin(b + c - d) + sin(b + c ; + d) + 2*(cos(c - d) + cos(c ; + d + $80)))/4 exx ld a, c sub d db 7Fh rorg $ - 1 call _GetCos exx ld l, a rla sbc a, a ld h, a ; cos(c - d) exx ld a, 80h add a, c add a, d db 7Fh rorg $ - 1 call _GetCos exx ld c, a rla sbc a, a ld b, a ; cos(c + d + $80) add hl, bc add hl, hl exx ld a, b sub c sub d db 7Fh rorg $ - 1 call _GetSin exx ld c, a rla sbc a, a ld b, a ; sin(b - c - d) add hl, bc exx ld a, b sub c add a, d db 7Fh rorg $ - 1 call _GetSin exx ld c, a rla sbc a, a ld b, a ; sin(b - c + d) add hl, bc exx ld a, b add a, c sub d db 7Fh rorg $ - 1 call _GetSin exx ld c, a rla sbc a, a ld b, a ; sin(b + c - d) add hl, bc exx ld a, b add a, c add a, d db 7Fh rorg $ - 1 call _GetSin exx ld c, a rla sbc a, a ld b, a ; sin(b + c + d) add hl, bc ld a, l rr h rra rr h rra ld (BZ), a ; cx = (sin(- b + c) + sin(b + ; c))/2 exx ld a, c sub b db 7Fh rorg $ - 1 call _GetSin exx ld l, a rla sbc a, a ld h, a ; sin(- b + c) exx ld a, b add a, c db 7Fh rorg $ - 1 call _GetSin exx ld c, a rla sbc a, a ld b, a ; sin(b + c) add hl, bc ld a, l rr h rra ld (CX), a ; cy = sin(- b) exx xor a sub b db 7Fh rorg $ - 1 call _GetSin exx ld (CY), a ; cz = (cos(b - c) + cos(b + ; c))/2 exx ld a, b sub c db 7Fh rorg $ - 1 call _GetCos exx ld l, a rla sbc a, a ld h, a ; cos(b - c) exx ld a, b add a, c db 7Fh rorg $ - 1 call _GetCos exx ld c, a rla sbc a, a ld b, a ; cos(b + c) add hl, bc ld a, l rr h rra ld (CZ), a ei ret
_GetSin: sub 40h _GetCos: db 7Fh rorg $ - 1 ld hl, sub_Axiom2 add a, l ld l, a ld a, 0 adc a, h ld h, a ld a, (hl) ret
CalcRotMatrixEnd: ; CoSineTable dw CoSineTableEnd db 00111111b db 0, 0 ; not callable db 00010000b db 0 rorg 0 db 40h, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Eh, 3Eh, 3Eh, 3Dh, 3Dh, 3Ch, 3Ch, 3Bh db 3Bh, 3Ah, 3Ah, 39h, 38h, 37h, 37h, 36h, 35h, 34h, 33h, 33h, 31h, 31h, 2Fh, 2Eh db 2Dh, 2Ch, 2Bh, 29h, 29h, 27h, 26h, 25h, 23h, 22h, 20h, 1Fh, 1Fh, 1Dh, 1Ch, 1Ah db 19h, 17h, 15h, 14h, 12h, 11h, 10h, 0Eh, 0Dh, 0Bh, 0Ah, 08h, 06h, 05h, 03h, 02h db 00h, 0FFh, 0FEh, 0FCh, 0FBh, 0F9h, 0F8h, 0F6h, 0F4h, 0F3h, 0F1h, 0F0h, 0EFh, 0EDh, 0ECh, 0EAh db 0E9h, 0E7h, 0E5h, 0E4h, 0E2h, 0E1h, 0E0h, 0DFh, 0DEh, 0DCh, 0DBh, 0DAh, 0D8h, 0D7h, 0D6h, 0D5h db 0D3h, 0D2h, 0D2h, 0D0h, 0CFh, 0CEh, 0CDh, 0CDh, 0CBh, 0CBh, 0CAh, 0C9h, 0C9h, 0C7h, 0C7h, 0C6h db 0C6h, 0C5h, 0C4h, 0C4h, 0C3h, 0C3h, 0C3h, 0C2h, 0C2h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h db 0C0h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C1h, 0C2h, 0C2h, 0C2h, 0C3h, 0C3h, 0C4h, 0C4h, 0C5h db 0C5h, 0C6h, 0C6h, 0C7h, 0C8h, 0C9h, 0C9h, 