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Messages - ralphdspam

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451
TI Z80 / Re: Contest Entry: Escape!
« on: May 20, 2011, 06:52:15 pm »
Looks nice!
The contest has forced us to develop so many great games in such a short amount of time.  :)

452
The Axe Parser Project / Re: Bug Reports
« on: May 20, 2011, 06:44:26 pm »
In Axe 0.5.2, there seems to be a problem with constants and If [variable]<[constant].  When I replace GDB2 with 10, the code functions correctly.  For some reason, the If statement gives a false "true" when I use GDB2.  ???

For example,
Code: [Select]
10->GDB2
If K<GDB2
.GDB2 is not compiled correctly, so it shows a false true.
End
If 10=GDB2
.GDB2 is compiled correctly for some odd reason.
Text(0,0,":)")
.A smilie is displayed, so I know that GDB2 is supposed to be compiled as 10 (Here at least).
End

453
TI Z80 / Re: [2011 Axe Entry] Uncharted TI
« on: May 20, 2011, 06:31:57 pm »
O.O  Epicness.

454
News / Re: Omnimaga 2011 Programming Contest, Part #1: Axe Parser
« on: May 20, 2011, 12:40:23 am »
* ralphdspam lost. 
Anyway, I have to get my game on.  (No pun intended.)  I'm not even done with the physics yet.  D:

I don't know if there will be any others, but if there is, they'll be chosen after the deadline arrived, to ensure they still have the time to judge anymore. Someone who participated to the contest will not be allowed to judge.
Do small monetary bribes count?  J/K :P

455
TI Z80 / Re: Contest entry--The Game With No Name
« on: May 20, 2011, 12:35:54 am »
Mmm...  Just mysterious enough to intimidate me.  :P
Sounds fun!  :)

456
News / Re: Crabcake for Axe
« on: May 18, 2011, 10:53:49 pm »
Thanks, Hot_Dog.  This looks awesome!  :D

457
The Axe Parser Project / Re: Axe Parser
« on: May 18, 2011, 10:52:37 pm »
That sounds nice, but then for the contest somebody will have to help me judging entries, because I haven't coded Axe in almost one year and I'll need to scan every entry to make sure only a certain percentage of Asm() and your new ASM feature is used, and sadly I might not make the difference between Axsembly stuff and regular Axe code. ;D

So, if there are ASM commands, will they count as an Axe command?  Hehe >:D

458
Other / Re: Favorite OS's
« on: May 18, 2011, 10:46:51 pm »
Yes, like really old 16 bit programs.  The 32 bit x86 processors had backwards compatibility with the 16 bit programs.  The x64 has backwards compatibility with the 32 bit programs, but it seems to have given up 16 bit compatibility. 

Of course, anyone who still uses a 16 bit program should be able to figure out a work around.

459
TI Z80 / Re: My explosive contest entry
« on: May 18, 2011, 10:42:50 pm »
Pulleys would be really nice. :)

NO DON"T GIVE HIM MORE IDEAS
I know.  Giving him good ideas is like standing on a street corner handing out $100 bills.  :P


460
Other / Re: Favorite OS's
« on: May 18, 2011, 10:31:50 pm »
The only problem I have had with Windows 7 x64 is compatibility with 16 bit programs.  I can, however use the XP emulator that can be downloaded from Microsoft. 

461
Other / Re: Favorite OS's
« on: May 18, 2011, 10:08:33 pm »
I really like Win 7 x64.  In fact, I'm using it right now. 

462
TI Z80 / Re: Contest Entry: Clones
« on: May 18, 2011, 09:47:47 pm »
Looks really nice!  :)

Wow, I should really get started. X.x

463
It won't be Castlevania.  It will just draw some elements from it.  I hope I can get over my cold so I don't fall too behind schedule. :P

464
ASM / Re: Perfect Grayscale - Tutorial
« on: May 17, 2011, 10:42:58 pm »
Can someone help me port this to an Axiom?  When I added a couple of commands, it started displaying glitch lines.  

I think it is because the index registers take too many clock cycles.  :\
Code: [Select]
intReturn:
ex af, af'
exx
ei
ret
initInterrupt: ;double label just for good measure

goodInterrupt:
ld a, $40
out ($30), a ;10922 Hz
ld a, 2
out ($31), a
ld a, 178 ;<- this is the number you change for delay
out ($32), a

ld hl, plotsscreen ;use axe buffers
ld ix, appbackupscreen ;\
call grayCopy
jr intReturn



;###################################
grayCopy:
DWAIT
ld a, 7
out ($10), a ;row major


ld a, (grayCarry)
rra
ld a, (grayMask) ;9 bit cycle
push af

ld e, $80
outerGray:
DWAIT
ld a, $20 ;always start on left
out ($10), a

DWAIT
ld a, e
cp $C0 ;quit at row 64
jr nz, notDoneYet

pop af
ld (grayMask), a
ld a, 0
rla
ld (grayCarry), a
DWAIT
ld a, 5 ;back to column major for
out ($10), a ;good measure
ret
notDoneYet:
out ($10), a

ld b, 12

grayLoop:
pop af
rra
push af
ld d, a
and (hl) ;get dark byte
ld c, a
inc hl
ld a, d
cpl
and (ix) ;get light byte
inc ix  ;;=========When I changed this, it started glitching up.
;and (hl)
;inc hl

or c

ld c, a
DWAIT
ld a, c
out ($11), a
djnz grayLoop

pop af
rla
push af

inc e
jr outerGray



grayCarry:
.db 1
grayMask: ;9 bit cycle
.db %01101101

465
I'll try to make a nice platformer game...
* ralphdspam starts playing Castlevania and Super Mario Bros. 3 for inspiration.

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