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Messages - simplethinker

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106
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: November 03, 2009, 08:17:30 am »
Is the calculator save file like that? Is that why it's so long?
For large games, there's an immense amount of stuff that has to be saved.  For example, in Pokemon it has to remember:  Player position, names, carried items, items in PC, every pokemon (including stats, name, moves, etc.), hall of fame stuff, which items have been taken, which trainers have been beaten, pokedex stuff, story related things and others.

32 KB seems enormous to us with calculators, but if you remember that Pokemon had an 8 Megabit (0.5 MB = 512 KB) cartridge it doesn't seem that huge :)

107
TI Z80 / Re: Sprite/tileset Editor- need input
« on: October 27, 2009, 06:29:55 pm »
As for exporting, should it default to just printing to the screen but have the option for putting it in (or appending to) a file?  Also, I think I might be able to copy things to the clipboard (where data for cut/copy/paste is stored).  If I do that, should I still keep printing to screen (or file) as the default?

With regards to undo/redo, is 20 actions (defined by a full-screen change like inverting/clearing, or setting/resetting a bunch of pixels at once) enough to keep, or should I save more?

108
F-Zero 83+ / Re: F-Zero Progress Thread
« on: October 27, 2009, 04:37:55 pm »
I forgot that he will also be competing against TI-Boy :D

[edit] Just for posterity: my first post was talking about Chip's vs. F-Zero (I'm not as clueless as I am I seem :P)

109
F-Zero 83+ / Re: F-Zero Progress Thread
« on: October 27, 2009, 04:19:39 pm »
No pressure, but you only have a month or two to finish this if you want to have two projects up for POTY in the same category ;)

110
F-Zero 83+ / Re: F-Zero Progress Thread
« on: October 26, 2009, 05:21:42 pm »
IT'S ALIIIIVEEE!
w00t ;D

Quote
So yeah, I decided to ditch my plan for the Artificial Intelligence, because it was getting way too complicated (and it probably wouldn't work anyway). Instead, I'll use the tried-and-true waypoint method. So, I decided to get the AI to be able to aim itself at a point. The best way to test that, in my opinion, was to have a moving target - that is, the human-controlled car. And it seems to work! The artificial intelligence is using the exact same controls as the human - left, right, and 2nd. :)
If the AI will be constantly targeting the player, won't the player always be in the lead (or the AI will be backtracking to reach the player)?

111
TI Z80 / Re: Sprite/tileset Editor- need input
« on: October 26, 2009, 05:05:06 pm »
Could you also maybe have something where you can preview your current tile in, say, a 4x4 map of itself, just to make sure it stacks nicely and stuff?
That's an excellent idea!

A map editor (maybe not necessarly with the ability to save yet, but just to test the tiles) would be good
A full map editor is the plan ;D

112
News / Re: Unfinished RPG "The Core Of Light" by Timendus released as is
« on: October 23, 2009, 05:41:47 pm »
Comments, labels, and variables (variable names are nothing but pointers) can not be recovered from a disassembly.  Another issue is that everything is considered code, so data, which is usually specified by a .db or .dw, is converted to assembly instructions.  Not only is this confusing, but if one of the bytes (for example $CB) indicates the start of a two (or more) byte instruction, it could try and read the next byte (which is actually a separate instruction) as a two-byte code, thus seriously screwing up the code.

Labels can sort of be recovered though.  In the disassembler I wrote, whenever it encountered a jump or call instruction, it would add in a "lADDR" (where the ADDR is the two-byte location of the label) at the correct spot in the code.  For example
Code: [Select]
Label:
   jp Label
would be disassembled as
Code: [Select]
l9d95:
  jp l9d95

113
Serenity / Re: Jump Button
« on: October 23, 2009, 05:31:07 pm »
I prefer using [2nd] instead of [Up] for jumping.  It's a lot easier.

114
TI Z80 / Re: Sprite/tileset Editor- need input
« on: October 23, 2009, 05:27:50 pm »
I'd go with doing a combination of exporting to Bin/Hex String AND .8xi Pic Var. That way the user can choose whichever, depending on how they plan to use the data.
Thanks ;D  It should be easy to add in a drop-down menu to select what the user wants.

115
TI Z80 / Sprite/tileset Editor- need input
« on: October 22, 2009, 04:09:27 pm »
As proof that I haven't accomplished nothing in the long time since my last public update to Chip's Challenge, I decided to finally release the sprite and tileset editor (for computer; written in Python) that has distracted me every time I get the motivation to work on CC.

