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Messages - mdjenkins86

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31
General Calculator Help / [68k general] Map Scrolling
« on: July 25, 2006, 10:13:00 am »
That last part is really interesting.  This can obviously only be done in C though...buffering a section of the map (which is bigger than the screen) in memory and updating the lcd memory...obiously I need to be mesing with Extgraph as you said before....*goes to do research*

Thanks again

32
TI-BASIC / Undocumented BASIC tricks (TI89 series)
« on: July 25, 2006, 04:36:00 am »
Well, it takes picture 'picstr' and zoom magnifies the picture by a factor of 'mag'.  First the program finds out the hight and width of a picture in pixels.  Then the program scans each pixel to see it is turned on or not.  if so the program draws a rectangle and fills it in black.  If not it draws a rectangle and fills in in white.  the program scans down and across, respectively and updates the progress at the bottom of the screen in real time.  You can also see the image being rendered in real time as well.  after the image is rendered.  The output is saved into a picture file called zp.

33
Other Calc-Related Projects and Ideas / TSOD Episodes
« on: July 25, 2006, 04:28:00 am »
Exactly what tifreak8x said only there will be some special skills that can only be unlocked through shells.

34
General Calculator Help / [68k general] Map Scrolling
« on: July 25, 2006, 04:07:00 am »
What is the best way to create a map scroller.  I mean. do you store the sprite in a list and then update the screen as the positon on the character reaches a certain point.  If so, how do you stop strolling when the charater reaches the edge of the map

35
TI-BASIC / Undocumented BASIC tricks (TI89 series)
« on: July 25, 2006, 04:04:00 am »
to make a magnifing program in basic with flib:
this program also saves the product
Warning this program is very slow, so it is best used for game development, in game execution, except for maybe a pic of 4x4 lol

c1-->
CODE
ec1magnify(picstr,mag)


// this program is for magnifing small pics only not bigger than 40x40
// anything bigger than 40x40 wont fit on the screen when magnified

flib("clrscr","rclscr:"&picstr)
flib("picsize:"&picstr)
fl[1]->w
fl[2]->h
fl*mag->savep
mag->mag2
36
TI Z80 / Screenies
« on: July 25, 2006, 03:40:00 am »
I am posting a question in calc help based on map scrolling

37
Other Calc-Related Projects and Ideas / TSOD Episodes
« on: July 24, 2006, 12:53:00 am »
TSOD will feature an upgrade system known as "Shells".  Shells can be found throughout Arkel.  When you open a shell, a new skill can be aquired. This will prove useful if you want a character to learn a skill that they don't learn.

38
News / Overload of new projects updates and new staff
« on: July 20, 2006, 03:01:00 pm »
The Programmers are coding...all is right with the world.
:D

39
Other Calc-Related Projects and Ideas / TSOD Episodes
« on: July 19, 2006, 05:49:00 am »
Thats okay I found it.  Thanks though

40
Pokémon Purple / Pokemon Sprites
« on: July 19, 2006, 02:55:00 am »
Hex in strings, I haven't done much work with hex...Must look into it

41
Pokémon Purple / Pokemon Sprites
« on: July 19, 2006, 02:32:00 am »
Nice work.  But there is one thing I don't understand, 83 Basic Programmers:

How do you store sprites that you programs are going to use?  Do You store them in lists, or Pic1-9 files.  

42
Other Calc-Related Projects and Ideas / TSOD Episodes
« on: July 19, 2006, 02:16:00 am »
The more you know!  I didn't know that, so you mean to tell me that I wrote an entire routine that could have been done in a few lines of code,   Wow.  After looking into it I could have written this program in about 2 lines of code... <_<dry.gif  oh well, Thanks again, I will be using the mirror tool in ExtGraph.

So...
Basic =1 in  2 minutes
C      = 1 in < 1 second
ASM  = ~3 in 1 second

There you have it.  I might also rewrite the mapper with ExtGraph, seems like it would be even faster than the C version which completes in about .5 seconds

Credit goes to Liazon

43
Other Calc-Related Projects and Ideas / TSOD Episodes
« on: July 18, 2006, 02:10:00 pm »
I am working on TSOD today I wrote a sprite scalling utility that supports 2x 3x and 4x zoom.

interestingly, like we talked about earlier... I was able to get this magnifying program to work in Basic but it took nearly two or three minutes to render the sprite.  When I wrote the same basic code in Tigcc... it renders in under one second!!

44
TI-BASIC / Undocumented BASIC tricks (TI89 series)
« on: July 18, 2006, 12:54:00 pm »
For the ti-89 BASIC
Don't know if this belongs...delete if not.
Try to Program with out using

c1-->
CODE
ec1Stopc2
ec2

Stop is Evil
Use Return and Break

-------------------------------------------------------

Like I said before to test for HW2, HW3

c1
-->
CODE
ec1if getConfg()[22]>2000000: Text "Titanium"c2
ec2

----------------------------------------------------------
To measure time on HW2 or HW3

c1
-->
CODE
ec1StartTmr()->trm
.....//code
.....//code
getTime()->trm2
Disp "Elapsed Time", timeCnv(trm2-trm)[1] & " Days",timeCnv(trm2-trm)[2] &" Hours", timeCnv(rtrm2-trm)[3] & " Minutes",timeCnv(trm2-trm)[4] & "Seconds"c2
ec2

---------------------------------------------------------------

in 89 Basic you can load strings on top of cells in list and matricies.  This is useful for event programming:

c1
-->
CODE
ec1"This code is in a list"->fl[1]//assumes fl exist as a list var
Text fl[1]c2
ec2

This way you can trim your programs down by storing all dialog into list and matricies.
-----------------------------------------------------------------

to convert getkey() directly to characters

c1
-->
CODE
ec1while a=a
char(getkey())
endwhilec2
ec2

45
your avatar is awesome

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