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Messages - squidgetx

Pages: 1 ... 60 61 [62] 63 64 ... 123
916
TI Z80 / Re: SandLand
« on: February 03, 2011, 07:15:09 am »
Well I got the scrolling working anyway. Some of the collision detection is a little glitchy; and there is absolutely no checking when you are moving upwards. Other than that it looks okay though. It's a little slow, but I know several places that could be heavily optimized (I'm running through a few loops about 8 times as much as necessary XD), and I'm still at 6mhz.

917
TI Z80 / Re: XXEdit 1.0
« on: February 03, 2011, 07:12:13 am »
Basically because, since you are allowed to enter a variable amount of hex, I use 00 as the 'null byte' to determine the end of where the engine should stop copying hex. So I'm guessing entering $00 tells the engine to copy something with 0 length, which it does not like at all. Anyway, here's the patched version XD

918
TI Z80 / Re: XXEdit 1.0
« on: February 02, 2011, 09:17:29 pm »
Thanks.

Unfortunately, I've found a rather serious bug lol. It leads to a mess of garbled text followed by a spectacular ran clear. It's actually kind of cool. It's triggered by trying to change the value of a single byte to $00. So uh, yeah, don't try that. I'm going to have to rewrite how this thing handles hex input... Mergh

919
Miscellaneous / Re: Where Did Your Name Come From?
« on: February 02, 2011, 08:37:17 pm »
When I was 8, I really really wanted a pet lizard. My friend had a pet toad which she had named Fribbet. I thought that was the coolest pet name ever so I tried really hard to think up of an equally awesome name for my lizard. I came up with squidget. Ironically, I never got the lizard. When it came time to sign up for my first email account a few years later, that was what I wanted to use. Unfortunately, it was already taken (blasphemy D:<). I knew I could just add some number to the end of it, but I didn't want to. I wanted to be different. I wanted to have a unique username. I wanted to not use numbers in it. So my 10 (or 11? I don't remember) year old mind came up with the brilliant idea of putting an X on the end. And that's what I've been using ever since :P

For some reason there is some girl on Twitter with my username. How annoying <_<

oh and btw, I prefer it to be in all lowercase. no capitalizing of the s or x if you can help it, thank you ;)

920
TI Z80 / Re: SandLand
« on: February 02, 2011, 08:26:39 pm »
So having the character be locked in the center? That's an idea I was considering before....hmmmm

edit; @happybobjr, yeah I'll add that later :)

921
TI Z80 / Re: SandLand
« on: February 02, 2011, 08:10:44 pm »
I will try for a couple days to get a tilemapper working. It will be inefficient though, and if it's too slow I'll have to scrap it in order to make room for the other stuff.

Basically (gathering my thoughts here) I'm going to need to keep track of the X offset and Y offsets. When you move, I'll have to check if you get too close to the side of the screen in which case I change the offset value instead of the real X and Y screen values. The tilemap will be drawn using the offset value divided by 8 and then shifted by the offsets modulus 8.

Does anyone have any better ideas?

922
TI Z80 / XXEdit 1.0
« on: February 02, 2011, 07:52:36 pm »
http://www.omnimaga.org/index.php?action=downloads;sa=view;down=627

XXEdit (aXe heX Editor) is the evolution of my old Axe Memory Mapper. It is a comprehensive memory mapper and editor for the z80 series, designed to be a superfunctional form of Calcsys. It is highly useful for helping debug Axe and assembly programs on calc.
Features:
Memory bank switching
Display of addresses in hex, decimal, and in the form of pointer+offest
Quick access to L1 (saveSScreen), L2 (StatVars), L3 (appBackUpScreen), L4 (tempSwapArea), L5 (textShadow), L6 (plotSScreen), $4000 (the start of Flash), and $8000 (the start of RAM and appData)
Display of byte in hex, binary, decimal, ascii, the two byte number at that point, and the 8x8 sprite of the 8 bytes at the cursor position
Jumping to the currently highlighted two byte address
Jumping to any user defined hex address
Search for any 8 byte string. Accepts input in both hex and ascii
Search for any program/protected program/appvar in RAM or archive.
Edit up to 8 bytes at a time of current cursor position, input accepted as hex or ASCII
Edit via sprite editing of the 8 bytes at the current cursor position
And probably something else I forgot...


923
Axe / Re: Routines
« on: February 02, 2011, 07:30:42 pm »
It shows whether the current input mode is in caps (ABC), lowercase (abc), or numerical (123) :)

924
Axe / Re: Routines
« on: February 02, 2011, 04:15:55 pm »
Woo, necro. I thought I'd share my own custom input routine, coming in at ~360 bytes.(For some reason I've never liked input...). Anyway, it's very flexible and allows the use of ALPHA to toggle between caps, lowercase, and number input. Writes ASCII to the desired location in memory. Press Enter to "finish"
Code: [Select]
.A0

0->A->K->P->{pointer}^^r

Fill(pointer,max amount of characters+1)
DeltaList(47,39,31,46,38,30,22,14,45,37,29,21,13,44,36,28,20,12,43,35,27,19,11,42,34,26,18,0)->GDB0A
GDB0A->G
64->L
DeltaList(33,34,26,18,35,27,19,36,28,20,0)->GDB0N
[]->Str00
"ABC"[00]
"abc"[00]
"123"[00]

While K-9
getKey->K
!If -48
A+1->A
!If -3
->A
End
!If A
GDB0A->G
64->L
End
!If -1
GDB0A->G
96->L
End
!If -1
GDB0N->G
47->L
End
End

Text(0,58,A*4+Str00
If K
If inString(,G)
+L->{P+pointer}
If P-(max amount of characters-1)
P+1->P
0->{P+pointer+1}
End
End
End
Text(x position,y position,pointer

End
edit: here's a basic screenie

925
Ash: Phoenix / Re: Ash: Phoenix
« on: February 02, 2011, 03:57:48 pm »
Nah, he just somehow rewrote the transition so that it worked (and also halved the size of the transitions' executable in the process O.O)

926
TI Z80 / Re: Trio and Niko NEWS
« on: February 02, 2011, 03:46:36 pm »
Wow these tiles look nice O.o I need to get back to work on Ash:Phoenix...

927
TI Z80 / Re: [SPINOFF]Trio and Niko: Dawn
« on: February 02, 2011, 03:39:53 pm »
Imma pretty sure that text-based mapper in Axe would be slower (but smaller I guess) than a graphical tile one. Oh well, it's so fast compared to BASIC anyway it doesn't matter...

928
Jumpman 68K / Re: Jumpman
« on: February 02, 2011, 01:03:36 pm »
Same here; it makes the higher scores stand out more

929
TI Z80 / Re: Axe Memory Mapper
« on: February 02, 2011, 09:53:49 am »
Perhaps...I suspect that maybe an overload of getkey()s can make it behave oddly (I don't know for sure though). I had about 20 If getkey() statements, and adding the 21st made it start acting up. RAM clearing didn't help either, only removing the new features I added did. I'll let you know if I manage to figure it out...

930
TI Z80 / Re: Axe Memory Mapper
« on: February 02, 2011, 09:50:21 am »
I finally got 0.4.8 :D. Runer112 managed to help me rewrite a few routines so that they don't need the clipped lines.

I tried working on this yesterday, but the program began really messing up...pressing Down acted as if I was pressing Graph...I think I have too many getkey()'s XD To fix this, I think I'll change it to BASIC style getkey->var...

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