976
Other Calc-Related Projects and Ideas / what this is and stuff
« on: March 08, 2006, 10:51:00 am »
again, this is only in my free time at school so it doesn't affect anything else...
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. 976
Other Calc-Related Projects and Ideas / what this is and stuff« on: March 08, 2006, 10:51:00 am »
again, this is only in my free time at school so it doesn't affect anything else...
978
Other Calc-Related Projects and Ideas / OMNIMAGA GROUP PROJECT 1« on: March 08, 2006, 10:13:00 am »
Don't know wether chars would be masked yet, it depen on how fast we get it running. It seems if the game is fast, we either have masked OR GS char sprites, but I don't think both
979
Other Calc-Related Projects and Ideas / New new new side side side project by kerm?« on: March 07, 2006, 05:37:00 pm »
any one else want to post or to speak words of encouragement to kerm?
980
Other Calc-Related Projects and Ideas / OMNIMAGA GROUP PROJECT 1« on: March 07, 2006, 04:50:00 pm »
The way it works is if you make all the gray area white, that's what it would look like with GS off as the gray buffer wouldn't be applied to have the white areas made from it
981
Other Calc-Related Projects and Ideas / Zelda Secret Discussion« on: March 06, 2006, 06:57:00 pm »
I will try to get to em soon, got loads of stuff to do though...err, well, I just tested and only a 3X2 portion of the screen is tile mapped...which I bet has something to do with the fact the tile mapper uses S,T,0,6,0,4... as opposed to 0,12,0,4 and this may be a xlib version conlifct. Do you have the one with the demo and credits in the readme on your calc, as it was the most recent and is what I am using.
http://sprites.fireball20xl.com/nintendo/zelda/la.htm 982
Other Calc-Related Projects and Ideas / OMNIMAGA GROUP PROJECT 1« on: March 06, 2006, 05:34:00 pm »
some sprites...in GS
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Other Calc-Related Projects and Ideas / Zelda Secret Discussion« on: March 05, 2006, 04:20:00 pm »
I think that you ought to have both kinds because a switch in a master's room that locks a door would be a good idea...I don't get the ruby's purpose but the crystal switch and floor buttons both exist in zelda alread, and I could rip them for you if you'd like
also, looks like kerm plans on making a map maker 984
Miscellaneous / mech discussion« on: March 05, 2006, 01:33:00 pm »
Indeed I have seen this before, but that thing is to slow to do much. A vehicle that uses legs to esentialy pull and fling it around the earth would be quite intresting, as could be the case with bouyant mechs. The bouyant concept could also be applied to anywhere, even contininets (have a large enough space displaced and even millions of tons can float)
985
Miscellaneous / mech discussion« on: March 05, 2006, 10:55:00 am »
Well, IMO: mechs are very cool. In fact, in just about everyones opinions, mechs are the shizle. So, lets discuss.
As far as mech are concerened, full movement and leg design is often considered unlikely for large crafts do to a single main factor: gravity. But, as a possible solution, if the main body was partialy or fully bouyent, legs could easily jump and clamber as they wanted. Think of an armored baloon with jointed limbs and weapons. As far as way to achieve bouyancy, the main options are vacume chamber, hydrogen, and helium (in order of effectiveness.) All have negatives, but H2 is the most problamatic...as it violently reactes with oxygen and other substances. Helium is heavier, and unlike H2 and a vacume, would be dependant on be refueled with more He for any that it lost through leakage. Vacumes have the maximal possible bouyancy, but a material capable of sustaing its shape and still be light enough to be plossible is a problem. With new materials like carbon fibers though, a ultralight self supporting vacume envelope could be possible I believe. If so, you could increase or decrease the size of the envelope to inrease or decrease the bounacy and as such, alow for lift and decent. To me, this seems a plossible way to make large scale mechanoids...what are your thoughts? (On this and other issues) 986
Other Calc-Related Projects and Ideas / what this is and stuff« on: March 05, 2006, 06:20:00 am »
well, I would like it if you guys would make a list of cool features I could add, I added "move" teleporters that will send you to a cordinate up to 4 spaces verticaly and 4 horizontaly away as specified by the decimal data (.59 would be straight right 4 spaces {.5-.5=0 vertical, .9-.5=.4 horizontal)
987
Other Calc-Related Projects and Ideas / Zelda Secret Discussion« on: March 04, 2006, 05:43:00 pm »![]() ![]() 988
General Calculator Help / [PRGM USAGE] EZAsm« on: March 04, 2006, 04:56:00 am »
the API is pointless if you aren't already highly asm savy
989
Other Calc-Related Projects and Ideas / New new new side side side project by kerm?« on: March 03, 2006, 08:33:00 pm »
http://www.cemetech.net/forum/viewtopic.php?p=24422&sid=4efed0266da23cf6cbe274db0afa3ca2#24422
well, he said he found it intresting in our corospondence on the matter of such a tool, perhaps it will happen? 990
Other Calc-Related Projects and Ideas / Zelda Secret Discussion« on: March 03, 2006, 08:23:00 pm »
will do, I will finish them tommorow (err...technicaly, today)
PS: use my aol email adress for urgent requests and stuff ([email protected]) as it always empty and the first thing I see when I log on PSS:what kind of switch exactly? (describe it) |
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