The big features are:
- Ability to save and edit tiles
- Give names and numbers to tiles (to ease integration into the Tilemap editor I'm also working on)
- See what the tile looks like and how it compares to the old one (if editing)
- Output/export the tiles in various formats (this is the thing I need input on; see below)
- All the above but with entire tilesets
- Looks cool :)
- User-friendly (which, if you know me, you realize is pretty darn amazing :o)
- Probably more things that I've just forgotten about.

Because of my short attention span and new ideas that required complete re-writes (or at least sloppily patching things together), this has remained in limbo for months with really only the final touches left to do.  One of the biggest road blocks to finishing things up has been what to do with the tiles once they've been made.  Here are the ideas I've come up with (when I say "export" I mean either writing to a text file or printing to the screen):
1) Do nothing.  I'm not dismissing this since the editor was initially created to streamline the process of making sprites, not to help with actual coding or format conversions.
2) Export as binary or hex strings (e.g. '10010110' or '95', etc...).  The hex string could be used for Celtic3's det(17 command; not sure about uses of binary
3) Export in Asm format (using the .db's and stuff).
4) Create an actual .8xs (string) with the hexadecimal format so it could be used by C3's identity(5.  I don't think this would be too useful, but I'm just throwing it out there.
5) Create a .8xi picture variable.  This could be most useful for tilesets, since you could create the tiles and then have the picture conversion automated.
6) <insert other ideas here>

I'd love everyone's opinions on this.  I could do one of those, all of those, or anything in between.  I'm also open to any other ideas.

Also, as I stated above, I'm not sure if I should write things to a file or just print them to the screen (or a mix), so input on that would be good too.

116
News / TiLP- it's alive!
« on: October 21, 2009, 12:43:33 pm »
TiLP, the linking software that we all (or at least most) thought dead, is being worked on again, by Lionel Debroux and Benjamin Moody.  The new information can be found in a thread on UTI starting here.  There's also a page on SourceForge for TiLP.

The first bug they've addressed is the problem with TI-Connect and TiLP groups for z80 calculators.  The maintainers believe their fix has solved the problem, but neither own an actual z80 model, meaning they need help testing the fix(es) (and will likely need the help for other fixes as well).  If you can test the fixes and report your findings, you'd not only be getting access to a working version of TiLP earlier than everyone else ;), but you'd also be greatly helping the community as a whole :).

Currently, the (proposed) fixes require you to modify the source file yourself and recompile.  The source is obtained via SVN, which works best under a *nix system (directions are in the first link I posted).  The plan is that once the fixes are confirmed, there will be an official release with the updated source and a compiled binary/dll.

*If someone wants to try and figure out how to do it in Windows, post the directions here and we could get more people that can easily test the changes.
-Instructions for building on Windows can be found here.

117
Humour and Jokes / Re: Strange Error Built into CaDan
« on: October 21, 2009, 12:11:04 pm »
I don't think he's released another demo/version of CaDan since the first.

118
Computer Programming / Re: Need help with VB.net 2008
« on: October 18, 2009, 01:25:05 pm »
There is an even easier way to do it with bookmarks!  Just resize your browser window so you can see both the desktop and the omnimaga homepage at the same time, and then drag the [Home] button onto your desktop.  A shortcut should be created! :D
Quit taking the fun out of it!  j/k

Cool, I didn't know you could do that.

119
Computer Programming / Re: Need help with VB.net 2008
« on: October 18, 2009, 01:01:40 pm »
I'm not sure about doing this in VB, but here's a way to do it with a Vista batch file:
1) Find the location of "firefox.exe" on your computer (on my sister's Vista laptop, it was "C:\Program Files (x86)\Mozilla Firefox\firefox.exe".  From now on I'm going to use "FFPATH" for this location (including the "firefox.exe"), since it's probably different for you and I'm lazy.
2) Now, create a batch file (I think the extension is .bat), which I'll call "Stuff.bat" for now.
Code: [Select]
@echo off
FFPATH http://www.omnimaga.org
You can put whatever address you want where the "...omnimaga.org" is (the "@echo off" is just so that it doesn't show the command line).

So on my sister's laptop it would be
Code: [Select]
@echo off
C:\Program Files (x86)\Mozilla Firefox\firefox.exe http://www.omnimaga.org
Now you should just be able to click on "Stuff.bat" and it will open the site in firefox.

120
Introduce Yourself! / Re: Not really new, but...
« on: October 18, 2009, 11:27:24 am »
@simplethinker: Little patches for small things are not worthy of being screamed all over the community.  ;D I'm already glad it's the first thing you get when you search google for "PTT patch" and that some people linked to it on UTI.
Well, since you didn't want the peanuts I usually give out, I was thinking that I could at least give your ego a little boost, but you kinda ruined that too ;D

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