1006
TI Z80 / Re: The Impossible Game
« on: July 05, 2010, 08:05:50 pm »
can we drop flags?
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. 1007
TI Z80 / Re: The Impossible Game« on: July 05, 2010, 01:23:36 pm »
yes, i played it in DCS. and that version works fine, thanks (: i love the game except the fact that the spikes are blurry.
1008
TI Z80 / Re: The Impossible Game« on: July 05, 2010, 12:30:41 pm »
i liked it, but i got a RAM clear right after i played it
1009
Other Calculators / Re: Project ideas?« on: July 03, 2010, 11:45:44 pm »
well, it depends upon your strengths. if you're very proficient in basic, maybe make a platformer like Exodus? Axe isn't too difficult to learn so maybe you could try making a simple RPG, to get used to tilemapping, pointers and hex in Axe. i'm not sure about ASM though, since i don't program in it i don't know a good starting point. You could always go with very simple games such as snake and pong, if you haven't already.
1010
Art / Re: Post your random sprites!« on: July 03, 2010, 10:02:10 pm »
i remember DJ once telling me that french people take all caps as yelling over the internet, it's probably the way DJ has been influenced due to his background. i guess it's one of those "now you know" things. regardless, nice sprite work. i like the bowser one especially.
1011
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni« on: July 03, 2010, 03:48:02 pm »
367. you've written a sprite to hex routine. and then fully optimized it. you're still confident it could be better.
1012
Other Calc-Related Projects and Ideas / Re: Doors CS 7 really coming out?« on: July 03, 2010, 03:27:47 pm »
quadratic solver with a GUI that is raycasted? Do it. Now.
1013
Axe / Re: Sprite Editor« on: July 03, 2010, 01:15:48 am »
they're the same, i think.
here: Code: [Select] For(A,0,S-1 S being the size 1-8. edit: 200 posts (: 1014
Axe / Re: Sprite Editor« on: July 03, 2010, 01:10:42 am »
i don't think so. here's a table.
sprite size : number to subtract from 8 255 7 254 6 252 5 248 4 240 1015
Axe / Re: Sprite Editor« on: July 03, 2010, 01:01:50 am »
builderboy: doesn't work. i tried to invert a blank 4x4 tile and got 3333333300000000 as my hex code. you can't just divide 255 by a number, you need to subtract from it. a 7x7 sprite needs to subtract uses 254, since each byte is a row in the sprite, to subtract 1 pixel (or 1 bit) you would subtract just 1. if you needed to subtract two bits to get a 6x6 sprite, you would subtract 3.
1016
Axe / Re: Sprite Editor« on: July 03, 2010, 12:45:21 am »
i use it in my tilemapper program. imaginary points to anyone who figures out how to modify that routine to make it invert sprites smaller than 8x8 (: anyway, i can't really think of any use besides inverting sprites/tiles, though. i just posted it in case runer was using two for loops with a pxl-change.
1017
Axe / Re: Sprite Editor« on: July 02, 2010, 12:35:15 pm »
runer, i'm not sure how you invert sprites but i have a suggestion, if you don't do this already. pretend your sprite data is in L1.
Code: [Select] For(A,0,7 this "inverts" your sprite data, one byte at a time. thought i would share, just in case. 1018
Site Feedback and Questions / Re: Should Omnimaga have its own POTY award/Featured programs page?« on: July 01, 2010, 09:35:30 pm »
everyone thinks we should do it. look at the poll. i'd say 14 - 0 is a pretty solid standing. however, maybe you would want to alter the poll now? for example, have the options Monthly, Once every two months, Seasonal, Four months or something of the like to agree upon a time frame.
1019
The Axe Parser Project / Re: Bug Reports« on: July 01, 2010, 05:14:55 pm »
i'm wrong. i tested it on-calc in axe, it must be bitwise since where A=6 and B=5, A-5 xor (B-3) results in true.
1020
The Axe Parser Project / Re: Bug Reports« on: July 01, 2010, 04:42:33 pm »
look at the commands list. there's both a xor like in TI OS, and a bitwise xor ( it's a plot style token ).
bitwise: 1 xor 2 = 3 TI OS: 1 xor 2 = 0 |
|