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Messages - chickendude

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271
TI Z80 / Re: TI-83+ emu rerecording support
« on: February 19, 2014, 01:25:06 am »
I think WabbitEmu has (or used to have, at least) AVI support. I don't think TilEm2 does, though.

EDIT: There was just no compression on the AVI files so they were super huge.

272
TI Z80 / Re: TI-83+ emu rerecording support
« on: February 19, 2014, 01:02:09 am »
Both TilEm2 and Wabbit support save states, and they can output animated GIFs.

273
TI Z80 / Re: Flappy Bird in Axe !
« on: February 18, 2014, 01:19:51 pm »
The actual game itself looks really nice, the menus are a bit hard to read though ;)

274
TI Z80 / Re: [Axe] Hinawa Battle Engine
« on: February 17, 2014, 03:56:08 am »
Any screenshots coming up soon? :D

275
ASM / Re: [ARM/Nspire] Drawing sprites
« on: February 17, 2014, 03:48:49 am »
"bl lcd_ingray" sets it in grayscale mode, that's how ;)

276
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: It's coming.
« on: February 16, 2014, 04:04:05 am »
Great work! Btw, how is the black space used, exactly? Is it just used as a gbuf to get around the fill effect of updating so many pixels at once? I'm also curious what tricks are used to avoid redrawing the full screen every frame.

I still can't believe that this is even possible!

277
ASM / Re: [ARM/Nspire] Drawing sprites
« on: February 16, 2014, 02:23:17 am »
I would also recommend using bytes.

Otherwise, how would you do that in z80? Why not try shifting the word you're trying to draw? Shift right to draw the left side of the sprite, shift left to draw the right side. For example, if you want to draw at SCREEN_ADR+1, you would store r3 shifted to the right one byte (8 pixels) to SCREEN_ADR+0, then r3 shifted to the left (4-1)*8 = 24 pixels to SCREEN_ADR+4. In ARM you get free (immediate) shifts with most commands, or you can load the offset into a register and use LSR or LSL to shift (or ROR to rotate). Register shifts are slightly slower (1 cycle), but still!

278
TI Z80 / Re: Bad Apple SE
« on: January 25, 2014, 06:35:10 pm »
Whoops, my mind slipped there. :D When i unpack my cable i'll definitely check it out.

279
TI Z80 / Re: Bad Apple SE
« on: January 25, 2014, 01:33:02 am »
I don't have a CSE to test on, but the mediacrush link sounds so awesome. I love audio on the z80 calcs :D

280
TI Z80 / Re: VVVVVV
« on: January 25, 2014, 01:26:52 am »
Btw, pi-math-brainiac (:D), i believe WabbitEmu has speed settings. You can try setting the speed to 50% or even 25% to make going through levels easier. The screenshot should show up normally (at 100%). The part in the first screenshot on this page is just wild! :O

281
Art / Re: General purpose art thread
« on: January 23, 2014, 03:07:23 am »
After seeing my take on yeongJIN_cool's character request 2 years ago, I decided to make another girl with a gun, although it is still a WIP.
The first picture is the one from a little under 1.5 years ago and the second one is current WIP :)

It's always fun to see self-improvement!
AzNg0d, i really like that picture! I hope you keep working on it :)

282
News / Re: Contest 2013 - Results (finally)
« on: January 20, 2014, 09:12:10 pm »
I don't know that i ever ran it more than once :P The problem is probably that most shells copy all the changes made during execution back to the program when you exit, and the program expects everything to be like when you first send it over. You'd have to resend it for it to run again :/

Anyway, thanks for taking the trouble to actually load it up, i know it's a bit disappointing as i didn't finish very much :)

283
Art / Re: Post your random sprites!
« on: January 19, 2014, 07:44:36 pm »
Siapran, those sprites are awesome. What size are they? They look slightly larger than 16 pixels wide/tall.

284
TI Z80 / Re: Pixelscape: online sprite and tilemap editor
« on: January 19, 2014, 03:28:17 pm »
Cool, thanks!

Another nice option, at least until multiple maps are supported, would be to import/export sprites. Right now, if i start a new map and add some sprites, those sprites aren't available to any old maps i've created unless i redraw them all. It'd be nice to be able to quickly import them all so that all my maps have access to the same sprites.

285
Web Programming and Design / Re: eZ8 programming website
« on: January 18, 2014, 02:11:54 pm »
Are there any devices that use the Z8 Encore! or do you have to build your own? I like the tutorial pages, they look nice. I haven't read through everything but i don't quite get how the General Purpose Register File is different from RAM, and on the third tutorial "If you did not create a new project yet read tutorial 1 again." The "...did not create... yet" bit to me sounds like it should be "...have not created... yet", though maybe we just have a different style of speaking. And what exactly does srp do? What would the difference be between srp #00h and srp #10h? It's a cool little site, though :)

EDIT: Also, the math link you posted in here doesn't load anything. The one on the site loads fine, though: http://ez8tut.sourceforge.net/index.php?p=reference/math.php
Comparison only has one 's', btw. And woohoo! mult! Is there no div?

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