Show Posts

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 - matthias1992

Pages: 1 ... 24 25 [26] 27 28 29
376
tiDE / Re: Feature Requests
« on: July 14, 2010, 10:07:30 am »
Well it may be pretty hard to code but I really LOVE the IntelliSense of visual studio, maybe, just amybe you could include that? (and make sure to include a function to toggle it because I knwo some people don't like intellisense...)

So far so good eh? I sure keep an eye on this project!

377
Axe / Total noob question
« on: July 14, 2010, 09:39:17 am »
Yesterday was my first hands on experience with Axe, and I love it! despite the compiled files being nearly 2x larger then the source it is incredibely fast! I do have one problem however, moving sprites. I used this code
Code: [Select]
.SPRITE
DiagnosticOff
10->X->Y
[FFFFFFFFFFFFFFFF->Pic0
Lbl DR
Pt-On(X,Y,Pic0)
Return
Repeat getKey(15)
If getKey(2)
X-1->X
sub(DR)
End
If getKey(3)
X+1->X
sub(DR)
End
End
now instead of moving one pixel left or right the sprite moves 8 pixels. How can I make this one pixel? Am I doing something wrong?

And on a slightly off topic note: I was trying to read The Complete guide to effective Axe by SirCwmp but after page 3 or so there are only blank pages (except the titles of the chapaters) can someone either verify this or upload a non-corrputed version (assuming it is not meant to have those blank spaces)

edit:just another question, how do I display sprites bigger then 8x8 at once? or do I have to make, say, a 32x32 sprite from four 8x8 sprites?
Thanks in advance.

378
My entry for the Axe contest will be an attempt to port this AWESOME game:


I will not stick to the official levels very strictly but I'll try

here is a mockup/eye candy of some spriting I did.

379
Can I do a port as well? If so, count me in! Strictly taken it is not a exact port because of the limited capabilities of the calc. But i will use the general idea and setting....

I think I am gonna do a port of "The Misadventures of P.B. Winterbottom" which is the coolest puzzle game ever besides "Braid". If you are curious just hit YT or google
----

----

380
ASM / Re: Sprites in an APP: No SMC, yet no working script :( Why?
« on: July 12, 2010, 02:30:22 pm »
Sorry for using dutch here but I think it is the most efficient way to help the topic starter out.

De onderstaande code is verkeerd
Code: [Select]
xpos .equ AppBackUpScreen   ; To prevent SMC
ypos .equ xpos+1                 ; Tried +2 and even +9, don't know wether that makes a difference
clip_mask .equ ypos+1
...
...
LD DE, (ypos)
waarom? omdat ypos = AppBackUpScreen +1 en omdat clip_mask = AppBackUpScreen+2. Aangezien DE een 16 bits register is komen zowel ypos als clip_mask in DE te staan. Dit kan er voor gaan zorgen (en dat doet het waarschijnlijk ook) dat de routine verderop niet meer werkt.

laten we even een voorbeeldje doornemen. stel:
Code: [Select]
xpos = 38
ypos = 54
clip_mask = 255

dat is hetzelfde als:
Code: [Select]
AppBackUpScreen = 68
AppBackUpScreen+1 = 54
AppBackUpScreen+2 = 255
door het commando
Code: [Select]
LD DE, (ypos)
doe je dit
Code: [Select]
LD DE, (AppBackUpScreen+1 & AppBackUpScreen+2) ;want DE wil twee bytes, niet een. Dus hij laadt nu wat in AppBackUpScreen+1 staat in E en wat in AppbackUpScreen+2 staat in D
dat betekent dat er dus in DE dit staat:
Code: [Select]
DE = 255+54= 309 ;decimaal
en dat is geen geldige ypositie op het scherm. Dit zorgt ervoor dat andere routines dus crashen of een overflow te verduren krijgen. Wat werkt dan wel?
uit mijn hoofd doe zou ik dit doen:
Code: [Select]
ypos .equ AppBackUpScreen
xpos .equ AppBackUpScreen+1
clip_mask .equ AppBackUpScreen+2
    LD       A, 38
    LD      (xpos), A
    LD      A, 54                    ; Y position do display
    LD      (ypos), A
    LD      B, 9                      ; Length of Sprite in Y direction
    LD      D, (xpos)                   ;ik weet niet of D =ypos of E=ypos maar je kan het altijd nog omdraaien
    LD      E, (ypos)
    LD      IX, Sprite                           ; Label of sprite
    CALL   showsprite
ik weet dus niet of dit werkt maar in ieder geval moet het probleem wel duidelijk zijn nu...

