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Messages - squidgetx
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31
« on: February 11, 2013, 08:37:17 pm »
I know that Gridlock and Iconoclasm offer abilities to move around springboard icons, and Infinifolders allows you to have unlimited folder sizes but as far as a startmenu/taskbar I don't really know. A touch screen device doesn't really lend itself to the desktop metaphor very well iFile also gives you a decent gui to view all the folders/files on your device. I wonder if UbuntuOS/FirefoxOS could be loaded onto an iPT...
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« on: February 10, 2013, 10:04:18 pm »
Woo, update!
I implemented the store in addition to a lot of other things in the npc scripts, optimized things back down to app-size, and fixed a crap ton of bugs. Not much to show but a lot of progress on the internal side I suppose. I have yet to fully implement this terrain thing: I laid down the framework but it's not finished yet...
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« on: February 10, 2013, 12:06:08 pm »
Wait a minute...
!If r3 16 cchar() return end e8457->A while r3^10->{a--} r3/10->r3 end
while -e8457 {a}+16 cchar() a++ end return
..gets rid of that extra while loop also
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« on: February 10, 2013, 11:34:26 am »
Thanks Xeda; I modified it a little bit because it wasnt working exactly for me.
!If r3 16 cchar() return end e8456->A while -e8452 r3^10->{a} r3/10->r3 a-- end a-- while 1 endif {a++} while -e8457 {a}+16 cchar()a+1->a end return
35
« on: January 29, 2013, 02:42:54 pm »
Yeah, he's working on it (I think)
Runer (or anyone who wants to look at this code), if you have questions feel free to pm me or just post here.
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« on: January 27, 2013, 03:50:48 pm »
The New Pornographers and Starfucker are two groups who I listen to regularly
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« on: January 26, 2013, 10:59:48 pm »
If anyone wants to take a crack at optimizing any of these routines, I'd be very grateful . I've gone over them a few times, but haven't been able to get too much out of 'em. Custom Menu Routine :Lbl CMen .Creates a menu and returns the int index of the value chosen, returns -1 if canceled with Alpha .r1-X, r2-Y, r3- NUM OPTIONS,r4 longest entry length, r5 pointer to string data for choices, broken by 0's :0→F :41→K :r1→A :r2→B :r3→C*7+4→r6 :r4→D*4+10→r3 :r6→r4 :Box() \\box drawing routine that takes similar arguments to Rect :B+3→r2 :r5→E→r3 :For(C) :¦ A+8→r1 :¦ CText() \\custom text routine, same argument format as text(). :¦ r2+7→r2 \\r2 is untouched in the routine, the x coord at the end of the text drawn returns at r1 :¦ r3++ :End :Text(B+2*256+A+4→A+4) :While 1 :¦ !If +6 :¦ ReturnEFFFF :End :If K :=1-(K=4)+F :!If +1 :+1 :End :min(-1,C-1)→F :{E86D7}-4→{E86D7} :DrawF " " :Text(F*7*256+A) :DrawF Str1P :Else :Delay() :End :DispGraphrr :End!If getKey→K-54 :ReturnF Custom decimal drawing routine :Lbl CDec .custom decimal drawing routine, arguments X,Y,Num :.E0504→{E8251}r :!If r3 :16 :CChar() :Return :End :r3/10000→{E8452} :r3/10/10/10^10→{E8453} :r3/10/10^10→{E8454} :r3/10^10→{E8455} :r3^10→{E8456} :0→{E8457} :E8452→r3 :For(5) :¦ If {r3} :¦ !If {E8457} :¦ 1→{E8457} :End :End :If {E8457} :{r3}+16 :CChar() :End :r3++ :End :Return Scrolling list implementation :Lbl ItemS :.SELECT ITEMS .creates a scrolling menu, A is the visible offset of the cursor, B is the offset of the window .r1 is the argument for starting value of the cursor .oItem points to the beginning of item data which is in the format item ID, quantity :If r1>5 :r1/6*6→B :r1^6→A :Else :r1→A :0→B :End :PrepI() \\prepares for dealing with items (just a getcalc call) :41→K :length(oItem)→L :While 1 :¦ !If +6 :¦ Return‾1 :End :If +48 :Box(30,0,66,40) :3→r2 :B*2+oItem→F :For(E,0,5) :¦ If {F}→r1 :¦ GetI() \\copies item information using r1 to L5+e20 :¦ L5+E20→r3 \\this is the name of the item :¦ CText(40) :¦ Text(r2-1*256+84) :¦ DrawF "x" :¦ DrawF {F+1}►Dec \\quantity of item :¦ Else :¦ Str0N→r3 :¦ CText(40) :End :r2+7→r2 :F+2→F :End : :!If K-1 :A++ :!If -5 :4→A :If A+E≤L :B++ :End :End :End :!If K-4 :A-- :!If +1 :→A :B-- :!If +1 :→B :End :End :End : :Text(A*7+2*256+34) :DrawF Str1P : :InfI({A+B*2+oItem}) \\displays information about the item in another box :Else :Delay() :End : :DispGraphrr :End!If getKey→K-54 :A+B+1 :Return
