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Messages - tr1p1ea

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391
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: January 13, 2013, 05:49:27 pm »
lol lets not get ahead of ourselves guys :).

Also i added some preliminary shooting:


392
Computer Projects and Ideas / Re: 1TB USB Stick
« on: January 10, 2013, 09:54:28 pm »
Thats a lot of data to have in your pocket, usb drives tend to damage easily :(.

393
News / Re: Using the TI-83 Plus/TI-84 Plus
« on: January 09, 2013, 11:42:07 pm »
Is Weregoose still around? Math genius.

394
Ash: Phoenix / Re: [A:P] Computer IDE
« on: January 09, 2013, 09:07:21 pm »
The trunk on that large tree sprite is awesome!

395
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 09, 2013, 08:49:47 pm »
If you wanted to save space you could still use a 'tilemap' for the collision component of the track. Its never drawn but each component of the track (each 16x16 segment or whatever size you want to use) would correspond to a 'tile' in the tilemap that you can index to see if there is a collision or not.

You could save space even further by storing multiple 'collision tiles' per byte, 2-bits per collision tile would give you 4 possibilities (walkable, medium, slow, collision).

Then again i would still recommend a tilemap for the tracks especially if you have lots of repeating features. Otherwise you are going to be wasting a lot of space.

396
TI Z80 / Re: News Rpg game
« on: January 09, 2013, 07:18:53 pm »
Looks great! I think i like the smiley puzzle sprite the best :).

Overall though the game seems to run nice and smooth, good work!

397
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: January 09, 2013, 03:34:24 pm »
Sorry when i say 6-dof i meant '6-degrees of freedom' as in you can reliably move in all directions in 3d space.

398
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: January 08, 2013, 11:25:03 pm »




Just a couple more tests.

EDIT - Also added background decals like this planet:


399
TI Z80 / Re: GLIB a graphics axe 3d librairy
« on: January 08, 2013, 10:46:41 pm »
Just wondering what method you are using to store your rotations for each object? Euler angles? And will this be a full 6-dof engine? (like walking around engine or flight-sim?).

Also cohen-sutherland is a pretty straight-forward method for clipping lines if you're interested.

Either way it looks nice and fast! Great work :).

400
TI-Nspire / Re: Mode 7 engine
« on: January 08, 2013, 10:44:14 pm »
Looks cool!

Have you put any thought into implementing rotations?

401
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: January 08, 2013, 08:11:16 pm »
I was also thinking that maybe you can borrow some of the graphics from Duck's old Grayscale Zelda demo (made in 2003!):



The graphics and some code is available here: http://www.ticalc.org/archives/files/fileinfo/295/29519.html

That said the grayscale routines need an overhaul as they are severely outdated.

402
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: January 08, 2013, 08:02:50 pm »
Will this be a 15MHz calc only game by any chance?

When you say 'screen sprite data' are you talking about a tilemap?

The player and enemy redrawing issue can be rectified by using masked sprites, there are routines available on wikiti i believe that can do this.

403
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: January 08, 2013, 07:53:43 pm »
Hehe i thought as such :).

Ive been known to dabble in z80 ASM over my time, is there anything in particular you need help with?

404
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: January 08, 2013, 07:42:22 pm »
There is no "For Zelda ill block out my entire calc if i have to" option ... !

405
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: January 08, 2013, 12:42:31 am »
I have managed to get the 3D tracking routines working for the most part. The screenie below has a tie fighter flying around its target, which then changes, in which case it reorientates and flies to it instead.



This routine is a must for game scenarios as objects can now find their targets in 3D space. It was a bit of a pain to get working lol!

Also here is a camera lookAt test:



Note that the stars are a quick hack and arent relative to the camera and there is no object sorting as yet (there is polygon sorting but its confined to per-object).

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