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Graviter / Re: Graviter - Axe
« on: July 17, 2011, 01:06:15 am »
\o/ Yay! I'm glad this project isn't dead!
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. 316
Graviter / Re: Graviter - Axe« on: July 17, 2011, 01:06:15 am »
\o/ Yay! I'm glad this project isn't dead!
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TI Z80 / Re: TBEXE - Pre-alpha feature requests« on: July 17, 2011, 12:37:49 am »@ralphdspam, it's kind of a basic interpreter, but it's really neither. It'll be able to open/save as 8xp files, but I am building a sort of conversion engine that will allow users to turn .8xp programs into fully-functional .exe programs to run on the computer.I'm sorry. I still don't quite understand. Will your program only parse through TI-BASIC commands or will it support no-stub ASM as well? It is a little confusing because an .8xp file could contain either one. Also, do you plan on adding support for 3rd party commands from xLib, CelticIII, Omnicalc, etc.? Either way, you have a great idea, and I would like to see it take root. 318
TI Z80 / Re: TruVid - 4 level grayscale video with sound« on: July 16, 2011, 10:24:50 pm »No, this is as small as I can make it without leaving part of it out. You could always just speed up the tempo.or... Nyan OS!!! (Oh, I'm never falling for an April Fools trick again. (and yes, I'm still not over it)) 319
News / Re: Axe Contest Participants - Hurry« on: July 16, 2011, 10:19:37 pm »Fuuuu I couldn't make it in time.Wait... wha? 320
News / Re: Omnimaga Programming Contest 2011 Part 1: Axe Parser poll and judging starts« on: July 16, 2011, 10:17:24 pm »
All of the entries were great in their own way!
I still feel disappointed that I couldn't finish that random number generator on time. 321
TI Z80 / Re: TBEXE - Pre-alpha feature requests« on: July 16, 2011, 10:14:53 pm »
I don't quite understand. Is this a basic interpreter or a Z80 emulator?
Either way, I'd go for that dinosaur! 322
Miscellaneous / Re: I'm Leaving« on: July 16, 2011, 07:50:53 pm »Well, I hope you fix your problems IRL. When you return, we'll throw a big party. 323
Miscellaneous / Re: What is your signature?« on: July 15, 2011, 06:32:04 pm »
Rofl, Burma-Shave.
I wonder how many will get the reference. 324
ASM / Re: IM 2 on SE/84+ hardware« on: July 14, 2011, 07:11:16 pm »
Hmm... Sound interesting. It would be nice if we didn't have to fill that huge space with all the same number.
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News / Re: Axe Parser 1.0.0 is out!« on: July 13, 2011, 07:33:59 pm »
Yay! Thanks, Quigibo for all of your hard work and dedication to the Axe Parser community.
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Other Calc-Related Projects and Ideas / Re: You can help us solve a few mysteries!« on: July 13, 2011, 01:01:10 am »
1. TI-84 Plus SE
2. P-02100 3. Yes (56) 4. V2 5. No 6. 55 7. 00 8. C2C4 9. 000000 Why you no have full 128K RAM!? 327
TI Z80 / Re: Spanky Emprise Series« on: July 10, 2011, 07:23:31 pm »@jkag - that's a pretty good idea. how do you edit nibbles in axe parser?Yep, that's tilemapping. 328
News / Re: Testing new bot-automated front page news article system« on: July 10, 2011, 02:46:00 pm »
I wouldn't mind tutorials on floral assembly, though.
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Site Feedback and Questions / Re: omniurl.tk is down?« on: July 10, 2011, 02:34:02 pm »
Bumpity Bump Bump!
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TI Z80 / Re: Spanky Emprise Series« on: July 10, 2011, 12:19:13 am »@ralphdspam - Yeah, I'm planning on releasing a level editor, but adding support for external levels will take some re-coding, because right now the 50 levels I'm using are all but hard-coded into the program itself, seeing as I can't really think of a way to scan through the appvars on the calc and determine which ones are levels/worlds and which aren't (a world is 10 levels, btw).You can have a string at the beginning of the file and have your program check it. For example, each of your level packs (or what you would like to call them) can start with [31415926] or something. Then you would have your program scan through all of the appvars and list those that match up. Right now I kind of a have a problem, a pretty minor problem, but it's there nonetheless. Anyways, the problem is that all 50 levels put together take up about 60,000 bytes of archive. To me that seems like a lot. What do you guys think? All the levels are packaged into 5 appvars of 12,000 bytes each, one appvar per each world. It's not so bad because the appvars can stay in Archive, I'm utilizing the File access ability of Axe (using Y1 and such), but to me it seems like most other games don't have level files that big. I'd be very interested to know how that Sam Heald guy made his Super Mario levels, if anyone knows anything.(I'm assuming your levels are tilemapped.) I have no idea how Sam Heald made his Mario Levels, but Run Length Encoding is an effective and easy-to-implement compression technique. http://ourl.ca/4129/104983 http://ourl.ca/4129/103313 |
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