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Messages - squidgetx

Pages: 1 ... 53 54 [55] 56 57 ... 123
811
Jumpman 68K / Re: Jumpman
« on: February 19, 2011, 11:41:09 am »
^^Same, good luck with opts/quirks as well as stuff IRL :)

812
Introduce Yourself! / Re: Why, hello there!
« on: February 19, 2011, 11:36:01 am »
Hey, I saw you on IRC, welcome to omni :D

813
TI Z80 / Re: SandLand
« on: February 18, 2011, 06:05:48 pm »
you can't control the character while in the air?  This does make real life sense but it also makes it a bit difficult to move around :(

Yeah, I'm not sure what I want to do with that. I know for sure that I do not want you to be able to accelerate while in midair...
Also the funny thing with slope physics is that I still haven't added them. The slope physics that you see is the byproduct of the gravity/collision physics. It actually looks pretty nice, nice enough that I probably won't bother adding slope physics until later...

814
News / cerzus69 releases Benumbered 2.0 beta
« on: February 18, 2011, 05:35:39 pm »
Benumbered 2.0 (an update from the old 1.0), recently released as a beta on Cemetech by cerzus69, is a Bejeweled port written in z80 asm. Instead of using jewels, we get to swap around numbers, from one to seven. The game is very polished already, even in its beta state. Its many features include six gameplay modes, flickerless four level grayscale, cascade animations, 24bit highscores, and even hints. o.O

You can download the beta from the Cemetech archives here and follow its progress in its thread.

815
TI Z80 / Re: Polarizer
« on: February 18, 2011, 04:34:14 pm »
That's how they showed up in pastebin ??? ...They do take up extra space, but you've got plenty of room, so you can put them back in.

816
TI Z80 / Re: Polarizer
« on: February 18, 2011, 09:13:21 am »
6444 bytes.

Let me know if I messed anything up.


817
Other Calculators / Re: How did your program or game get its name?
« on: February 17, 2011, 03:49:14 pm »
Space Dash: Well, you're a rocketship dashing through space....;D
Cuberunner: This one was hard to come up with
The Psyche: You'll know why once you play the game...I actually like this title a lot :)
Ash:Phoenix: Something along the lines of the rebirth/immortality theme...
XXEdit: Say Axe Hex Edit really fast.
SandLand: Originally, I was going to actually have sand particles and stuff. But I gave up on that, but the title sounds catchy, so I kept it.

818
TI Z80 / Re: Polarizer
« on: February 17, 2011, 03:46:44 pm »
I can help too with optimizing ;)

819
Axe / Re: GreyScale Splash Screen
« on: February 17, 2011, 03:46:13 pm »
Same here, I never do it until I make a release. Also, it goes away as soon as your calc turns off.

820
Axe / Quick Grayscale Tutorial
« on: February 17, 2011, 12:02:11 pm »
Quick Grayscale Tutorial

3 level gray:
Three level grayscale is utilized by using the command DispGraphr in place of the normal DispGraph command. Three level gray uses the backbuffer (L3) and the front buffer (L6). Everything on the back buffer will show as gray while everything on the front buffer will show as black. The front buffer is drawn over the back buffer, so if a pixel is "on" on both the front and back buffers, it will be shown as black.

You can change the common drawing operations Pt-On, Pt-Off, Pt-Change, Pxl-On, ClrDraw, Rect, Line, DrawInv, etc. to operate on the back buffer by adding the raidan r at the end of the command. For example, Pt-On(X,Y,Pic1)r will draw Pic1 to the backbuffer. If you then look at it with DispGraph, you will see it in gray.

Text, by default is drawn directly to the screen and not to the buffer. For this reason, it can appear as grayscale because it is being erased every time you call DispGraphr, and then redrawn very quickly. To make it so that text is drawn to the buffer, put a Fix 5 at the beginning of the program (and a Fix 4 at the end). To draw text to the back buffer, you will have to Exch the back and front buffers, write to the front buffer, and switch back:
Code: [Select]
Exch(L3,L6,768): Text(X,Y,"Text") : Exch(L3,L6,768)
4 level gray
With four level gray, the front buffer becomes somewhat transparent. Use the following table to figure out the pixel colors:
Code: [Select]
Front:Back:Color
0    :1   :Light Gray
0    :0   :White
1    :0   :Dark Gray
1    :1   :Black

Buffer operations remain the same. To display in four level gray, use DispGraphrr

