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 - Munchor
Pages: 1 ... 99 100 [101] 102 103 ... 424
1501
« on: May 19, 2011, 11:35:08 am »
I'll look into Crabcake.
Oh, yes, and I just uploaded to the omni downloads section and ticalc.org. I'll add links when the files are approved.
Omnimaga Downloads are always automatically approved.
1502
« on: May 19, 2011, 11:18:35 am »
Great news, I want to do this to my calculator.
1503
« on: May 19, 2011, 11:15:50 am »
That's actually a very good idea. I tried it but it's not working:
.nolist #include "ti83plus.inc" #include "dcs7.inc" .list .org userMem-2 .db $BB,$6D Init: B_CALL (_ClrLCDFull) ld hl,0 Loop: ld b,8 ld ix,MyImage ld a,h push hl call iPutSprite ;Display Image call iFastCopy ;Put it in the buffer B_CALL(_GrBufClr) ;Clears the graph screen pop hl ;Draw line code push af push hl ld h,0 ld l,63 ld d,95 ld e,63 ld a,1 call fastline pop hl pop af ;End of draw line code ;Start of gravity code push af push hl ld a,8 add a,l ld e,a ;Sets e to y+8 ld a,h ;Sets a to x call iGetPixel pop de pop af and (hl) call z,SetGravity ;If pixel below image is white, y=y+1 ld l,e ld h,d ;End of gravity code ld a,$FE out (1),a nop nop nop in a,(1) bit 0,a call z,CheckMoveDown bit 1,a call z,CheckMoveLeft bit 2,a call z,CheckMoveRight bit 3,a call z,CheckMoveUp jp Loop
SetGravity: inc e ret
CheckMoveUp: push af ld a,l cp 0 call nz,MoveUp pop af ret
MoveUp: dec l dec l ret
CheckMoveDown: push af ld a,l cp 56 call nz,MoveDown pop af ret
MoveDown: inc l inc l ret
CheckMoveLeft: push af ld a,h cp 0 call nz,MoveLeft pop af ret
MoveLeft: dec h dec h ret
CheckMoveRight: push af ld a,h cp 87 call c,MoveRight pop af ret
MoveRight: inc h inc h ret
MyImage: .db $FF,$81,$81,$81,$81,$81,$81,$FF Am I loading DE into HL the right way?
@calc84maniac: a is the X of the sprite.
1504
« on: May 19, 2011, 11:04:28 am »
Np, and another thing: Don't be afraid to use gotos (JP/JR) in ASM. You could save a couple of bytes and some clock cycles by putting your MoveUp/MoveDown/MoveLeft/MoveRight routines inline (instead of in a separate CALL'd subroutine).
Ah yeah I only learnt how to use branched if's a while ago. I have new code and a new problem: ;Draw line code push af push hl ld h,0 ld l,63 ld d,95 ld e,63 ld a,1 call fastline pop hl pop af ;End of draw line code ;Start of gravity code push af push hl ld a,8 add a,l ld e,a ;Sets e to y+8 ld a,h ;Sets a to x call iGetPixel pop hl pop af and (hl) call z,SetGravity ;If pixel below image is white, y=y+1 ;End of gravity code
1505
« on: May 19, 2011, 10:52:28 am »
.nolist #include "ti83plus.inc" #include "dcs7.inc" .list .org userMem-2 .db $BB,$6D Init: B_CALL (_ClrLCDFull) ld hl,0 Loop: ld b,8 ld ix,MyImage ld a,h push hl call iPutSprite ;Display Image call iFastCopy ;Put it in the buffer B_CALL(_GrBufClr) ;Clears the graph screen pop hl ;Start of gravity code push af push hl ld a,8 add a,l ld e,a ;Sets e to y+8 ld a,h ;Sets a to x call iGetPixel pop hl pop af and (hl) call z,SetGravity ;If pixel below image is white, y=y+1 ;End of gravity code ld a,$FE out (1),a nop nop nop in a,(1) bit 0,a call z,CheckMoveDown bit 1,a call z,CheckMoveLeft bit 2,a call z,CheckMoveRight bit 3,a call z,CheckMoveUp jp Loop
SetGravity: inc l ret
CheckMoveUp: push af ld a,l cp 0 call nz,MoveUp pop af ret
MoveUp: dec l dec l ret
CheckMoveDown: push af ld a,l cp 56 call nz,MoveDown pop af ret
MoveDown: inc l inc l ret
CheckMoveLeft: push af ld a,h cp 0 call nz,MoveLeft pop af ret
MoveLeft: dec h dec h ret
CheckMoveRight: push af ld a,h cp 87 call c,MoveRight pop af ret
MoveRight: inc h inc h ret
MyImage: .db $FF,$81,$81,$81,$81,$81,$81,$FF Fixed. Thanks a lot Deep Thought.
