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Messages - squidgetx

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391
Axe / Re: The Optimization Compilation
« on: January 04, 2012, 05:12:12 pm »
Done.

For those of you who don't want to scan through, I've made a list of most of the new additions/changes
  • The HL section is quasi-obsolete
  • DispGraphr is no longer faster than DispGraph
  • The !If A xor EXP structure is now better than the !If A - EXP unless you are using an optimized addition/subrtraction
  • When storing 0 to a 1 byte variable, and 0-> is better than 0->
  • I linked to Runer's index thread as well as stole the math opts table from him to be included here.
  • Otherwise cleaned up and reformatted

392
Axe / Re: The Optimization Compilation
« on: January 04, 2012, 04:18:09 pm »
Umm it's a little outdated atm, though much of it is still OK.
Axe's peephole optimizer removes the need for things like
Code: [Select]
If A+1->A instead of
Code: [Select]
A+1->A
If A
Also DispGraph is just as fast as DispGraphr
I'm planning to sit down sometime in the near future and update this a bit

393
TI Z80 / Re: Zombie Gun
« on: December 22, 2011, 07:21:22 pm »
Looks really good, do zombies come from the other direction as well?

Yeah eventually they will. The generation routine I'm using was thrown together for the purposes of the screenshot.

I've fixed all the display bugs and am now playing with the idea of an epic new style of map/movement. I won't share details just yet in case it doesn't work out, but it involves rotating things....hehe

394
TI Z80 / Re: Multitab 83+ & Chemitab 83+
« on: December 22, 2011, 07:19:33 pm »
Oh my god, it's holmes221b!!!!

Hey, sounds like a good idea. Go for it

395
TI Z80 / Re: Zombie Gun
« on: December 20, 2011, 08:20:12 pm »
Haha, I'll probably make one later, I don't think I'm allowed to ask for help under the Cemetech contest rules anyway
heh heh.  This looks like a fun game.  Love the blood.  XD
Thankee sir

396
TI Z80 / Re: Zombie Gun
« on: December 20, 2011, 04:03:22 pm »
Here's a screenshot

The bullet/enemy collision detection seems a little glitchy, I'll have to look at that code over again :P I think I might actually just be displaying the enemy sprites/positions wrongly...
Also I need a new zombie sprite haha

397
TI Z80 / Re: Zombie Gun
« on: December 19, 2011, 10:44:26 pm »
Nah, it's just a sidescroller. I was going to make it top-down like Geometry Wars, but I think that it's actually more fun this way :P

398
Axe / Re: Axe Q&A
« on: December 19, 2011, 10:43:25 pm »
Only if you are storing to a one-byte value.

I need to update my guide...lool

399
TI Z80 / Zombie Gun
« on: December 19, 2011, 10:34:02 pm »
Latest Update

No screenies atm, but I've started a new project (likely for ceme contest 8 )

It's similar to the iOS Zombieville, where you control a guy fighting off the endless hoards of zombies so that your own brain doesn't get eaten.

The premise: Shoot the zombies. With guns. Lots of bullets. That sort of thing. (Still working out some of the details)

I'll keep you guys posted.

One thing: I'm thinking about an alternative style control scheme: you  move left/right with 2nd and MODE and use the arrows to shoot in either direction independent of what direction you are moving in. Thoughts?


400
The Axe Parser Project / Re: Bug Reports
« on: December 15, 2011, 09:54:16 pm »
I guess that it is now a better coding habit to use less-hackish constructions since the peephole optimizer can handle it now....

But I've made it a habit to write optimized code as I go :P
I love it when I can optimize lines into just a single expression that doesn't get stored anywhere (Or commands with no arguments). It looks useless but it's not. ;D

401
The Axe Parser Project / Re: Bug Reports
« on: December 11, 2011, 10:00:22 pm »
Pointer declarations using empty brackets fails in the new version
Stuff like this:
Code: [Select]
[]->GDB1
Although this:
Code: [Select]
Data()->GDB1currently can function as a replacement.

402
Axe / Re: Exiting For-loop in a search-subroutine
« on: December 09, 2011, 03:33:53 pm »
Side note that there is almost no such thing as illegal Axe code. If it works, then it's legal. Some of Axe's side effects created through 'hackish' code can be used to your advantage.

Goto-ing out of a For() loop is totally acceptable, but I like the method you used with Returns better

403
News / Re: Rules and positions update
« on: December 09, 2011, 03:30:13 pm »
Nice.

Do current CoT get to keep their mod powers (aka auto upgrade to ARS) or do we have to file an additional application or whatnot?

404
TI Z80 / Re: TI-Defend
« on: December 06, 2011, 08:48:32 pm »
Looks great so far, good luck with enemies/shooting. I think there are a few tutorials by Deep Thought on those topics in the specific tutorials thread in the axe section if you need help.

405
Other Calculators / MOVED: The 1st real 3D game on TI-Nspire CX
« on: December 05, 2011, 05:29:32 pm »
This topic has been moved to News.

http://ourl.ca/14378

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