Author Topic: Insanity's Projects  (Read 25541 times)

0 Members and 1 Guest are viewing this topic.

Demon

  • Guest
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.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
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 :)smile.gif

Demon

  • Guest
Insanity's Projects
« Reply #107 on: February 08, 2007, 02:03:00 am »
PyroEdit III Screenshots:

The new interface:
user posted image

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.
user posted image

Delnar_Ersike

  • Guest
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 :Dbiggrin.gif )!

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.

Offline trevmeister66

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1009
  • Rating: +14/-5
    • View Profile
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. :)smile.gif
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 #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

Offline trevmeister66

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1009
  • Rating: +14/-5
    • View Profile
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?!?
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.

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.

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):
user posted image
(The ASM version):
user posted image

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.

Offline bfr

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 819
  • Rating: +4/-0
    • View Profile
    • bfr's website
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).  :)smile.gif

Looks great!  

Offline Halifax

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1334
  • Rating: +2/-1
    • View Profile
    • TI-Freakware
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
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.