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Messages - tr1p1ea

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166
TI Z80 / Re: IViewer
« on: August 12, 2013, 12:22:42 am »
Wow nice work! I think that a dedicated lib for higher image quality and colour depth is a great idea (and not something that anyone else is currently doing).

The speed is still good imo, and DJ is right about 160 mode.

That being said, there is sure to be a large demand for true colour images/games on the 84C.

I know this may be ot a little, but have you put any thought into video? :D.

167
TI Z80 / Re: IViewer
« on: August 07, 2013, 04:01:06 am »
Impressive! The speed will come when you brainstorm optimisations etc. Its good that the functionality is there!

168
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: August 04, 2013, 09:14:09 pm »
Fortunately it wasnt affected by the data loss. But progress will be delayed while xLIB code is bought back up to speed.

169
TI Z80 / Re: IViewer
« on: August 04, 2013, 06:11:01 am »
xLIB uses the parser hook, which definitely has its advantages, but also its disadvantages.

I see that you are looking at the library hook for use with openlib/execlib? This is a good idea and something that i have been thinking about as well.

170
TI Z80 / Re: xLIB 84C Edition
« on: July 31, 2013, 12:52:29 am »
The command takes a max walkable tile argument when you call it. So if you normally have tiles 0-31 and water from 32-37 then you can just set it higher later on.

171
TI Z80 / Re: xLIB 84C Edition
« on: July 30, 2013, 08:10:52 pm »
The multi-movement routines were functions where you give it your x&y variables and a step size and it will check all arrow keys and move depending on what was pressed. There was another that would also check for tile collisions as well. This means that you can move a sprite depending on what keys were pressed, and if the position it moves to is walkable in 1 real( request. It saves a lot of extra code in your program.

172
TI Z80 / Re: xLIB 84C Edition
« on: July 30, 2013, 07:58:19 pm »
True, i might even think of a better way to do some things.

Though a lot of the code will be a rush job, as always :).

173
TI Z80 / Re: xLIB 84C Edition
« on: July 30, 2013, 06:06:00 pm »
Yeah i lost large sprites, line drawing, triangles, tile collision routines, multi-movement routines and other stuff.

I should be able to get it back up and running soon, just annoying is all.

174
TI Z80 / Re: xLIB 84C Edition
« on: July 30, 2013, 07:30:01 am »
Very sadly i lost the last 3 major updates to this project, which means that i have lost a LOT of progress.

It is very distressing and depressing that i am now going to have to rewrite all of that *once existing* code.

I was making backups of the wrong code :(.

175
TI Z80 / Re: CSE BASIC Graph Screen Snake
« on: July 30, 2013, 02:07:43 am »
Any number that is <= 9000.

But in all seriousness, its great to see these little games coming out. It means that there is interest in the 84C and the more familiar people become with its capabilities, the more games we are going to see! :).

176
Should have the capability built in!

177
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: July 28, 2013, 06:45:52 pm »
Well the only real difference will be the drawing routines. The actual engine has been left unchanged as far as the way it handles objects is concerned.

I should be able to release appropriate versions for each platform (if i finish).

178
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: July 28, 2013, 06:42:07 pm »
Well the library (quaternion, matrix, extensive math etc) is quite substantial in size so im not sure if it will make it into xLIB lol. I dont think the speed will be there if i did :S.

Its only a test to see if its viable in colour. Fingers crossed i can find a happy medium.

179
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: July 28, 2013, 05:51:12 pm »
The way it works currently is that triangles are 'redrawn' with the background colour to clear (instead of a fullscreen clear).

For stars its just a matter of drawing a handful of pixels around the screen. Suprisingly drawing pixles isnt much slower than on the old calcs. For speed reasons i can just draw less stars. The planet decals may have to be shelved however.

I have high-ish hopes since most of the time this game wont require too many triangles to take up large portions of the screen, though i may have to look at a strategy for when they do.

Right now im turning it into an APP, just need to rewrite some SMC riddled routines :).

180
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: July 28, 2013, 08:43:22 am »
I guess it would be possible but it might be a bit of a tax on the processor (if i have to scale sprites).

At the moment the planet is just a decal to make the starfield less boring :).

At the moment the game is closer to the original x-wing than starfox im afraid :(.

*** Massive bump! ***

I have ported a small portion of this engine to the 84C just to see if its even possible. I have a small test screenie of a colour 3D cube. Note that this screenie is far choppier than on calc (its a fair bit smoother on hardware).



This cube does exist in a 16-bit 3D world (you can move around it etc). Its just a start but pretty cool to see it in action on the real thing :).

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