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Messages - tr1p1ea

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31
TI Z80 / Re: xLIB 84C Edition
« on: May 22, 2014, 01:25:07 am »
Nice work DJ i found the issue! I was doing treating the coordinates as 8-bit and sign extending into 16-bits ... this means that 128 gets changed to -128 :S!

Great work on finding this one, I have implemented the fix :).

32
Other / Re: End of Nintendo WFC. Private servers take over!
« on: May 16, 2014, 01:59:08 am »
Its a good thing that Nintendo have started pumping out some good games, the WiiU i actually picking up in sales, its ahead of the xbone at least.

33
ASM / Re: So I wondered if Aether3D went unnoticed
« on: May 12, 2014, 07:52:14 pm »
Any progress on your engine?

34
16. You spend more money on calculators then on her.

damn straight !

35
TI Z80 / Re: xLIB 84C Edition
« on: May 05, 2014, 01:50:50 am »
Hhmmm... due to the way xLIBC draws data to the LCD it might prove difficult, but i can look into it.

36
TI Z80 / Re: xLIB 84C Edition
« on: May 02, 2014, 07:08:14 am »
The * is because some people might not think that 12kb is a low size for an image :).

Yeah they are just quick image tests, if you were actually designing an image with 32 colours in mind it would look much better.

37
TI Z80 / Re: xLIB 84C Edition
« on: May 02, 2014, 05:55:58 am »
Ive added support for 32 colour 160x120 images (scaled to fullscreen). These images are 12000bytes for image data + 32 bytes for the palette.

The 32 colours are not predefined and can be made up from a selection of the 256 colour xLIBC palette.

Example images:



Looks pretty sweet oncalc and offers more flexibility than the 80x60 bg images without taking up too much size*.

38
TI Z80 / Re: xLIB 84C Edition
« on: April 30, 2014, 08:31:53 pm »
That is slow due to the way the test is ... its really bad lol:

each frame:
draw sprite
draw fullscreen rectangle with rotated colours
draw fullscreen black rectangle to destroy previous frame

Here is one with just the sprite:


39
Miscellaneous / Re: WW3: is it really going to happen?
« on: April 30, 2014, 07:54:10 pm »
I won't get into this discussion except to say that the quote is from Einstein, who was involved in the project to develop A bombs.

Actually, he wasn't. At all. Common misconception, though.

True he wasnt involved but it was his theories that led to the discovery - for which he was eternally against, so much so that he said that "If he had of known, he would have become a carpenter".

40
ASM / Re: So I wondered if Aether3D went unnoticed
« on: April 30, 2014, 09:05:28 am »
Not to hijack this thread but 3D games are possible on calc. I have a few demos of my own that have a fair bit of stuff in them like basic AI and collisions etc:





Not sure if you can tell whats going on, but it just flying around shooting the objects. Only the xwing moves in the interactive demo, but thats just because the others are being told to stay still.

Aether3D was possibly the best engine performance wise, it could render complex objects at very good frame rates.

But ben is right, you need to be considerate with level design. Thats why i chose a spacesim since you dont need an environment beside some stars and planet sprites. Not saying that i will guarantee that ill finish, but i planned on having a max of 6 objects (like a broken freighter to protect, 1 wingman and waves of 3 enemies to destroy for example).

41
Gaming Discussion / Re: Anyone playing Project M ?
« on: April 30, 2014, 03:20:21 am »
Pumped for the new SSB on WiiU/3DS? It looks awesome!

Ill check out this game. Someone should do a calc version *hides*.

42
Gaming Discussion / Re: Anyone playing Project M ?
« on: April 30, 2014, 02:14:58 am »
How dare they ...

43
Miscellaneous / Re: How many 8x8 sprites are possible?
« on: April 30, 2014, 02:01:18 am »
I do believe that there was a Cellular Automata project going on for generating useful 8x8 sprites. It was on the old UTI boards i believe.

44
Miscellaneous / Re: How many 8x8 sprites are possible?
« on: April 30, 2014, 01:54:43 am »
How many 8x8 sprites does it take to change a lightbulb?

Since 8x8=64 pixels, its 1 bit per pixel and there are 8-bits in 1 byte, 64/8 = 8bytes for an 8x8 sprite.

There are compression techniques that can be used however?

45
ASM / Re: So I wondered if Aether3D went unnoticed
« on: April 29, 2014, 03:49:05 am »
I wouldnt say that it was missed, this project obviously generated a large amount of attention when it was active. The only issue is that so many 3D projects end up being abandoned :(.

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