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Messages - z80man
Pages: 1 ... 48 49 [50] 51 52 ... 62
736
« on: January 31, 2011, 03:34:35 am »
Make sure you distribute power evenly from your power supply. That caused problems for me when I first set up my system. (I was trying to use as few cables as possible, which caused the gpu to fail)
737
« on: January 31, 2011, 03:28:55 am »
What about a game engine IDE for either axe, basic, or asm. A simple version would let you design tile based maps and sprites and then the controls to set everything up. This could help people design platformer and rpg games quickly without having to start from scratch everytime. it could even let you develop games without any coding experience.
738
« on: January 31, 2011, 02:14:20 am »
I'm not sure how thepenguin77 is doing it, but for a string of 16 00's I would write $0010. So the 00 would be the identfier and 10 would represent 16 of them. and this is only for 00 and FF.
739
« on: January 31, 2011, 01:57:23 am »
Perhaps the jpegs themselves are the source of the problem? Maybe you would be better off with some sort of lossless image file instead of a lossy one.
As for dithering, note that it would also raise the filesize significantly
In dithering do you mean by breaking up the long chains of FF's and 00's normally found in a frame. I didn't really realize at first that it would prevent the compression from working as efficiently.
740
« on: January 30, 2011, 11:13:14 pm »
Dithering is a way to artificially increase the number of shades availible. A good example is here on wikipedia http://en.wikipedia.org/wiki/File:Dithering_example_red_blue.png you can see how red and blue are combined to make purple. In your converter you could add dithering to better shade some areas
741
« on: January 30, 2011, 03:00:58 am »
I was wondering how do you format the maps so that specific keys match with their lock if you are using half byte tiles.
742
« on: January 29, 2011, 03:33:36 am »
It might be possible to only uncompress only a portion of the map at a time, but that could cause delays when you move between sections.
743
« on: January 29, 2011, 03:31:23 am »
That's even more amazing than the first time I ran truegray.
744
« on: January 29, 2011, 03:28:20 am »
On a secret project I'm working on now. The map data is stored as half a byte. But when you load a map to play it is uncompressed to a byte allowing it to be updated faster. I do this also because in game play each tile has far more than 16 possibilities.
745
« on: January 29, 2011, 03:20:06 am »
@leafiness what is the size in memory of a tile token. I'm not sure if it would fit in your code, but half a byte for each tile might work. That would really help cut the amount of memory needed because if you use a byte for tile size the madness level would take 2550 bytes. With half a byte it is only 650 bytes.
746
« on: January 29, 2011, 01:12:39 am »
I noticed that in the madness level you can reach the finish by going through less than half of the map. A suggestion to allow the player to go through the entire map would be to move lock 6 to the bottom center. Replace lock 5 with wall and key 5 with key 6. Then replace key 6 with key 4. Lastly move key seven to the upper right. Hope this helps. Good work btw, I can't wait to see scrolling screenshots.
747
« on: January 28, 2011, 01:45:16 am »
If this is for the 84 you could add a timer. Right before the game starts use the command start->A (at least that is what I think the timer command is) and then after all the question are over, start-A->A, will yield the time in seconds in took to answer all the questions.
748
« on: January 27, 2011, 09:16:50 pm »
Problem is Casio hasn't even released a downloadable version of the OS yet.
749
« on: January 27, 2011, 08:27:57 pm »
He probably meant:
"Sorry to hear that. Keep an eye out for the next contest, so you can win it."
Smilies make everything sound better too. "Sorry to hear that. Keep an eye out for the next contest, so you can win it. " I think that sounds even better.
750
« on: January 27, 2011, 08:15:49 pm »
Disn't we find that apps run at 58 Mhz while the OS was at 29Mhz. That would mean at the end of execution of an app the OS would automaticaly switch back to 29 Mhz. The easiest option for speeding up BASIC programs would be to use a hook to overclock at runtime.
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