Search found 217 matches

by qarnos
Mon 07 Dec, 2009 1:10 am
Forum: Aether 3D
Topic: Screenshots
Replies: 6
Views: 22627

Re: Screenshots

Galandros wrote:Wondering if you have new screen shots...
Sorry, none at the moment. I need to revive this project for the 1329th* time. :oops:


* may be an exaggeration.
by qarnos
Wed 02 Sep, 2009 9:14 pm
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 32273

Re: [Staff][Dev] GL 2D Game Engine

I gave it a try and it works really nicely. Also i had a quick squiz at some of your routines and i am particularly impressed with the math ones :). Thanks :) I have a fetish for maths routines :P hmm, I tried the orbit thing, but it just quits on me before doing anything... It's available in this ...
by qarnos
Wed 26 Aug, 2009 6:01 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 32273

Re: [Staff][Dev] GL 2D Game Engine

Eeems wrote:hmm, I tried the orbit thing, but it just quits on me before doing anything...
Did you send zlibgl83.8xk to your calc as well as orbit.8xp? If you didn't it will quit immediately with no error message. That's the only reason I can think for that happening.
by qarnos
Sun 02 Aug, 2009 7:14 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 32273

Re: [Staff][Dev] GL 2D Game Engine

Just a little extra... I used the lib to create a very crude orbit game. Try it out if you like The left and right arrows control rotation (one press = one pulse of the thrusters) and holding down 2nd fires your main engine. Plus/minus zoom in and out and mode quits. There is no collision detection ...
by qarnos
Sun 02 Aug, 2009 3:32 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 32273

Re: [Staff][Dev] GL 2D Game Engine

Actually, what I'd like is a custom B_CALL type system. Something like: call shellcall .dw ifastcopy ; shell routine address The tricky part is you need to preserve all registers (including F) because you don't know the inputs/outputs of the shell routine. I wrote a couple of versions of a routine t...
by qarnos
Fri 31 Jul, 2009 9:24 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 32273

Re: [Staff][Dev] GL 2D Game Engine

That is good. So I could program it just like a standard asm program? Yep. You use it in the same way you would use the built in routines in a shell such as MirageOS - it just provides a bunch of routines which your program can call. The are some #defines as well, such as .glLoadIdentity , but thes...
by qarnos
Sun 26 Jul, 2009 8:09 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 32273

Re: [Staff][Dev] GL 2D Game Engine

I think that this project is amazing!!! Do you have a current release? Thanks :) There is no current release - I am still in the process of moving it over into an APP. Some things - like the texture mapping - use a lot of self-modifying code and will be painfully slow without it, so I'm still consi...
by qarnos
Fri 24 Jul, 2009 12:06 pm
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 32273

Re: [Staff][Dev] GL 2D Game Engine

Very impressive, as ever. I'm not sure if there are all that many games with impressive physics (Acelgoyobis springs to mind) so it's an interesting direction to go in. Despite the size of these "bloody big" numbers, it seems you're still getting decent speed! The main thrust over the pas...
by qarnos
Fri 24 Jul, 2009 11:04 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 32273

Re: [Staff][Dev] GL 2D Game Engine

This looks great, I can't wait to see a demo of the actual game but it might be a little early for that. :) Just a little :) Actually, I've spent the last couple of weeks working on some actual game code. It's been quite fun because I had this stupid idea of keeping everything to scale - so the moo...
by qarnos
Tue 14 Jul, 2009 8:45 am
Forum: Desolate
Topic: Desolate Re-write
Replies: 161
Views: 153530

Re: Desolate Re-write

Holy crap! Those reflections are pretty sweet! Nice job.

But I agree with Spencer about the font :)
by qarnos
Tue 14 Jul, 2009 8:00 am
Forum: Programming Help
Topic: [TI ASM] IM 2 randomness.
Replies: 11
Views: 10742

Re: [TI ASM] IM 2 randomness.

I managed to find my old TI-83+. I tried the program out and got similar results to Ben: # RES # SET Bit 0: 239 785 Bit 1: 0 1024 Bit 2: 342 682 Bit 3: 9 1015 Bit 4: 0 1024 Bit 5: 1 1023 Bit 6: 1 1023 Bit 7: 1 1023 # RES # SET Bit 0: 129 895 Bit 1: 0 1024 Bit 2: 127 897 Bit 3: 133 891 Bit 4: 130 894...
by qarnos
Tue 14 Jul, 2009 12:04 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 32273

Re: [Staff][Dev] GL 2D Game Engine

benryves wrote:Very nice! What are your RAM requirements?
It's just over 1kb of dynamic memory at the moment, plus appBackUpScreen for static variables/interrupt handler. If I keep the texture mapping the way it is, it will also need 512 bytes per texture for lookup tables.
by qarnos
Sun 12 Jul, 2009 9:22 am
Forum: Staff Side Projects & Featured Projects
Topic: [Staff][Dev] GL 2D Game Engine
Replies: 29
Views: 32273

Re: [Staff][Dev] GL 2D Game Engine

I've begun the tedious process of porting the code to an app library. I've got the dynamic memory handling sorted, so that's the big hurdle out of the way. Code has been added to copy the contents of the LCD at startup, so you can draw over what's already there: http://darrencubitt.googlepages.com/s...
by qarnos
Sat 11 Jul, 2009 12:16 pm
Forum: Programming Help
Topic: [TI ASM] IM 2 randomness.
Replies: 11
Views: 10742

Re: [TI ASM] IM 2 randomness.

Those 1:1023 results are certainly... interesting. I ran the test three more times, and the bit 1, 5 and 6 results were the same as the above. That is quite weird - especially bits 5 and 6. I wonder if it's some kind of subtlety - perhaps the first interrupt after the EI causes 5 and 6 to reset for...
by qarnos
Fri 10 Jul, 2009 12:12 pm
Forum: Programming Help
Topic: [TI ASM] IM 2 randomness.
Replies: 11
Views: 10742

[TI ASM] IM 2 randomness.

Hi, all. I've written a small program to test the randomness of the interrupt vector in IM 2. I was inspired by Sigma's interrupt tutorial ( archived version if you have problems accessing the original) which, unfortunately, seems to get it wrong. But it is an interesting idea, and I'd like to explo...