Note: In order for the grayscale to show up, you must put the DispGraphr or DispGraphrr in a loop. In monochrome, you can get away with this:
Code: [Select]
:Pt-On(X,Y,Pic1)
:DispGraph
:Repeat getKey
:End
But with grayscale, you'll have to write the code like this:
Code: (displays Pic1 in dark gray) [Select]
:Pt-On(X,Y,Pic1)
:Repeat getKey
:DispGraph[sup]r[/sup][sup]r[/sup]
:End

edit: 1000 posts :D

821
Axe / Re: Axe Q&A
« on: February 17, 2011, 11:33:29 am »
That won't work, you'll need to just use regular numbers... (or EHEX)

Tile value -> {Y coord * map width +X coord + pointer to map}

and "pointer to map" needs to be a variable or address like {L1}r or A, not something like GDBXXX

822
TI Z80 / Re: SandLand
« on: February 16, 2011, 03:54:02 pm »
It shows random garbage because I stored level data at L1, so the overflow and residue in L1 shows up as garbage.

But, update! With even more speed than before, lots of new tiles, better level mechanics, and 1 external level for your enjoyment! I guess you could call this a demo, then :P Have fun!

Use arrow keys to move, 2nd to jump, and clear to quit...

823
News / nDoom for the Nspire!
« on: February 16, 2011, 07:29:29 am »
Mrakoplaz, one of our newer members, has one thing very few of us have: more post ratings than posts. But, as Deep Thought has pointed out, it's very well deserved. Very, very well deserved.

DOOM... on the Nspire!

A fully functional port of ID Software's famous first person shooter, now available on your calculator!

Mrakoplaz has just recently released a beta version of Doom for the Nspire. It's an exact port of the original, and is made to be compliant with most Doom WAD files. Just check out these screenies:



The beta as well as the project discussion can be found in the project subforum


First of all, I must take the time to thank the entire Omnimaga community. Although there were many troubles, bugs, and other technical difficulties associated with the first release of nDOOM, you nevertheless responded with great passion and encouragement. Without you, I probably would have abandoned the project soon after January 1st, and would never have taken the time to sort through some of the more egregious bugs the project suffered through - namely the wall texture bug, or the crash-on-exit bug.

Now, finally, after many weeks of development (weekends, rather), the game has reached a state I would consider "fun". Although there is still no menu, difficulty selection, and no extensive testing had been conducted, there are now enough features to approach the original version, released for MS-DOS in 1993. All of you will welcome the addition of savegames, the main new feature of the beta release.

The game is a bit hard to see at points, but I have found that this problem can be corrected via judicious adjustment of the contrast. The game is pretty dark even on the computer, and so visibility problems are not only to be expected, but even intentional half the time (those of you who have tried the first versions, however, should note that I've remapped the pallette severely and it is now significantly easier to see than in the early days).

I have attached two versions of the release - the "b1" release contains the game itself, built for Ndless 2.0 (therefore compatible with OS's between 1.7 and 2.1), while the "b1_source" contains the source code in C, available for any budding programmers or interested persons to investigate; However, beware! It's full of hacks!

Many important features are still untested, so there'll still be bugfix releases. Furthermore, I do intend to get that silly menu working eventually. However, this version is playable enough already, so go give it a go already!

Have fun ;D


824
Axe / Re: The Optimization Compilation
« on: February 16, 2011, 07:19:08 am »
Here's something really cool I found out yesterday:
DispGraphr  is faster than DispGraph. By more than 10000 cycles, too. It varies from calc to calc, but on mine its a full 15000 cycles faster O.o This means that if you're making a monochrome game, and you're not using the backbuffer....(at the cost of around 15 bytes or so) you can make a
saving of OVER 9000 CYCLES!

825
TI Z80 / Re: Tio
« on: February 15, 2011, 06:30:58 pm »
All right people, listen up! Awesome optimization tip right here ;D (Thanks to Runer112)

The most efficient way to limit selectors is as follows:
Code: [Select]
getKey(3)-getKey(2)+A //If right, +1. If left, -1
!If +1  //If A+1=0, that is, if A = -1. Right now, hl=A+1
+1      //+1 to value in HL
End
-1  //Before, hl=A+1. So we have to -1 to it. If A=-1 before, now the value in HL=0
min(,max value)->A  //Leaving the first argument blank inserts hl in. So basically, this compares A and the maximum value and returns the smaller                        one.

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