Size over speed tilemapper (only used to draw starting images) :Lbl DrawM .basic tilemapper, I care nothing about speed here, go for size. Draw1 is just a routine to draw a 12x12 bitmap in grayscale .Y1 is tiles .x, y char offset is 4,3 :ClrDrawrr :.DRAW MAP θ=MAPFILE PTR :‾8→T :PY-3*48+θ+PX-4→F :For(B,0,5) :¦ For(A,0,8) :¦ ¦ conj({F+A}*48+Y1,L1,48) :¦ ¦ :¦ ¦ Draw1(A*4*3,T,L1) :¦ End :¦ T+12→T :¦ F+48→F :End Asm 16x16 4level gray mask routine #include "Axe.inc"
.db $00,$00
mask16: ;Grayscale mask command with 16x16 sprites
;Masked Sprite Format ;3 layers, 12x16 ;Mask applied to both buffers ;Front Buffer ;Back Buffer ;SpritePointer always $8528 ;byte to draw axv_R2 (X + y*12*12 + 48) ;aligned/unaligned by 4px axv_R1 0 or 1 ld hl,(axv_R1) ld b,l xor a \ cp b jr z, draw ld hl,$8528 ld b, 16 shiftMask: ld a, $FF rrd \ inc hl rrd \ inc hl djnz shiftMask ld b, 32 xor a shiftSprites: rrd \ inc hl rrd \ inc hl djnz shiftSprites
draw: ld hl,$9340 ;drawposition in hl ld ix,$8528 ;sprite mask pointer ld de,(axv_R2) add hl, de ld b,16 ld de, 11 drawFront: ld a, (ix) and (hl) or (ix+32) ld (hl), a inc hl inc ix
ld a, (ix) and (hl) or (ix+32) ld (hl), a add hl,de inc ix djnz drawFront
ld hl,$9872 ;reset registers ld ix,$8528 ld de,(axv_R2) add hl, de ld b, 16 ld de,11 drawBack: ld a, (ix) and (hl) or (ix+64) ld (hl), a inc hl inc ix
ld a, (ix) and (hl) or (ix+64) ld (hl), a add hl,de inc ix djnz drawBack Edit: one more, the map loading code. Seems like this could be cleaned up quite a bit :Lbl LoadM .Loads a map into theta using OverY and OverX coordinates .24x24 tilemap for overX, overY coords storted at theta+2304 :OverY*24+OverX+θ+2304→r6 :.LOAD WARPS,NPCs,ETC :conj({}-1*32+Y2,L5,32) \\load map information into L5 :{L5+E1E}r→A :If {L5+E17}*5→B :conj(Y2+A,E8000,B) :End :E8000+B→Ptrg :A+B→A :If {L5+E18}*4→B :conj(A+Y2,Ptrg,B) :End :Ptrg+B→Pwrp :A+B→A :If {L5+E19}*6→B :conj(A+Y2,Pwrp,B) : :End :!If OverY :Fill(θ,768,72) :Else :!If OverX : :FillM(θ) \\fill map with 16x16 square of 72s at theta :Else :DeCoM(r6-25,θ) \\decompress 16x16 map at r6-25 into theta :End :DeCoM(r6-24,θ+16) :!If OverX-23 :FillM(θ+32) :Else :DeCoM(r6-23,θ+32) :End :End : :!If OverX :FillM(θ+768) :Else :DeCoM(r6-1,θ+768) :End :DeCoM(r6,θ+768+16) :!If OverX-23 :FillM(θ+768+32) :Else :DeCoM(r6+1,θ+768+32) :End : :!If OverY-23 :Fill(θ+1536,768,72) :Else :!If OverX :FillM(θ+1536) :Else :DeCoM(r6+23,θ+1536) :End :DeCoM(r6+24,θ+1536+16) :!If OverX-23 :FillM(θ+1536+32) :Else :DeCoM(r6+25,θ+1536+32) :End :End :Return
38
« on: January 24, 2013, 10:33:36 am »
Pretty impressive work so far TheMachine Looking forward to some more implementations of other textures and clipping
39
« on: January 21, 2013, 10:21:11 pm »
Now that my IDE is near completion, I picked up my calc today, dusted off the source, made a fresh build, and confirmed that everything is working fine and have begun to re-familiarize myself with the code (thank goodness for all my extensive documentation). New idea: terrain Nothing fancy, but I think that having some tiles more easily traversable than others might make things interesting I always thought that the stark walkable/wall duality of most RPGs wasn't quite indicative of real life. I'm thinking 3 levels- fast (road, short grasses, floors) medium (tall grasses) and slow (large bushes).