1506
« on: May 19, 2011, 10:36:57 am »
Oh did you hear you can now use CrabCake with Axe? So your program can haver more than 8K without becoming an App. Either way, lots of good updates are good
1507
« on: May 19, 2011, 10:36:14 am »
Hence why with _GetCSC (and Axe), down, left, right, and up are 1, 2, 3, and 4
Ah I see .nolist #include "ti83plus.inc" #include "dcs7.inc" .list .org userMem-2 .db $BB,$6D Init: B_CALL (_ClrLCDFull) ld hl,0 Loop: ld b,8 ld ix,MyImage ld a,h push hl call iPutSprite ;Display Image call iFastCopy ;Put it in the buffer B_CALL(_GrBufClr) ;Clears the graph screen pop hl ;Start of gravity code push af push hl ld a,8 add a,l ld e,a ;Sets e to y+8 ld a,h ;Sets a to x call iGetPixel and (hl) call z,SetGravity ;If pixel below image is white, y=y+1 pop hl pop af ;End of gravity code ld a,$FE out (1),a nop nop nop in a,(1) bit 0,a call z,CheckMoveDown bit 1,a call z,CheckMoveLeft bit 2,a call z,CheckMoveRight bit 3,a call z,CheckMoveUp jp Loop
SetGravity: inc l ret
CheckMoveUp: push af ld a,l cp 0 call nz,MoveUp pop af ret
MoveUp: dec l dec l ret
CheckMoveDown: push af ld a,l cp 56 call nz,MoveDown pop af ret
MoveDown: inc l inc l ret
CheckMoveLeft: push af ld a,h cp 0 call nz,MoveLeft pop af ret
MoveLeft: dec h dec h ret
CheckMoveRight: push af ld a,h cp 87 call c,MoveRight pop af ret
MoveRight: inc h inc h ret
MyImage: .db $FF,$81,$81,$81,$81,$81,$81,$FF I have new code, I need to decrease the y position of the sprite by 1 if the pixel below it is white to give a gravity effect. I'm using iGetSprite and have something wrong because there is no gravity at all. What am I doing wrong? Thanks in advance.
1508
« on: May 19, 2011, 09:43:47 am »
Hello, For the upcoming contest, my entry will be Time Shift. This game is based on using the manipulation of time to solve physics based puzzles. You will also have at your disposal a weapon similar to the gravity gun to pick up and shoot things at enemies. You'll also be able to apply localized time manipulation, for example, to age them to dust or rewind them to infancy. Full scale abilities include fast forward, pause, slow, and rewind - all of which apply to the world around you, but not you. I've already got an event logger set up to handle rewinding, which is implemented already.
That reminds me of a game where you can go back in time, can't recall the name. Good luck SirCmpwn, that looks really interesting.
1509
« on: May 19, 2011, 09:27:15 am »
That sure looks amazing Ashbad, excellent job, also isn't it DALANIAN SOFT? I think it says DALAIAN. Just wondering, good luck!
1510
« on: May 19, 2011, 09:24:37 am »
I'll make kirby for this contest, which has less physics and it's platformer. I'll not gonna put too much powers, but some basic one (e.g. Fire, Ice, Spark, etc) Also, I'm planning on making external level editor with this one.
I love all Kirby platformers Good luck with this
1511
« on: May 19, 2011, 02:58:49 am »
That seems really hard to make, good luck! The puzzle+platformer engine is very good, I hope you can make something alike =D
1512
« on: May 19, 2011, 02:54:51 am »
Bit 0 is down, bit 2 is right.
Thanks a lot, that sure worked! I sort of get it because of the table I can see here. The lowest value is stored in the lower bit (0). The order is $FE, $FD, $FE, $F7. So 0,1,2,3, Down, Left,Right, Up.
1513
« on: May 18, 2011, 04:19:21 pm »
Oh! xor gzorThat's how I read it
1514
« on: May 18, 2011, 04:10:28 pm »
Fantastic! I'll try to find a TI-84+SE then. This seems like a very interesting, and to me new, world.
I'm sure you'll like it You can also code some PHP Utilities for us, since we lack some online utilities for calculator development. Welcome to Omnimaga
1515
« on: May 18, 2011, 03:55:11 pm »
I seriously have no idea how in Earth he freaking made that, seriously.
He can't tell you though.
Pages: 1 ... 99 100 [101] 102 103 ... 424
|