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Messages - merthsoft
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196
« on: August 21, 2010, 09:19:45 pm »
I've added resizing on-load. Here's what I say in my git commit: Before, when passed in a hex string, the user would have to adjust from an 8x8 sprite to make it look right. Now, the editor will find the closest square sprite that is at least the same size as the passed in hex, align the width with the closest byte (higher or lower), and then trim the height down until it's the right size. While this isn't always perfect, it will, for the most part, get close to the right dimensions. Download here http://madigan.boldlygoingnowhere.org/Tokens.zip if you want. There are still some bugs, and it might be a little crashy. I think next will be the DCS GUI designer. This'll probably be a pretty big chunk of work.
197
« on: August 19, 2010, 12:37:16 pm »
Thanks for the encouragement, everyone If you need a complete and current list of all Axe token conversions, the "commands.html" file on the left column shows all the tokens that change and what they change to. Its included in all zip files, but I can send you a better formatted list if you really need one or I can write the XML myself if you have an sdk for it.
The .xls file is included with the .zip I posted earlier, and that with the already present Tokens.xml should give you an idea of how it works. I plan on writing an actual tutorial closer to the release. If you could just give me a text file that is formatted something like OnCalcToken - Function, so, like: DiagnosticOn - RunIndicatorOn() DiagnosticOff - RunIndicatorOff() Something like that, that would be great. They don't need the parentheses, they can be whatever. Edit: It just occurred to me that the download link is down, so you can't get the .xls.
198
« on: August 19, 2010, 12:16:54 am »
So I've started working on the sprite/hex editor. It allows you to create/edit/insert a hex sprite. So you can see here that I have a hex sprite highlighted: And then when I hit Tools->Hex Sprite Editor, I get this: So that's pretty slick. You can adjust the display options and stuff. You can also edit in that window, both at the pixel-level and the hex-level. I'm not releasing this one yet for you guys to try, because there's still quite a bit I want to do to it, but that's the progress so far! This example also does a pretty good job of showing off functions, we've got DetectDCS(, ClearScreen( (note the ',' after it because of the optional parameter), CloseGUIStack(, PushGUIStack(, and GUIMouse( all lookin' sweet
199
« on: August 17, 2010, 12:13:59 pm »
That looks cool! I have a request: Can you make an option be to choose if it's an Axe program or not, and if it is show the Axe tokens? Regardless, it looks neat. Good luck!
You'll be able to change the token-set by picking which XML file is used, and if there's one for Axe, you can choose that one. I haven't made on for Axe yet, just DCS (which includes xLib/Celtic III/PicArc), but I plan on making one for Axe, though I don't know enough Axe yet to do that.
200
« on: August 17, 2010, 11:46:55 am »
Mhmm, interesting to see the HEX code to the right. Does it means if we copied it on calc and appended an AsmPrgm command at the beginning, it would let us squish the program with AsmComp() and it would let us turn it back into a basic program or something? Not that this would be convenient but I am just curious how that part works. I don't think so, since this hex is token data, not opcodes. As for interest I am sure there might be, because some people sometimes asked if there was a BASIC editor other than TI-Graph Link that was reliable and available for use with no internet connection (SourceCoder) and I usually couldn't figure out an answer. However, the majority of the 83+ programmers around here prefer to program on-calc, especially that most have restrictive parents limiting their time allowed on the computer. Plus Cooliojazz was working on a TI-BASIC editor as well a while ago, so you might have some competition. I would like to see this finished, though. Does this works on all versions of Windows, btw? I'm alright with competition It'll motivate me more. It requires the .Net 4.0 framework, so whatever version of windows that supports, this will run on. It should also run under Linux with Mono, though I haven't tested that myself. I can when I get home. Also I moved this in calc projects and ideas because it was posted in the wrong sub-forum. (The non-calc computer projects section is for computer projects that absolutely have no relation with calc-related stuff)
Thanks, I wasn't sure which forum this belonged in
201
« on: August 14, 2010, 10:27:59 pm »
I guess I'll join in on the fun. According to my Resume (alphabetical; not all are strictly speaking "programming languages"): Experienced: Actionscript ASP.NET C/C++ C# Java Javascript Python SQL XML Exposure to: ML MIPS Perl z80
I work with C#, ASP.NET, SQL, and Actionscript professionally. Languages I don't list professionally: TI-BASIC, LOLCODE, F#, QBASIC
I'm not going to rank anything with Beginner/Intermediate/Advanced/Expert, because that seems arbitrary.