40
« on: January 21, 2013, 10:14:51 pm »
All right, finally got this working.
-Added tile count change spinner to the tile editor (ceiling 256) -Added discard changes button -Synced main frame with tile editor changes -Fixed bug with masked and unmasked tiles in the same tileset -Fixed the issue with the manifest -Should create new if no data files detected -Added ability to choose npc sprite when adding npc sprite -Fixed multiple issues with the output files
AoC, Nick, if it still doesn't run, then there's gotta be some kind of cross platform issue, as it runs fine here on linux mint. Thought that avoiding these kinds of issues was the whole point of java lol
41
« on: January 20, 2013, 02:16:16 pm »
That's a pretty lame first prize, isn't the iPad 2 like 8x worse than the iPad 4?
Hey kids, compete for this awesome tech from 3 years ago!
42
« on: January 20, 2013, 12:08:51 pm »
I'm gonna see if I can rebuild the jar, I think something must've screwed up.
Missing files shouldn't be a problem; I catch the exception so it doesn't crash, and it'll just build an empty list, hmm
43
« on: January 18, 2013, 09:41:34 pm »
My best event relatively is the 200 fly, I qualified for my state junior olympics with that time I'm OK at free I think, I went that 23 once in a relay but never went under 24 again haha. Know who's absurdly fast? This kid. High schooler, WTF This video also is quite amazing/funny:
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« on: January 18, 2013, 09:31:06 pm »
I thought I might as well revive this topic since we have been discussing sports on IRC. I'm a swimmer and I used to run, but I don't compete or run much anymore. Now for the bragging part(Though I'm not sure how good some of these are) 100 breaststroke 1:22.71 100 freestyle about 1:08 50 freestyle 0:29.00 50 breaststroke 0:35.97 100 backstroke about 1:37 I'm not great at it. I hate back
My coach says I could take 6 seconds off my breast time by fixing my turns and working a little on my stroke. I also could do with a little more stamina to take that 100 free time down.
Another swimmer here! I'm retired now (not swimming actively right now, and probably won't because college is D1 and varsity is too good) but some of my times are were 100 free: 52.9 50 free: 23.9 100 fly: 56.8 100 back: 1:01.4 200 fly: 2:05.6 200 IM: 2:09 400 IM: 4:39 100 breast: 1:14 Hey, you're pretty good at breaststroke :O no seriously, relative to your other times 1:22 and :35 is really good. i bet if you worked hard on it you could get really good. (I never was a great breastroker ) For the 100 free, the biggest piece of advice I have is BREATHE ON THE FIRST 50! I could've done much better in my last few meets and probably gotten under 52 but I would always jump in and be like YEAH I FEEL AWESOME and breathe like 4 times in the first 50 and go out like a :25 then get tired and come back a :28
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« on: January 18, 2013, 08:31:53 pm »
Woohoo! Pretty much done with this baby. Might throw in a flood fill routine for the map/tile editor, but other than that this thing is ready to go. The 30k lines of code are clean(ish) for a first large Java project, so I'm pretty happy with myself. Notable features: -NPC, Item, Move, Enemy, info editors -No extra save file; loads and saves as compileable asm -Reference based tile editor! Insert a new tile, delete a tile, move a tile around, your map won't change. -Masked sprite editing with blue as transparent Jar and screenie (warning, large) attached. Now for some epic content generation and some final coding on the calc-side
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