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Messages - PT_

#1
Programs and Utilities / Re: [TI-84+CE] ICE Compiler
December 01, 2018, 08:11:06 PM
I've updated the documentation! Everything can be found on the Github Wiki, and everything will be converted into a single HTML documentation, replacing the old pdf file. Check it out, I'd love to hear feedback! :)

Download ICE Compiler
#2
Programs and Utilities / Re: [TI-84+CE] ICE Compiler
September 19, 2018, 07:23:38 PM
The most important part of the debugger is pretty much ready: stepping through code! It was quite some work, but after all not very hard:



Huge thanks to Runer112 for helping with setting breakpoints and a breakpoint handler!
#3
Programs and Utilities / Re: [TI-84+CE] ICE Compiler
September 10, 2018, 06:53:21 PM
If you still didn't know this: I'm very busy creating an ICE debugger! With this nifty program (or in fact, appvar), you can step through your code, view and edit variables, view/edit memory, view all the information about opened slots, view the screen and buffer, and jump instantly to labels!

Some screenshots:
#4
Quote from: xlibman on July 16, 2018, 01:58:11 PM
This is the beauty of color palettes and the ability to change them. To save space when units die or gets healed, all you have to do is dim their palettes to red, blue or whatever, and in the case of dying units, if you plan to have maps where only 1 floor tile is used at a time (for example, grass), then you could simply make the unit turn red then fades to grass colors to simulate translucency when it dies. (kinda like how Final Fantasy VII enemies die)
That doesn't work, because the units use the same palette as the buildings, trees, game, etc.
#5
Quote from: Zeda on June 25, 2018, 11:54:47 PM
Does ICE have float support? I know it has been in the works, but just curious about the status.
Not yet. I'm kinda busy with ICE v3.0 which will add floats, matrices and what more. I just need to have less other things to do in my life :P
#6
Both scheduling events (necessary for disappearing units when they're dead for example) and removing dead units works now :)

#7
Quote from: p2 on May 24, 2018, 08:47:23 PM
Looks really really nice PT_  :)
I suppose it supports only the red and blue teams?

Is your current implementation of units already capable of doing animated sprites (walking animations) or do you probably plan not to use animated tiles at all? Not sure how much the hardware can handle...
Nope, it can handle only 2 teams, but you can choose whatever color you want, because it's just changing the palette entries :)
Indeed, walking will be animated, it consists of 3 sprites per direction. Attacking is not animated though, otherwise we have 2 new appvars :trollface:
#8
An image says more than thousands words 5 months programming :P

#9
I'm more than happy to say that units now work properly! As far as I could test, sorting them based on the offset in the isometric tile works, teamcolors work, offsets work, and they don't jump when scrolling, like in the post above :P This means basically every game-drawing is done, and I can move to either optimizing or start with the actual gameplay.

#10
Quote from: xlibman on May 17, 2018, 09:59:09 PM
There's snow in the second tree. O.O
Yep, your eyes are properly working :)
#11
Good news! Units work! Bad news! Units don't work! :P

#12
Paint.
#13
So.... teamcolors works! :D



Credits to Runer112 who figured out a nice format to quickly edit all the teamcolor pixels instead of loading the building twice.
#14
Quote from: xlibman on April 18, 2018, 11:06:00 AM
Quote from: PT_ on February 10, 2018, 07:57:34 PM
AoCE is now an app! :D



I entirely switched to fasmg, which was a horrible move, but now it's much better. You don't need spasm anymore to build it, just download the C toolchain.
The speed *.*
I know right, except I can't promise it will be that fast when everything is added :trollface: Also, you can look at the amount of wood,  it increases one per frame.
#15
Quote from: jcgter777 on April 18, 2018, 04:30:14 AM
Quote from: Caleb Hansberry on April 18, 2018, 04:24:42 AM
Hmm it looks nice. Does the CE really have enough memory for such detailed sprites?

IIRC, AOCE puts everything in the Archive, and then fills most of the RAM to run. I think that there shouldn't be that much of a problem, because with OS 5.3, you can run archived programs without unarchiving them. SO, you'd keep things in archive, and AoCE would have tons of space to run in. Also, I think some of the stuff is stored in an appvar in archive to take up less space.
Not entirely true. Everything will be put in flash, true, but all the assembly programs need to be unarchived to run (except apps). AoCE backups RAM and then clears it, then it puts its main code in RAM, sprites, map data, buildings (and total of about 150kB) and the remaining space is for dynamically loading units :)
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