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Messages - tr1p1ea

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136
TI Z80 / Re: xLIB 84C Edition
« on: September 04, 2013, 12:29:38 am »
yeah i can enable 8-colour mode easily enough, its just a few lines of code.

Can make for some crazy stuff lol.

137
I think that for a calc, convex polygons are good enough :).

138
TI Z80 / Re: IViewer
« on: September 02, 2013, 10:07:37 pm »
IViewer, Image Viewer ... seems pretty logical to me so its fine.

Also the conversion utility should prove very valuable for many programmers im sure.

139
Cool, did you convert the model yourself? Is it possible to draw something more complex?

140
Gaming Discussion / Re: Mega Man creator working on New Platformer.
« on: September 02, 2013, 01:52:15 am »
Giga Man!

141
They probably had black & white abacuses when they were at the top of their game too ...

142
Gaming Discussion / Re: What are your thoughts on the Nintendo 2DS?
« on: August 30, 2013, 08:46:19 pm »
Yeah i think its because they are worried about the 3D health warnings for youngsters (even though you can turn it off).

:?

143
TI Z80 / Re: TI84+C Bundle
« on: August 30, 2013, 09:31:55 am »
Everything is big on the 84C.

144
TI Z80 / Re: xLIB 84C Edition
« on: August 28, 2013, 01:51:22 am »
Yep ill mod the example to demonstrate when i get home :).

145
TI Z80 / Re: xLIB 84C Edition
« on: August 28, 2013, 01:41:22 am »
You mean tiles high?

You can draw a map from 1x1 tiles to 20x15 tiles (fullscreen) at any position on the screen. The tilemap command takes:

XSTART,YSTART,XEND,YEND

Which is how you specify what size and where to draw the map.

For a 16 pixel high HUD at the bottom of the screen you can set it to: 0,0,19,12

If that makes sense?

146
TI Z80 / Re: xLIB 84C Edition
« on: August 28, 2013, 01:34:12 am »
Yeah there is a lot of calls to real( hehe. That said, you can still use TIOS vars and BASIC code, just some functions require you to store the results in xLIB uservars first. But i might change this so that it can be the same as old xLIB as well.

147
TI Z80 / Re: xLIB 84C Edition
« on: August 27, 2013, 11:12:24 pm »
Thanks, the sprites ive just been messing around with, but im pretty happy with the pine trees lol.

Yes to fully update a HUD you will be required to draw it twice.

The code for this demo, ive only been rushing through it so optimisation tips are welcome :).:

Code: [Select]
:real(0,1,0
:"TESTTILE
:real(5,0,0
:real(1,1,0,80
:real(1,1,1,8
:real(1,1,2,8
:real(1,1,3,8
:real(1,1,4,0
:real(1,1,5,0
:real(1,1,6,40
:real(3,0,4,5,6,9,0,0,19,14,1
:real(3,3,9,2,62,63,60,61
:real(3,0,4,5,6,9,0,0,19,14,0
:real(3,3,9,2,63,62,61,60
:Repeat real(2,0)=15
:If real(1,0,4)≠real(3,4,real(1,0,0),20) or real(1,0,5)≠real(3,4,real(1,0,1),15)
:Then
:real(1,1,4,real(3,4,real(1,0,0),20
:real(1,1,5,real(3,4,real(1,0,1),15
:real(3,0,4,5,6,9,0,0,19,14,1
:real(3,3,9,2,62,63,60,61
:real(3,0,4,5,6,9,0,0,19,14,1
:real(3,3,9,2,63,62,61,60
:End
:real(4,0,0,1,1,1,‾8real(1,0,4),‾8real(1,0,5),248,1,0,125
:real(4,0,2,3,1,1,‾8real(1,0,4),‾8real(1,0,5),1,0,0,real(3,1,2,3,6,9,0,0
:real(1,1,2,real(1,0,0
:real(1,1,3,real(1,0,1
:real(2,4,0,1,8,8,6,19,9,0,0,7,7
:End
:real(0,1,1

Here is a brief explanation of the code:

Code: [Select]
"Enable 160x240 mode
:real(0,1,0

"Load appvar tilePIC called "TESTTILE into memory slot 0
:"TESTTILE
:real(5,0,0

"Create player X,Y and tempX,tempY user variables
:real(1,1,0,80
:real(1,1,1,8
:real(1,1,2,8
:real(1,1,3,8

"Create map X,Y,MAPWIDTH user variables
:real(1,1,4,0
:real(1,1,5,0
:real(1,1,6,40

"Draw tilemap (uservar 4,5,6) to current GRAM buffer and switch GRAM (updateLCD)
:real(3,0,4,5,6,9,0,0,19,14,1

"Replace flower animated tiles in tilemap with 2nd frames
:real(3,3,9,2,62,63,60,61

"Draw tilemap (uservar 4,5,6) to current GRAM buffer (since we switched)
:real(3,0,4,5,6,9,0,0,19,14,0

"Replace flower animate tiles to original frames
:real(3,3,9,2,63,62,61,60

"Main loop (until player presses CLEAR
:Repeat real(2,0)=15

"Check if player X or Y is a different screen multiple than the current map X/Y (walked to a different area)
:If real(1,0,4)≠real(3,4,real(1,0,0),20) or real(1,0,5)≠real(3,4,real(1,0,1),15)
:Then
"If so then store new map X/Y and redraw map, replacing animated tiles as before
:real(1,1,4,real(3,4,real(1,0,0),20
:real(1,1,5,real(3,4,real(1,0,1),15
:real(3,0,4,5,6,9,0,0,19,14,1
:real(3,3,9,2,62,63,60,61
:real(3,0,4,5,6,9,0,0,19,14,1
:real(3,3,9,2,63,62,61,60
:End

"Draw main player sprite at player X/Y (uservar 0,1) and switch GRAM (updateLCD)
:real(4,0,0,1,1,1,‾8real(1,0,4),‾8real(1,0,5),248,1,0,125

"Redraw the tile at temp X/Y (uservar 2,3) that the previous player sprite was over to restore the tilemap
:real(4,0,2,3,1,1,‾8real(1,0,4),‾8real(1,0,5),1,0,0,real(3,1,2,3,6,9,0,0

"Copy current player X/Y to temp X/Y for use in next frame
:real(1,1,2,real(1,0,0
:real(1,1,3,real(1,0,1

"Get keypresses and move 8 pixels in X/Y, check that there are no collisions with any tiles >19 in the tilemap
:real(2,4,0,1,8,8,6,19,9,0,0,7,7

"Loop
:End

"Restore LCD to 320x240 mode
:real(0,1,1

148
TI Z80 / Re: Fishing minigame
« on: August 27, 2013, 08:43:12 pm »
Nice work! Im actually suprised that there arent many fishing games for calcs!

I noticed that Axis are still on? Here is a screenie to show people, i love the fish sprites btw :):


149
TI Z80 / Re: xLIB 84C Edition
« on: August 27, 2013, 08:13:32 pm »


Here is a small tilemap test. There is 8-directional movement (arrows+combos) and tile collision checking, the sprite is moving 8-pixels at a time.

The animated tiles are 2 frames and take advantage of the way xLIB uses GRAM, meaning that they dont require any extra processing once drawn.

Im working on making some more routines to speed things up if possible.

I apologize for the crappiness of the video and the fact that i did it on my phone just before leaving for work.

Here are some screenshots of the map:


150
The Axe Parser Project / Re: Features Wishlist
« on: August 25, 2013, 07:09:02 pm »
Oops sorry, my bad i really should have checked the other pages :S.

One of the items that i received the most feedback on regarding the xLIB project is the lack of oncalc documentation.

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