0CAh, 0CBh, 0CCh, 0CDh, 0CDh, 0CFh, 0CFh, 0D1h, 0D2h db 0D3h, 0D4h, 0D5h, 0D7h, 0D7h, 0D9h, 0DAh, 0DBh, 0DDh, 0DEh, 0E0h, 0E1h, 0E1h, 0E3h, 0E4h, 0E6h db 0E7h, 0E9h, 0EBh, 0ECh, 0EEh, 0EFh, 0F0h, 0F2h, 0F3h, 0F5h, 0F6h, 0F8h, 0FAh, 0FBh, 0FDh, 0FEh db 00h, 01h, 02h, 04h, 05h, 07h, 08h, 0Ah, 0Ch, 0Dh, 0Fh, 10h, 11h, 13h, 14h, 16h db 17h, 19h, 1Bh, 1Ch, 1Eh, 1Fh, 20h, 21h, 22h, 24h, 25h, 26h, 28h, 29h, 2Ah, 2Bh db 2Dh, 2Eh, 2Eh, 30h, 31h, 32h, 33h, 33h, 35h, 35h, 36h, 37h, 37h, 39h, 39h, 3Ah db 3Ah, 3Bh, 3Ch, 3Ch, 3Dh, 3Dh, 3Dh, 3Eh, 3Eh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh, 3Fh CoSineTableEnd: ; ; RotVertex ; Rotate the given vertex ; with the matrix calculated ; with a previous call to ; CalcRotMatrix dw RotVertexEnd + 32 db 00111111b db 0BBh, 1Fh ; randNorm( db 1 db 4 ; HL = output area ; Stack : X, Y, Z coordinate,ret rorg 0 pop af pop de pop bc push af ex (sp), hl pop af ex (sp), hl push af ; jh_RotateVertex: db 7Fh rorg $ - 1 ld (x3d), hl db 7Fh rorg $ - 1 ld (y3d), bc db 7Fh rorg $ - 1 ld (z3d), de ld a, (AX) db 7Fh rorg $ - 1 call _iMulAbyHL push af push hl db 7Fh rorg $ - 1 ld hl, (y3d) ld a, (AY) db 7Fh rorg $ - 1 call _iMulAbyHL push af push hl db 7Fh rorg $ - 1 ld hl, (z3d) ld a, (AZ) db 7Fh rorg $ - 1 call _iMulAbyHL pop de pop bc add hl, de adc a, b pop de pop bc add hl, de adc a, b db 7Fh rorg $ - 1 call _iDivAHLby64 db 7Fh rorg $ - 1 ld (nx3d + 1), hl db 7Fh rorg $ - 1 ld hl, (x3d) ld a, (BX) db 7Fh rorg $ - 1 call _iMulAbyHL push af push hl db 7Fh rorg $ - 1 ld hl, (y3d) ld a, (BY) db 7Fh rorg $ - 1 call _iMulAbyHL push af push hl db 7Fh rorg $ - 1 ld hl, (z3d) ld a, (BZ) db 7Fh rorg $ - 1 call _iMulAbyHL pop de pop bc add hl, de adc a, b pop de pop bc add hl, de adc a, b db 7Fh rorg $ - 1 call _iDivAHLby64 db 7Fh rorg $ - 1 ld (ny3d + 1), hl db 7Fh rorg $ - 1 ld hl, (x3d) ld a, (CX) db 7Fh rorg $ - 1 call _iMulAbyHL push af push hl db 7Fh rorg $ - 1 ld hl, (y3d) ld a, (CY) db 7Fh rorg $ - 1 call _iMulAbyHL push af push hl db 7Fh rorg $ - 1 ld hl, (z3d) ld a, (CZ) db 7Fh rorg $ - 1 call _iMulAbyHL pop de pop bc add hl, de adc a, b pop de pop bc add hl, de adc a, b db 7Fh rorg $ - 1 call _iDivAHLby64 ex de, hl nx3d: ld hl, 0 ny3d: ld bc, 0 ; ex de, hl ex (sp), hl ld (hl), e inc hl ld (hl), d inc hl ld (hl), c inc hl ld (hl), b inc hl pop de ld (hl), e inc hl ld (hl), d ret
