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Messages - Happybobjr

Pages: 1 ... 89 90 [91] 92 93 ... 166
1351
TI Z80 / Re: Axe game : Avoid
« on: December 25, 2010, 07:11:49 pm »
Thank you ! Now i have to finish linked multiplayer. It will be a bit slower than on-calc multiplayer, but that'll be fun :) . I just need mighty moose to test the first playable version.

i have 2 calcs at the ready if you want me to test.

1352
General Calculator Help / Re: [Help please] Mode 7.
« on: December 25, 2010, 06:59:20 pm »
ok, could i edit the code to have rotation?
If you want to see the Axe version I made a while back, you can download the source code here but it doesn't have rotation.  One confusing optimization that programs like these use though is to remove the multiplication in the main loop and replace it with an addition.

1353
General Calculator Help / Re: [Help please] Mode 7.
« on: December 25, 2010, 06:44:57 pm »
can we see the program you used for

1354
General Calculator Help / Re: [Help please] Mode 7.
« on: December 25, 2010, 06:28:25 pm »
can you give me a small code example of a small mode 7 screen or something?

1355
General Calculator Help / Re: [Help please] Mode 7.
« on: December 25, 2010, 06:22:01 pm »
Is that what you used on your


sorry, but that doesn't have enough info.
How would i make it?

1356
General Calculator Help / [Help please] Mode 7.
« on: December 25, 2010, 06:01:23 pm »
ok, so i read wikipedia's thoughts about mode 7 and i am even more confused.

can someone explain this please?

mostly about the matrices.

"Planar texture maps using Mode 7 graphics are generated by transforming screen coordinates to background coordinates using a 2D affine transformation,


umm??? VVV
    \begin{bmatrix} x' \\ y' \\ 1 \end{bmatrix} = \begin{bmatrix} a & b & x_0 \\ c & d & x_0 \\ 0 & 0 & 1 \end{bmatrix} \begin{bmatrix} x - x_0 \\ y - y_0 \\ 1 \end{bmatrix}

where a, b, c, and d are the transformation coefficients; x and y are the screen offset; x_0 and y_0 are the origin offset; and x' and y' are the transformed coordinates. All arithmetic is carried out on 16-bit signed fixed point numbers, while all offsets are limited to 13 bits. The radix point is between bits 7 and 8.

Affine transformations only allow for displacement, scaling, and shearing effects. Many games create additional effects through creative manipulation of the transformation matrix parameters on a scanline by scanline basis. In this way pseudo-perspective, curved surface, and distortion effects can be achieved"

1357
Axe / Re: Full Normal Slow?
« on: December 25, 2010, 10:58:31 am »
:P  I like knowing with more precision,

1358
TI Z80 / Re: [Project] 2 Player shooter game.
« on: December 24, 2010, 09:35:44 pm »
no, I mention it on 1st page.

It causes a crash whenever you use the Send( command.

1359
TI Z80 / Re: [Project] 2 Player shooter game.
« on: December 24, 2010, 08:47:19 pm »
do you have a cord?

note: DO NOT USE ON NSPIRE!

1360
TI Z80 / Re: [Project] 2 Player shooter game.
« on: December 24, 2010, 08:33:42 pm »
Update: Perfect Syncing now.

no known issues except for inconstant speeds.


1361
Axe / Re: Full Normal Slow?
« on: December 24, 2010, 08:20:56 pm »
I think that the best way to make a game slower is to embellish it. If you have a lot of processor power, don't waste it with Pause commands or whatnot. Make your game look better. Put in some nice looking grayscale or something!

But yes, if you are looking to save power, then I don't know how to help you. I don't think it can be done, unless you want to lower the contrast on the calc automatically (that should lower power consumption). The battery life on those things lasts for about a year anyway. AAA batteries aren't that expensive.

when you start programing on your calc 24/7 you will see a major decrease in its life.
I occasionally leave it running for an hour to test the speeds of different commands.

1362
Introduce Yourself! / Re: Say Hello to Compynerd255!
« on: December 24, 2010, 08:09:43 pm »
the peanuts are an old meme. :P

We always love to see new members.


Are you an axe programmer, ti-basic programmer, or asm programmer?  (for calc.)

1363
News / Re: Correlation Instruction Manual
« on: December 24, 2010, 11:51:33 am »
This looks great.  I didn't ever bother to find out what correlation was by reading through 100's of posts.

I shall be using this.
I can see many ti-basic games being redone using this.

1364
The Axe Parser Project / Re: Features Wishlist
« on: December 23, 2010, 06:21:43 pm »
According to Quigibo it's about the same speed as just DispGraph, so you're saving all the time it takes to clear the graph buffer.

Seems like a useful command :D I was just about to ask for DispGraphrClrDraw/DispGraphrrClrDraw, but then I realized how pointless it'd be (there'd be no grayscale anyway if you're clearing it every pass).

why wouldn't there be?

1365
The Axe Parser Project / Re: Features Wishlist
« on: December 23, 2010, 04:41:20 pm »
New feature added:

DispGraphClrDraw

When used on the same line without a colon or newline in-between, it will function exactly as if you had done DispGraph:ClrDraw but it does them both simultaneously so its just as fast as if you had used the DispGraph by itself.  Its great to squeeze more frame rate out of games where you have to clear the screen after drawing each frame like for instance; ray-casters.  But I'm sure this can be used in may games.  Keep in mind this does add an extra routine to your code so I would still use the regular DispGraph unless you can use the new command exclusively or if you really need more speed.

love it, that will be great.

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