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Messages - tr1p1ea

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76
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: November 25, 2013, 03:07:40 pm »
I made a youtube video demonstrating the basics thus far, this better demonstrates the actual speed:


77
Gaming Discussion / Re: Is the 3DS worth it ?
« on: November 24, 2013, 06:04:24 pm »
IMO Yes it is worth it, there are some sweet games on the platform!

78
TI Z80 / Re: solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: November 24, 2013, 04:44:01 am »
I have started porting this program to the 84C, for the most part it is going smoothly, although naturally it will be slower.

Still its pretty cool to see colour 3D on calc :).

Note that these screenshots appear to run a bit faster than on actual hardware:



There are also some drawing glitches in the screenshots that dont appear in the emulator or on calc.

79
Gaming Discussion / Re: Xbox 180
« on: November 22, 2013, 03:31:25 am »
And the games as well, its all about the games!

80
TI Z80 / Re: Mario for the +C
« on: November 18, 2013, 11:38:09 pm »
Cool, although technically you can scroll partial images by updating their start/end x every frame (as opposed to VLE) ... but there are some issues with this as well.

Are you worried about flicker with sprites?

81
TI Z80 / Re: Code Zombie for the +C
« on: November 18, 2013, 05:21:08 pm »
Like a zombie slasher? Coooool, the mockup graphics look great btw :D.

82
TI Z80 / Re: Mario for the +C
« on: November 18, 2013, 05:20:13 pm »
Im wondering if you are doing any buffering at all, as in, is there any overdraw with sprite movement?

Also DJ i made a couple of scripts to export data to a hex string for mappy, this is what i use with xLIBC currently ... but we can discuss that in a different thread i guess!

How is Jumper coming along, and will there be any screenies of sprites and such for this game?! :).

83
TI Z80 / Re: Mario for the +C
« on: November 18, 2013, 02:51:05 pm »
Looking great! I have some early Mario test stuff with tilemap and sprites etc and there are no issues with the speed of sprites as well which is encouraging (actually too fast).

Also wondering if anyone has used Mappy? Its a tilemap editor that has been around for a while that ive been using for stuff.

Looking forward to progress updates!

84
TI Z80 / Re: xLIB 84C Edition
« on: November 05, 2013, 04:12:44 pm »
We spoke on irc about this issue, and at least it isnt really a bug, rather the documentation needs to be more descriptive :embarrassed:.

For others looking on the MAPWIDTH argument also needs to be a uservar reference when calling the B version of DrawSpriteTileBG.

Also HOORAY! DCSE8.0 has been released! Remember, remember! The Fifth of November! :D.

85
TI Z80 / Re: xLIB 84C Edition
« on: November 03, 2013, 08:52:40 pm »
Yeah that features should be handy although it will take some understanding of how sprites are structured in memory from a data perspective, but i can help out with that :).

Also the conversion tool now does nearest colour matching with the xLIB palette as well.

I have also made the DRAWSTRING_VALUE function return the converted value as a string in Ans if anyone would find that useful.

I am busy testing everything as much as i can prior to release, if anyone has any other bugs etc can they please let me know. Also if anyone just wants to test out random functions to see if they work i would be grateful as well :).

86
TI Z80 / Re: xLIB 84C Edition
« on: November 03, 2013, 06:30:07 pm »
Yeah ill be sure to update the wiki once its released. The bug fixing is going well, im nearly there i think :).

87
TI Z80 / Re: xLIB 84C Edition
« on: November 03, 2013, 03:36:28 pm »
Hi DJ, the add/sub functions dont return the value of you operation, rather they return the uservar number you are modifying.

You need to use the GET function in order to store the number to Ans.

So the code would be:

real(1,1,127,50
For(Z,0,150
real(1,2,127,2
real(1,0,127
Output(1,1,Ans
End

This is because other functions take uservar references, so you can tie them together.

You can optimise the line to:

real(1,0,real(1,2,127,2

88
TI Z80 / Re: xLIB 84C Edition
« on: October 31, 2013, 12:51:34 am »
Ill have a look into the fillscreen with sprite feature, though i cant make any promises at this stage.

Sprite chaining just draws whatever list you pass to it in sequential order.

Restoring backgrounds should be done on 'old frames' as a way to prepare them for new drawing etc. the drawSpriteTileBG will take care of aligning tiles to their position on screen ... or are you talking about tiles that arent locked to 8x8 chunks of the screen (like you are drawing your own sprites for tiles?)

89
TI Z80 / Re: xLIB 84C Edition
« on: October 28, 2013, 06:47:19 pm »
I guess i can try to match colours to xLIB ones, it may result in quality loss to images however. The best way for me to do it will be with nearest colour i think.

90
TI Z80 / Re: [Axe] Faces, a 3D space shooter
« on: October 28, 2013, 05:20:19 pm »
The only issue i see is by adding lots of other stuff you are increasing the development time and this has caused significant delays in some projects.

I for one am very guilty of trying to add so much extra stuff to projects that it ends up killing them :(.

I think the game looks sweet as it is. If you add the features you were planning on and get it to release it will be a great achievement.

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