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Messages - tr1p1ea

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151
When you say '3D vectors' im just wondering in what context you are talking? Do you mean as far as tracking object positions+magnitude etc?

152
The Axe Parser Project / Re: Features Wishlist
« on: August 25, 2013, 06:57:50 pm »
How about ... 84C integration?!

153
TI Z80 / Re: xLIB 84C Edition
« on: August 25, 2013, 06:56:19 pm »
At this stage its the whole map. You can still modify individual tiles with 'setTile' if you need to replace only specific tiles i guess.

I making a small proof of concept demo to try and demonstrate the features thus far ... (and to see if xLIB on the 84C is even feasible for games!).

154
TI Z80 / Re: xLIB 84C Edition
« on: August 25, 2013, 06:49:36 pm »
Yeah pretty much, plus i hope i have coded things a little better this time around anyway :).

I have also added a 'replaceTile' function which will search a tilemap string and replace the specified tileID with another. Can be useful for easy 2-frame tile animations.

155
TI Z80 / Re: xLIB 84C Edition
« on: August 22, 2013, 03:16:47 am »
Oh ok, I thought you meant base-37 as in a number system, not that you could have 37 characters to represent a tile.

The main reason why strings are used is because you can manipulate them with the TIOS. This means that you can do whatever you want with them and not need to wait around for someone to write an ASM lib just so you can copy data around. And people can make map editors in BASIC as well. Of note, the Zelda test map I used has 124 unique tiles, though I'm pretty sure you meant more than 37 tiles on 1 screen?

And 2-byte hex strings is still 4 times smaller than matrix elements, if that counts for anything :).

How about a 'squish/unsquish' function to encode the data in a string to 1-byte per tile?

156
TI Z80 / Re: xLIB 84C Edition
« on: August 22, 2013, 02:54:15 am »
... base 37? Or do you mean 4-bits per tile? (So 1 hex character).

I thought I had asked everyone their thoughts and everyone seemed to agree on TIOS strings with hex chars @ 2 bytes per tile.

How would you dynamically change tiles (like remove obstacles etc) if your data is in FlashROM?

157
TI Z80 / Re: xLIB 84C Edition
« on: August 21, 2013, 10:24:56 pm »
Tilemap data is in strings only, there is no appvar tilemap data. I thought that this was the consensus?

What i would do is have a program containing a full map and then you can create strings from it when needed.

I can look at shape collisions and transformation/rotation etc, but that might not be until a future release :).

158
News / Re: Pokémon & Zelda arrive on the 84+C
« on: August 21, 2013, 12:33:15 am »
Axe would be awesome, It should have been ported already!

159
Miscellaneous / Re: Whats the deal with chavs?
« on: August 20, 2013, 10:22:07 pm »
Random youtube videos you say, i dont suppose "Moon Chavs" has anything to do with this? :).

160
TI Z80 / Re: xLIB 84C Edition
« on: August 20, 2013, 10:14:09 pm »
Well the bgpic's are 4x4 pixels but you are correct about the 8x8 sprites.

Although you can draw sprites of any size, they are broken into 8x8 tiles when defining them.

I have managed to bring the code back up to speed since the data loss, and it is appropriately backed up :).

So far the list is:

Tilemap 8x8, 256 colour tiles, tiledata stored as strings
Sprites any size, clipped with transparency
Custom tile/sprite pic's, 128x64, 256 colours stored as appvars, unlimited number (custom named), can be archived
Custom 'bgpic' 80x60, 256 colours stored as appvars, unlimited number (custom named), can be archived
getTile returns tile in Ans
getKey with flexibility routines, can test for multiple keys in 1 call, can check for tile collisions etc
User variables, 256 * 16-bit variables (or memory slots) that most functions utilise (can still use TIOS for calculations etc but will need to store in a user variable for some routines)

Planned:
Text routine
Line & shape drawing
ExecuteArchivedProg (just a copy+paste from old xLIB really)
More getKey support routines
Sprite collision routine
Other stuff ...

Now that I have some basic functionality, ill see if I can make a decent test program.

161
TI Z80 / Re: TI84+C Bundle
« on: August 18, 2013, 06:19:57 am »
Wow looks really good :).

Mockups on the 84C are pretty fun to make, they are a good incentive to start coding imo.

Hopefully you can find the time to knock this one out pretty quickly, cant wait :).

162
TI Z80 / Re: xLIB 84C Edition
« on: August 13, 2013, 05:50:27 pm »
Yeah, currently the pixels are 4x4 and it is a pretty low resolution image. But with the addition of colour it can be used effectively. I still need to fix a small issue with them but for the best part they are good to go.

I am still wondering about the best way to store tilemaps, im still leaning towards HEX Strings. xLIB will have some support routines to make working with string tilemaps a little easier like:

getTile - return tile at x,y in Ans
setTile - set tile at x,y in tilemap
numToStr - convert number to string in Ans
strToNum - convert string to number in Ans
moveXYCT - adjust x,y depending on keypresses and check for tile collision

Any other ideas?

163
TI Z80 / Re: xLIB 84C Edition
« on: August 13, 2013, 05:26:17 am »
Yes that should more than fine :)

EDIT - Also i added support for xLIB BG PIC's which are small res 80x60, 256 colour images that are scaled to fullscreen. These only take up 4800 bytes and could possibly be used for simple backgrounds, titlescreens or RPG battle backgrounds etc.

Here is a demo of a few strung together:



:D.

164
TI Z80 / Re: Creating TI84+C programs with Assembly Studio 8x
« on: August 12, 2013, 11:17:40 pm »
Of course! The more information the better as far as im concerned.

Newbie to the platform will need something fresh to get started with.

165
TI Z80 / Re: IViewer
« on: August 12, 2013, 12:47:46 am »
Actually an animated gif function would be great! You can share meme's on calc :).

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