381
Is this really gonna be your last calc project? That is a pity, but it inspires me to make it the best of its kind! I have a couple of days more school and then I'll have some time to work on the code for the Campaign Editor. I lost intrested in calc's a year ago too but I recently ahd a comeback on it...just out of the blue.

Lets just hope it is not decisive and lets make the best of this awesome project :D!

382
Pokémon Purple / Re: [PP] Progress '10
« on: July 12, 2010, 11:58:47 am »
ooh well...never mind really. It does not decrease the fun of the gameplay. Iwas just wondering IF it oucld be "fixed".
Nice work!

edit:50th post!

383
Escheron: Shadow over Ragnoth / Re: E:SoR Images
« on: July 12, 2010, 11:55:48 am »
Zera, you are a brilliant map designer :)

384
Hmm I might consider applying to become staff eventually. except for the post policy i think I meet all the requirements. However, since I just only very recently joined omnimaga i'll just wait, win some games, earn some respect and release some uber-cool calc/computer gadgest and apps. Then I might just apply...

What is the staff responsible for? I can think up some things but I just want to hear it confirmed from staff... overlooked it, sorry.


385
Site Feedback and Questions / Re: Regels
« on: July 12, 2010, 11:13:08 am »
Quote
I... Hello rens, by the way, ( I assume that you are the same rens from Ti Werld?)
is a perfect literal translation. I..hello rens or Ik...hallo rens is actaully a incorrect sentence in dutch itself.

386
TI Z80 / Re: The Legend of Zelda
« on: July 12, 2010, 11:01:49 am »
fantastic job! I can't wait to see a first alpha release heading this way

387
Pokémon Purple / Re: [PP] Progress '10
« on: July 12, 2010, 10:58:16 am »
I like it except the leftmost edge being blanc....can you use the extra row and columm in celtic 2?

388
Other Calculators / Re: 16-Level Grayscale
« on: July 12, 2010, 10:21:30 am »
Quote
The only problem is that since I do not know how to deploy programs in c++ yet, you have to have Microsoft Visual C++ 2008 installed on your computer. (2010 might work too)
build>build solution

the go to the projects directory>debug>[application name].exe

I have no experience with C++ whatsoever but I do have it installed and this gives a working executable. However tricks may be required. In VB you have to find the file called [aplliaction name].manifest.deploy.exe and remove the ".manifes.deploy" in the properties menu of the file.

Since both are a part of visual studio it might work the same but in the couple of minutes that I tried i could not find such a file.

EDIT:
TI-84+    xxxx4066I28 P-0708L (which is a faulty hardware revision according to TiBoy83 :( )
Refresh: 79 (but since that is in the 70's it is not valid?? or should it be 158 then...)
spedTest: 15692757 hz
lcd speed: 115 fps

389
Other Calculators / Re: possibly useful n-spire/arm9 discovery
« on: July 12, 2010, 09:37:42 am »
aah! cool research, lets hope it pays off!
unfortunately I do not own a Nspire so I can't be of any help, but hey, keep us posted!

390
ASM / Re: ASM base adress [start adress] in hex
« on: July 12, 2010, 09:31:55 am »
OK so if I am right then you just can assume that it resides/starts at $9D95 right?
so then you'd only need to keep track of the bytes every command takes and thus determine at which byte each label is....

correct me if I am wrong. Ooh and indeed the program has no actual use (It crashes) it was for demonstration purposes only

Pages: 1 ... 24 25 [26] 27 28 29