202
« on: August 14, 2010, 07:31:33 pm »
And here we are, the latest release. You can now open or directly type in programs. Some neat features: * DCSB/Celtic III/xLib/LibArc functions, easy to add more (see screenshot, XML driven) * Escaping tokens (in case you want "Disp " to be a five character string, instead of the 'Disp ' token, you would do "\Disp ", there are also escape characters, so '\\' becomes the '\' token, and '\~' becomes the '~' token, since '~' is used as negation) * Line-by-line byte display Right now, build only saves the file TEST.8xp as a program called "TEST", that's because this is still all testing stuff for the toolkit. A lot of it is XML driven, so you can add things function/lib-wise, or adapt it for specific types of development (such as AXE). I'm including the schema in case you want to know how it's formatted. Here's a screen shot: Note the "DrawTileMap(" and "DrawSprite(" functions. Those can by typed straight in and run like that. And the download link: http://merthsoft.calcg.org/Tokens.zipPlease try and out and let me know how it works for you. It would be nice to know that there is actual interest in a product like this. For the next step, I'll be switching gears to the map/sprite editors. You'll be able to make a sprite and insert it as hex or into a picture file. You'll be able to make maps and insert them as matrices into a program, or as strings. Basically, anything that has a specific format with these libs you'll be able to create and insert easily. As well as DCS GUI stuff.
203
« on: August 12, 2010, 10:48:26 pm »
Hey Merth, this looks like .NET, and I know you use C#. If you like, I can help out a bit.
I think I'm alright, but I'll keep that in mind.
204
« on: August 12, 2010, 12:32:41 am »
Nice! So it will turn into a kind of On-Computer program editor of sorts?
That's the idea. The goal is for this to become a pretty full-featured TI-BASIC IDE, but I'm going one step at a time.
205
« on: August 12, 2010, 12:26:36 am »
I've had an idea for some PC-side calculator related things, so I've been messing around with some ideas. Yesterday I made a "detokenizer", a program that would read in a calc program and give a human-readable version of it. Today I have added the ability to tokenize text. For now the test program is pretty simple, you open a program, and it gives you four text boxes, which are (in order): raw hex, detokenized text, tokenized hex, detokenized text of the tokenized hex. This way you can see that the hex and the text match up. So here you can see that they match up. Here's a download link if you want to test it out: http://merthsoft.calcg.org/Tokens.zipTomorrow I will be working on taking text that you actually edit yourself and turning it into a program that you can actually put on your calculator. There are sometimes some inconsistencies, but they tend to be due to ambiguities in the Tokens.xml file, which you're able to edit to suit your needs. Edit: Updated download link: http://merthsoft.com/Tokens.zip
206
« on: August 17, 2006, 05:02:00 am »
That kind of four way scrolling? I made this for crzyrbl for Zelda, and I think him and CDI both made some pretty good innovations with it... With xLIB guru is the plan to start simple, and then when it gets harder use more advanced routines? Like start with this one, and then the further we progress, we go back to this, and add a hud and better integrate it?
207
« on: June 11, 2006, 05:32:00 am »
QuoteBegin-crzyrbl+Jun 10 2006, 01:02 PM--> QUOTE (crzyrbl @ Jun 10 2006, 01:02 PM) | Better than the one i am using. the only interesting function fills the entire screen with a sprite of my choice. do this map editor allow for sprites with decimal numbers? i use quite a lot of X.1's with the zelda game. |
Hmm, sounds like the one I made for you a while back, yeah, Kevin's sounds much better... I never use decimals for hit detection, just for special events, so I wouldn't really do it for hit detection, because it is slow, and I tried it once, not good... Though a using them on say, a wall that could be broken, that may work, though I'd just use a different tile that looks the same...
208
« on: February 26, 2006, 10:03:00 am »
Well, I've been around for a while, and I've had a few projects, but I now have one I'm passionate about, it's a puzzle type game, and here's a screenshot: I don't really know where I'm going with it, or what else to add, so that's where I need help from you, suggestions, I'm open to anything... I'll even let you have the game as it is now: http://www.freewebs.com/mightyg16/game.rarThere are a few things I know I can do to make it run smoother, and I will be adding a walking animation, but suggestions would really be useful right now. Thanks to DA for the charcter sprite, and Dysfunction for the screen shot and hosting.
209
« on: December 09, 2005, 03:12:00 pm »
Do I even have 100 here? Nope
210
« on: November 23, 2005, 12:15:00 pm »
Hmm, I think tr1p said he was going to implement 16x16 tile mapping...
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