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Topic: Insanity's Projects (Read 29467 times)
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Demon
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Insanity's Projects
«
Reply #105 on:
January 28, 2007, 04:28:00 pm »
Moshpit: 20%
I'm having trouble translating some psedocode I made for the AI to ASM...
PyroEdit III
Status: Down to 40%
I'm rewriting the plug-ins system, and making the manager work with the new Array sub.
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DJ Omnimaga
A Dream of Magic Everywhere
CoT Emeritus
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Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Insanity's Projects
«
Reply #106 on:
February 01, 2007, 03:50:00 pm »
I see, I am curious about how it will turn out when ready
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Demon
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Insanity's Projects
«
Reply #107 on:
February 08, 2007, 02:03:00 am »
PyroEdit III Screenshots:
The new interface:
Soft Crashes: If PyroEdit crashes during use, it does not hard-crash back to the shell, but will instead give you a nice error message and an option to restart or exit.
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Delnar_Ersike
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Insanity's Projects
«
Reply #108 on:
February 08, 2007, 04:47:00 am »
Nice...the error message kinda reminds me of Windows XP for some reason, but I like the editor (especially those well-drawn stick figures
)!
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Demon
Guest
Insanity's Projects
«
Reply #109 on:
February 11, 2007, 04:20:00 pm »
PyroEdit Updates:
- Plug-ins got taken out (again). They will be modded in later if/when the string array sub can be optimized any more or written in ASM, which I still need help doing...
- Contrast effects added. You can adjust the contrast within PyroEdit. PyroEdit will remember your contrast setting and restore it at start-up and will also remember to set the contrast back to the way you had it in TI-OS when you exit.
- Starting to integrate PyroMap Tilemap Editor.
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trevmeister66
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Posts: 1009
Rating: +14/-5
Insanity's Projects
«
Reply #110 on:
February 11, 2007, 04:27:00 pm »
sweet, it's looking good, can't wait for the finished product.
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Projects: nameless RPG: 1.0% |
Reverse Snake v1.5:
100% | Secret Project: 5% | DUNGEON: 70%
My
MW2 Blog
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Demon
Guest
Insanity's Projects
«
Reply #111 on:
February 16, 2007, 01:50:00 am »
Added:
GUI: You can now use the number keys to jump to and double-click on a menu item so you don't have to scroll so much. Hitting a number once will jump to that item number; hitting the same number again will select it.
PTM: The tilemapper has been added to the base. It is still being updated, however. The base size is now 200 bytes from 6k.
Crash Handler: Now tells you exactly what kind of error occured rather than just a number. Also allows you to toggle the Crash Handler.
Preferences: Toggling the Crash Handler will restart PyroEdit when you exit preferences. Will make this so it will ask permission first.
PyroPS (powersave): Dosen't kill any other vars than C/Y so that PyroEdit dosen't act weird when you're in menus, etc.
PyroEdit's Total Size: 13.3k
Components: 9
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trevmeister66
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Posts: 1009
Rating: +14/-5
Insanity's Projects
«
Reply #112 on:
February 16, 2007, 10:44:00 am »
Wow, this is looking really good! Is this in Basic or ASM?!?
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Projects: nameless RPG: 1.0% |
Reverse Snake v1.5:
100% | Secret Project: 5% | DUNGEON: 70%
My
MW2 Blog
<-- Please visit
Demon
Guest
Insanity's Projects
«
Reply #113 on:
February 16, 2007, 02:30:00 pm »
BASIC + xLIB + the ERRH Error Handler
Updates:
Tilemapper integration has been finished... well, almost. Debugging it further and adding some stuff.
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Demon
Guest
Insanity's Projects
«
Reply #114 on:
February 19, 2007, 05:13:00 pm »
Moshpit
Status: 40%
I finally got the AI going. Using the API to flip now, but I still need to figure out some things before I try adding it.
PyroEdit III
Status: 60%
Still working on the tilemapper, and still trying to optimize this 13-kilobyte beast. Plug-in system has yet to be remade.
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Demon
Guest
Insanity's Projects
«
Reply #115 on:
February 25, 2007, 12:01:00 pm »
Moshpit
Status: BASIC: 62%, ASM: 42%
Screenshots:
(The BASIC version):
(The ASM version):
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CureDesu
Guest
Insanity's Projects
«
Reply #116 on:
February 25, 2007, 12:23:00 pm »
For the ASM version of Moshpit, are you using bcall(_GetCSC) or port input?
Looks pretty cool.
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bfr
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Posts: 819
Rating: +4/-0
Insanity's Projects
«
Reply #117 on:
February 25, 2007, 12:28:00 pm »
He's probably using direct key input, which is faster and doesn't destroy as many registers (I think).
Looks great!
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bfr's website -
http://bfr.tifreakware.net
Halifax
LV9
Veteran (Next: 1337)
Posts: 1334
Rating: +2/-1
Insanity's Projects
«
Reply #118 on:
February 25, 2007, 04:22:00 pm »
port input destroys only A which holds the value of the key pressed
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There are 10 types of people in this world-- those that can read binary, and those that can't.
Demon
Guest
Insanity's Projects
«
Reply #119 on:
February 25, 2007, 04:42:00 pm »
Yep, it's port input.
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