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Messages - bfr
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406
« on: February 23, 2007, 12:14:00 pm »
Well, there are a few ways to do this. Here's an example of how I test for collision in Omnimaga - The RPG: if(map_base[(unsigned int)(y+48)/16][(unsigned int)(x+64)/16]==22){ //...code... } While that code might not even be "proper" and my weird integer conversion thing might not even be supposed to work, it works, and it works well. I have it so that the character is always in the middle of the screen, and the tiles are 16x16, so that's what the numbers are for. map_base is the matrix/2-D array that contains the data for the map. 22 is the number/ID for the tile I'm testing for. I have 48 and 64 are the coordinates for the initial starting position of the character, since x and y start as 0, even when the character is on the tile located at (64,48). Although maybe I could have explained it better, I hope it helps.
407
« on: February 23, 2007, 11:41:00 am »
OK. I'm going to try to release a new awesome version of Galactic 68K. But, while I was trying to improve it, I messed it up. Hopefully I can get it fixed. Here's a screenshot of it being messed up:
408
« on: February 23, 2007, 11:39:00 am »
RIP
409
« on: February 23, 2007, 11:28:00 am »
Yes! Now I can play this on my TI-84+ Silver Edition and my TI-86! Looks great! :king:
410
« on: February 22, 2007, 03:53:00 pm »
Could you post your tutorials online, JincS.
Yes! I was 99% sure that C++ was cross-platform.
Halifax: Looks nice, but couldn't you just use macros?
411
« on: February 22, 2007, 11:32:00 am »
Scripting? o.o For an assembler? I'd like to learn more about this. It may be hard to explain, but you might have to tell people more about you assembler if you plan on having good documentation, unless it is just that you don't have it completely planned out yet (I'm not trying to sound rude, but I'm just curious).
412
« on: February 21, 2007, 04:08:00 pm »
It is harder to make cross-platform applications out of C++? This may be true, but I thought the main issue was speed (although some people argue that there isn't much of a difference). Anyway, isn't wxWidgets, a cross-platform GUI toolkit, made in C++? Oh, whatever.... Good luck on the assembler! But, I'm pretty sure that the on-calc assembler doesn't assemble programs in TI-BASIC alone, unless I have been very ignorant has to how powerful TI-BASIC really is..... EDIT: SPASM doesn't fit you? o.o Could you elaborate? Are you looking for a SPASM in a medium-small size or something? Also, be sure to check out Brass. It's Windows-only and depends on the .NET Framework, but other than that, it's great. I'm really looking forward to the completion of your assembler, though. .
413
« on: February 21, 2007, 01:41:00 pm »
414
« on: February 21, 2007, 01:39:00 pm »
w00t!
I have to start programming more in C/C++...
415
« on: February 20, 2007, 12:54:00 pm »
Why did you choose the username you have and what does it represent? I choose "bfr" because those are the initials for my name (I have a hypenated last name, which allows me to have a total of three initials). It is also simple, and I can use it for quite a while, and it still would fit me.
416
« on: February 20, 2007, 12:51:00 pm »
417
« on: February 20, 2007, 11:59:00 am »
418
« on: February 20, 2007, 11:53:00 am »
QuoteBegin-Lachprog+20 Feb, 2007, 10:2--> QUOTE (Lachprog @ 20 Feb, 2007, 10:20) | Your redirecting of interrupts and resetting of them seems ok.
I think the problem is that you initialize grayscale ( GrayOn() ) BEFORE you redirect the interrupts. You should redirect the interrupts first, then call GrayOn();
The reason is that the grayscale routines "attach" itself to interrupt 1 and/or 5, so when you redirect the interrupts AFTER calling GrayOn() you actually redirect the grayscale. (i just did a quick experiment on this in Super Mario 68K, and it crashed the game...)
QUOTE | Is GKeyFlush() one of those functions that uses interrupts 1 and 5?
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I'm not exactly sure, i've never used any of those funcs actually, but i believe so... The tigcc doc says that it uses a keyboard queue, so i'm pretty sure it does... Also, i just saw in the documentation that it might interfere with grayscale ( by calling GKeyIn(), which calls idle(), which might interfere with grayscale ) BTW, GKeyFlush() shouldn't be neccessarry if you use keytest only... Hope this is useful for you Ant BTW, happy birthday, bfr! I'm just curious, but what are you using lp2 for? EDIT: By some reason my browser didn't show any of the posts from 19 Feb, 2007, 20:31 yesterday until now. Didn't know you had fixed the bug already... |
Thanks, that was the problem - well, kind of (but Kevin Kofler already helped me solve it anyway). I was already initializing grayscale before redirecting the interrupts, but Kevin Kofler told me yesterday that it is supposed to be the other way around; the interrupts are supposed to be redirected before grayscale is initialized, which seems odd, but it worked. And yeah, GKeyFlush() didn't seem to be doing anything...I'll eliminate it. I also still think that Galactic is too easy at the moment, so I'm probably going to release another version this weekend that has maybe a few more levels, but the new ones, if they are added, will be hard, and many of the old ones will become harder, and the amount of money the the player starts with will be decreased by half. I have yet to defeat the boss, but I can get to it pretty quickly. Part of why I haven't been able to defeat the boss might be because of s mistake in my coding, so I'll try to double-check that. Also, remember everybody - there is already a working (but overly easy, in my opinions) version released at http://bfr.tifreakware.net/galactic.zip . Oh, and one more thing - that isn't my real birthday; I entered in a fake birthday. .
419
« on: February 19, 2007, 03:56:00 pm »
Yup.
420
« on: February 19, 2007, 02:31:00 pm »
o.o I entered in a fake birthday. Anyway, to celebrate my fake birthday I guess, I finally get it to work! http://bfr.tifreakware.net
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