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Messages - novenary

#2281
Calc Projects, Programming & Tutorials / Re: Pokespire
November 19, 2014, 06:15:13 PM
Quote from: aeTIos on November 19, 2014, 07:01:23 AM
Don't expect the classic models to be supported anytime soon, from our calculations the game is going to be ~20MB just like the gen III games.
That's actually bigger than gen III games. Considering that the GBA uses thumb (which may or may not reduce executable size) and we use regular arm (16 bit vs 32 bit instruction sets, doesn't change the fact that the cpu is 32 bit), and we use higher resolution everything we are highly likely to exceed the original's 16MB indeed.
#2282
Calc Projects, Programming & Tutorials / Re: Pokespire
November 19, 2014, 06:07:08 AM
Quote from: DJ Omnimaga on November 18, 2014, 10:24:16 PM
As for Nspire speed, to be honest I am a bit surprised that frame rate is an issue considering what the SNES and Sega Genesis could do. I mean, those consoles were not even close to 150 MHz, yet they still pulled 60 FPS parallax scrolling maps. I know the Nspire lacks a GPU and stuff but still...  That said, I am fine if a game runs at 24-30 FPS and it's probably best that on Clickpad/Touchpad models it won't run higher than 15 FPS.
That's exactly the issue. The lack of a PPU is the most limiting factor for me. Also we currently don't plan to support classic calcs unless we can somehow fit the game into the flash (it's gonna have a ton of assets to load).

Also, the name is more or less final as far as the engine is concerned. The final games (we're probably make a Nintendo-style dual release) will be called Pokemon <stuff>. :)
#2283
Hardware / Re: Visicom Textphone Reverse-engineering
November 18, 2014, 07:11:54 PM
Wow, if you already reversed this much then it's amazing. O.O
#2284
Calc Projects, Programming & Tutorials / Re: Tetris
November 18, 2014, 05:20:29 PM
Well, there's copying stuff to the screen and actually drawing. The latter requires a lot of calculations, especially with transparency where you need to test every pixel.
#2285
Butbutbut I was busy actually forking Android instead of just using a local clone. :<
#2286
[Inactive] KnightOS (TI-73/83+/84+/CSE) / Re: KnightOS
November 18, 2014, 01:49:57 PM
Whoa it's pretty cool that you got this running here. :D It totally lags my browser though (and maxes a whole cpu core out O.O).
* Streetwalrus enables e10s to try

Edit : OK lol e10s totally breaks it (maybe it's because of vimperator but I'm too lazy to turn it off :P).
#2287
This background is just perfect. :D
#2288
Quote from: aeTIos on November 18, 2014, 12:51:58 PM
Cool :D Also I fixed a typo in jujus post to try out my newfound mod powers :P
Haha it's nothing like splitting and merging topics. :P
#2289
Hardware / Re: Visicom Textphone Reverse-engineering
November 18, 2014, 01:41:28 PM
Quote from: DJ Omnimaga on November 18, 2014, 03:16:50 AM
So they had some form of SMS way back in the 80's? Nice :P
Apparently. Also SMS exists ever since mobile phones do. :P
#2290
Cool beans aeTIos. :D

Also DJ, I think we can do that. I planned the battle engine to be API based rather than data based anyway (if that makes sense) so we should be safe.
#2291
Site News & Announcements / Re: The CodeWalrus project
November 18, 2014, 01:38:19 PM
Ah that's really nice. So it's basically a blogging system that integrates with the forum completely.
#2292
Calc Projects, Programming & Tutorials / Pokespire
November 18, 2014, 01:27:03 PM
So yeah, subforum.

Splitting some discussion from the staff board. :P


To reply to DJ, keep in mind that the Nspire is 3 times slower than the Prime and we already have enough trouble keeping the framerate up to add this.
#2293
Games / Re: Read before posting your files
November 18, 2014, 01:23:07 PM
True that. ZIP is the most used format so unless needed (ie, unusually large file or in the case of UNIX stuff, actual need for a tarball), it should be used.
#2294
Calc Projects, Programming & Tutorials / Re: Tetris
November 18, 2014, 01:21:04 PM
Quote from: DJ Omnimaga on November 18, 2014, 03:15:17 AM
I guess backgrounds from Supersonic Ball or perhaps other ones I made could be modified then re-used. Also I tried this game when it was posted secretly and it's quite cool so far. :) How do you make blocks fall down instantly, though?
You don't. It's currently unimplemented. :P
Quote from: aeTIos on November 18, 2014, 12:18:59 PM
Animated backgrounds are definitely possible.I have been thinking about a scoring mechanism, nad I came up with the following:
There's a base line score of current_level*2. If you fill multiple lines at once, you get a +1x multiplier on this base score per line. e.g. if you are level 9 and make a tetris, you get a whopping 18+36+54+72=180 points :0 On top of that if you keep cleaning lines in subsequent turns your base line score goes up by (current_level-1)/3+1 points per turn (current level / 3 rounded up). If you make a tetris, you get a permanent score multiplier bonus of +0.2. Clearing the screen gives you +0.1 score multiplier. Insta-dropping will award you 0.5x the distance dropped in score.

Thoughts? Suggestions?
Sounds good to me. :)
I'd make clearing the screen more rewarding though since it's way harder than doing a tetris lol.
#2295
There's also #inspired on Efnet for nspire dev (it's totally inactive though lol).
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