Search found 86 matches

by Stickmanofdoom
Tue 24 Jan, 2006 11:56 am
Forum: Off Topic
Topic: need help with geometry
Replies: 16
Views: 7949

That was a fun problem! Here is how i solved it.
However, I didn't use proofs or anything because i hated proofs and forgot most of them.
by Stickmanofdoom
Tue 10 Jan, 2006 11:58 am
Forum: Off Topic
Topic: Best File Compressor
Replies: 8
Views: 2863

You might be interested in looking at this site: http://www.maximumcompression.com
by Stickmanofdoom
Sat 07 Jan, 2006 3:09 am
Forum: Program Ideas
Topic: coolest game EVER!!!
Replies: 137
Views: 135032

Acceleration (gravity) is fairly simple, once you know how it's done. Assuming that down is considered positive: (y-coordinate) + (y-velocity) = (new y-coordinate) (y-velocity) + (gravity constant) = (new y-velocity) To make the acceleration smoother, the object should move in "fractions of a p...
by Stickmanofdoom
Thu 05 Jan, 2006 2:33 am
Forum: Programming Help
Topic: ASM sprite routine stuff
Replies: 31
Views: 15911

Considering all the registers that are in use, using shadow registers would likely be more of a hinderance than a help. Using the stack is probably the smallest and fastest way to store the address.
by Stickmanofdoom
Fri 30 Dec, 2005 3:26 am
Forum: Programming Help
Topic: ASM sprite routine stuff
Replies: 31
Views: 15911

The largest bottleneck in your code is the usage of ix. The four lines after the loop label take 84 cc (clock-cycles). If you could use hl instead, the number of cc would decrease to 26. You would likely have to make use of the stack and/or the ex commands to do that.
by Stickmanofdoom
Tue 27 Dec, 2005 8:20 pm
Forum: Programming Help
Topic: ASM sprite routine stuff
Replies: 31
Views: 15911

Fine, so "add l,a" doesn't exist, but "add a,l" does. Sorry if the typo caused confusion. The "adc a,h / sub h / ld h,a" part just adds the carry flag to h. Also, the example was given for when all the other registers are in use. The second optimization not only saves 6...
by Stickmanofdoom
Tue 27 Dec, 2005 7:12 pm
Forum: Pixel Art
Topic: should i go into pixel art?
Replies: 26
Views: 17992

I like the knight; he looks really detailed. However, I can't tell where his arms are.
by Stickmanofdoom
Tue 27 Dec, 2005 6:53 pm
Forum: Programming Help
Topic: ASM sprite routine stuff
Replies: 31
Views: 15911

if you are adding an unsigned number smaller than 256 to hl, or any 16-bit register, you could always do this: ld a,number add a,l ld l,a adc a,h sub h ld h,a you could also change this: Loop: LD C, (IX) ;Write current row to registers INC IX LD D, (IX) INC IX LD E, 0 LD A, (xbyte) Shift: ;Shift row...
by Stickmanofdoom
Mon 05 Dec, 2005 10:15 pm
Forum: Latenite, Brass and EarlyMorning
Topic: EarlyMorning - Progress & Discussion
Replies: 176
Views: 221210

When you say variable size sprites, can you do this:

Code: Select all

A 4x4 sprite
0123
4567
89AB
CDEF

would look like this
.db 01234567,89ABCDEF
by Stickmanofdoom
Sat 03 Dec, 2005 3:03 pm
Forum: Aether 3D
Topic: Progress Thread - New demo - Cobra Mk III (18-May-08)
Replies: 319
Views: 400577

This is very impressive! You have easily surpassed the monocromatic 2 demo already. I'm looking forward to seeing polygon clipping, something essential to making this engine really useful.
by Stickmanofdoom
Sun 27 Nov, 2005 2:34 am
Forum: General TI Discussion
Topic: Acelgoyobis tables?
Replies: 5
Views: 7313

Floyd Maseda made a table called Warped.
by Stickmanofdoom
Sat 19 Nov, 2005 12:08 am
Forum: Programming Help
Topic: [TI ASM] Labels within lables?
Replies: 7
Views: 5314

Are you thinking of local lables?
by Stickmanofdoom
Wed 16 Nov, 2005 3:03 am
Forum: Off Topic
Topic: jeremy lavine
Replies: 14
Views: 8433

That is way too funny. :D
by Stickmanofdoom
Tue 15 Nov, 2005 2:33 am
Forum: Off Topic
Topic: Favorite Video Games and Why
Replies: 61
Views: 25153

My favorite platformer has to be the Commander Keen series, mainly because I was brought up on them. It also doesnt hurt that the games are still tons of fun to play. In close second is Super Mario 3, because it's SMB3 :)