_iMulAbyHL: ld de, 0 ld b, d ld c, e ex de, hl cp 80h jr c, noNegA neg inc b noNegA: bit 7, d jr z, noNegDE or a sbc hl, de ex de, hl ld h, c ld l, c dec b noNegDE: add a, a jr nc, $ + 4 ld h, d ld l, e db 7Fh rorg $ - 1 call mulOP db 7Fh rorg $ - 1 call mulOP db 7Fh rorg $ - 1 call mulOP db 7Fh rorg $ - 1 call mulOP db 7Fh rorg $ - 1 call mulOP db 7Fh rorg $ - 1 call mulOP db 7Fh rorg $ - 1 call mulOP rr b ret nc ld b, a ld d, c ld e, c xor a ex de, hl sbc hl, de sbc a, b ret
_iDivAHLby64: ld b, l add hl, hl adc a, a add hl, hl adc a, a ld l, h ld h, a rla ret nc bit 0, b ret z inc hl ret
mulOP: add hl, hl rla jr nc, $ + 4 add hl, de adc a, c ret
x3d: dw 0 y3d: dw 0 z3d: dw 0 RotVertexEnd: ; ProjectVertex ; Converts the 3D ; coordinates into 2D ones dw ProjectVertexEnd + 26 db 00111111b db 0BBh, 0Bh ; randBin( db 1 db 3 ; HL = Z coordinate ; Stack : X,Y coordinate,ret rorg 0 pop af push hl pop de pop bc pop hl push af ; jh_ProjectVertex: ld a, d or e ret z bit 7, d ret nz push bc push de ld a, h rla sbc a, a add hl, hl adc a, a add hl, hl adc a, a add hl, hl adc a, a add hl, hl adc a, a ld b, a ld d, h ld e, l add hl, hl adc a, a add hl, de adc a, b pop de push de db 7Fh rorg $ - 1 call _iDivAHLbyDE ld de, 96 / 2 add hl, de adc a, 0 pop de pop bc push af push hl ld h, b ld l, c push de ld a, h rla sbc a, a add hl, hl adc a, a add hl, hl adc a, a add hl, hl adc a, a add hl, hl adc a, a ld b, a ld d, h ld e, l add hl, hl adc a, a add hl, de adc a, b pop de db 7Fh rorg $ - 1 call _iDivAHLbyDE ld de, 64 / 2 add hl, de adc a, 0 ld b, a ex de, hl pop hl pop af ld h, e ret
_iDivAHLbyDE: ld b, h ld c, l ld hl, 0 cp 80h push af jr c, noNegABC sbc hl, bc ld b, h ld c, l ld h, 0 ld l, a ld a, h sbc a, l ld l, h noNegABC: db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP db 7Fh rorg $ - 1 call divOP ld h, b ld l, c ld e, a pop af ld a, e ret c xor a ld h, a ld l, a sbc hl, bc sbc a, e ret
divOP: ; SLL C db 0CBh, 31h rl b rla adc hl, hl sbc hl, de jr nc, $ + 4 add hl, de dec c ret
ProjectVertexEnd: dw 00h ; dw 03BEh db 9 db "CalcMtrx(" dw 03E8h db 9 db "RotVertx(" dw 03C0h db 10 db "ProjVertx(" .end .end
389
« on: April 21, 2013, 04:10:00 pm »
Can I just post the source code in this topic?
390
« on: April 15, 2013, 01:55:31 pm »
It would be even more interesting if you could also send data the other way, for example to stream an image to the calc. Then we could use a computer for doing complex calculations for the calc, which makes stuff like 3D and multiplayer games a lot easier (okay, maybe that's cheating, but it's still cool), or for streaming the screen image from wabbitemu, so you can see how the program you emulate looks on a real screen (since a real screen can react slightly differently than the emulated one.
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