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Messages - squidgetx

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1651
Introduce Yourself! / Re: Verdant is back!
« on: October 05, 2010, 04:35:28 pm »
1. multiple accounts is against forum rules

2. what's with all the \'s?

3. ...who's verdant?

1652
TI Z80 / Re: Axe Cuberunner
« on: October 05, 2010, 04:28:35 pm »
v0.995 :)

new features:
pause function

changes:
restructured a lot of internal code flow/addresses
horizon line bug and invisible cube bugs fixed
score increments by 1 as opposed to 2

screenies show difference between the speed at 2000 and at the beginning (I think DJ, you wanted to see this?) This will probably be changed as the current difficulty curve is a little...flat...

1653
TI Z80 / Re: Axe Cuberunner
« on: October 05, 2010, 03:56:32 pm »
Max speed is at 2000...I'll see if I can get a screenie of that (I can't even get that far after adding the rotation lol)

Yeah, I was going to wait until I got the second set of rotated sprites before update but that won't be for a little while I think...I managed to get everything else done in physics today thoughlol...let me go get my calc ;) v0.995 lol

and yeah that bug got fixed

(i had it fixed but in a version in between 0.4 and 0.99 I changed to monochrome. when I went back to 3 lvl gray I forgot about it :x)

1654
TI Z80 / Re: Axe Cuberunner
« on: October 05, 2010, 03:50:06 pm »
I try. ;D

Well DJ, in the next update you'll have to divide all your scores by 2 since I took ztrumpet's suggestion and made the score increase by 1 per frame instead of 2 :P

I tried the alternate pause idiom, and the difference in the grayscale quality is negligible. I also went as far modifying the engine to use only L1 and using interrupts to try and get the gray better, with no luck :(

The gray is acceptable quality imo, especially since they are only squares. Just think of it as a dithered gray as opposed to a true gray :)

edit:
I suggest always keeping the number of DispGraphrs per iteration to be an odd number.  For example, look at the source to my Axe Snake.  The variable I use to control my For( loop is R. :)

There are actually 2 dispgraphr's per frame. It looks better this way :P I think (not sure though) that this is because since everything moves every frame, I have it dispgraphr twice per frame for the proper gray effect.

1655
News / Re: Axe Contest poll and judging starts
« on: October 05, 2010, 03:38:20 pm »
I exclusively code on-calc :P I can't stare at text on a screen for long amounts of time (looking at games is ok though ;))
Axe is....amazing...although I suspect it's name is the reason Omnimaga is blocked at school because the site fits into URL category "weapons' :P

1656
News / Re: TI-84+SE discontinued
« on: October 04, 2010, 05:44:48 pm »
or maybe the european pepole weren't supposed to announce it yet....?

1657
TI Z80 / Re: My First Quantum Translocator
« on: October 04, 2010, 05:19:41 pm »
I already ran it on my calc lol

from what I know about BLOD, it can only affect it seriously if left on for long periods of time....but I wouldn't really take any chances with that...so yeah...probably removing it is a good idea.

1658
TI Z80 / Re: Axe Cuberunner
« on: October 04, 2010, 05:17:22 pm »
yeah, sircmpwn suggested that earlier. I didn't feel like it helped a whole lot, but that was with the 4 lvl gray. I think someone said earlier (or in another thread) that the 4 lvl gray timing is weird or something.

I'll look into it. :)

1659
TI Z80 / Re: My First Quantum Translocator
« on: October 04, 2010, 05:14:14 pm »
lol blod almost

looks nice
jumping physics are up next? (they look a little linear to me :P)

1660
TI Z80 / Re: Axe Cuberunner
« on: October 04, 2010, 05:05:00 pm »
Horizon line glitch....hmmm. yeah fixable. just a program flow flaw :P

Another rotated frame....
Possibly...tbh putting in the single rotated frames was actually really annoying (this is why it took so long for this update :P)
but now that that part of the engine works adding a second set of frames shouldn't be too difficult.
By 15 degrees do you mean a less-rotated-than-the-current-rotated sprite?

This is 83+ speed 6MHz with a :Pause 100-(score/20) built into the loop ;D

1661
News / Re: TI-84+SE discontinued
« on: October 04, 2010, 04:58:12 pm »
lol where'd you get the idea that they're republicans?

but yeah....it sucks a lot...and of course TI is just going to be like...what? no of course it's not discontinued...what are you talking about...

1662
TI Z80 / Re: Axe Cuberunner
« on: October 04, 2010, 04:48:06 pm »
Pause: sure
Score by 1: perhaps...but yeah, probably
Source in 1.0: yes :)

1663
TI Z80 / Re: Axe Cuberunner
« on: October 04, 2010, 04:23:56 pm »
UPDATE v0.99
 ;D
yeah doublepostwhatever
Pretty much 1.0, just wanted to upload it to see if you guys find any bugs that I don't know about

New features:
titlescreen/highscore tracking
Cubes rotate (sort of) too!

Changes:
Rotation now works the correct way
Finally fixed a bug at its source that has been there since the first release. (involves randomly spawning cubes everywhere)
Fixed cubes-not-reaching-edge-of-screen bug
Back to 3 lvl gray. For a while I wanted it to be monochrome too, but I didn't really like the look. It's not too terribly flickery, and I like the variation it adds.
Optimized a bunch of random stuff
Restored the speed increase as you progress through the game (it was absent in 0.3)



1664
The Axe Parser Project / Re: Axe Parser
« on: October 03, 2010, 05:22:45 pm »
Quick question: Is this:
Code: (1 byte variable For() loop) [Select]
min→{L1+A}
While {L1+A}<max
{L1+A}+1→{L1+A}
<code>
End

faster than:

Code: (Standard For() loop) [Select]
For(Var, min, max)
<code>
End

?

1665
Math and Science / Re: math stuffs
« on: October 02, 2010, 10:04:30 pm »
Yeah, I'll check it out. I'll let you know (hopefully on Monday)

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