Author Topic: Hi from FinaleTI  (Read 10447 times)

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Offline FinaleTI

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Re: Hi from FinaleTI
« Reply #15 on: June 04, 2010, 01:24:04 pm »
Oddly enough, I just posted on the Bug Reports topic in the Axe Parser sub-forum and my post count increased.  ???


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline calcdude84se

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Re: Hi from FinaleTI
« Reply #16 on: June 04, 2010, 01:30:49 pm »
What? ??? DJ, please explain this... This is very weird...
"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
-Adam Osborne
Spoiler For "PartesOS links":
I'll put it online when it does something.

Offline Quigibo

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Re: Hi from FinaleTI
« Reply #17 on: June 04, 2010, 01:37:17 pm »
I think this subforum and randomness don't increase post counts but the other ones do.

Welcome here!
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Offline calcdude84se

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Re: Hi from FinaleTI
« Reply #18 on: June 04, 2010, 01:52:01 pm »
this one doesn't either? hmm...
Edit: So it doesn't. Problem solved!
« Last Edit: June 04, 2010, 01:52:28 pm by calcdude84se »
"People think computers will keep them from making mistakes. They're wrong. With computers you make mistakes faster."
-Adam Osborne
Spoiler For "PartesOS links":
I'll put it online when it does something.

Offline FinaleTI

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Re: Hi from FinaleTI
« Reply #19 on: June 04, 2010, 02:03:48 pm »
OK. Thanks for the clarification.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline ztrumpet

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Re: Hi from FinaleTI
« Reply #20 on: June 04, 2010, 05:20:09 pm »
I think this subforum and randomness don't increase post counts but the other ones do.

Welcome here!
That's correct. :)

Welcome here FinaleTI!  How's progress on Pokemon TI comming? :D

Offline DJ Omnimaga

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Re: Hi from FinaleTI
« Reply #21 on: June 04, 2010, 05:25:52 pm »
Normally the intro section doesn't have post count disabled, but sometimes, people starts abusing the intro forum with full of spam to bypass the randomness forum disabled post counting and when that happens, I disable post counting in the intro section as well to discourage it.

In the randomness forum, post rating (kinda like the old Youtube comment system) used to be disabled too, but certain people abused this and broke other board rules in the randomness forum on purpose, such as offensive remarks, then we decided to enable rating there, too.

Offline FinaleTI

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Re: Hi from FinaleTI
« Reply #22 on: June 04, 2010, 06:09:53 pm »
@Ztrumpet: It's coming along slowly.
Right now I'm trying to see if there is a less memory intensive way of storing the text than I already am. Right now the text is compressed as either a hex or binary sprite, which is then OR'ed over the text box when the screen is displayed. Only problem is that it's ridiculously memory intensive compared to just storing the text in a string. Yet, if I use the TI-OS's Text( routine or even Celtic III's identity(10 routine, it's slower to display than what I would like. So I'm not sure what to do.

Maybe I should write an Axe program?


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline DJ Omnimaga

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Re: Hi from FinaleTI
« Reply #23 on: June 04, 2010, 07:10:55 pm »
mhmm unfortunately I wouldn,t be able to help with text compression because I never tried any before XD. I understand text can take a lot of memory, though. In Illusiat 13, the NPC convos and events text must be about 30-40 KB total x.x

Offline FinaleTI

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Re: Hi from FinaleTI
« Reply #24 on: June 05, 2010, 11:11:20 am »
Well, I guess I can reveal my Axe Parser contest entry....

Nostalgia!
Nostalgia is going to be a puzzle RPG in which you have to swap between two dimensions to solve puzzles to progress through the dungeons.
The main reason that the game is called Nostalgia is because one of the dimensions uses ASCII graphics, while the other uses 8x8 graphical tiles.
I've attached a screenie of the current progress on the ASCII scrolling map engine.



It's an avi. Sorry if that causes any problems for anyone, but photobucket was being stupid and wouldn't let me upload the gif.
« Last Edit: June 05, 2010, 11:14:14 am by FinaleTI »


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

_player1537

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Re: Hi from FinaleTI
« Reply #25 on: June 05, 2010, 11:27:20 am »
wow sounds cool can't wait to see it finished.  If you need any help you can ask me (if DJ allows)

Edit:  actually...I won't be here for a week to two weeks
« Last Edit: June 05, 2010, 11:44:27 am by _player1537 »

Offline Hot_Dog

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Re: Hi from FinaleTI
« Reply #26 on: June 05, 2010, 11:47:02 am »
Awesome screenie!  I'm glad to know I'm not the only person revealing screenshots/etc. on my project

Offline DJ Omnimaga

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Re: Hi from FinaleTI
« Reply #27 on: June 05, 2010, 12:24:10 pm »
Oooh nice. I like the old skoolness. Btw feel free to start a new topic for your project if you want to announce progress and updates, since it might get more attention than in the intro section (people will think it's just another reply to an intro post :P)

Offline ztrumpet

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Re: Hi from FinaleTI
« Reply #28 on: June 06, 2010, 12:26:14 pm »
Wow, that's really cool!  Good luck with it. ;D

Offline Quigibo

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Re: Hi from FinaleTI
« Reply #29 on: June 06, 2010, 01:36:29 pm »
Right now I'm trying to see if there is a less memory intensive way of storing the text than I already am. Right now the text is compressed as either a hex or binary sprite, which is then OR'ed over the text box when the screen is displayed. Only problem is that it's ridiculously memory intensive compared to just storing the text in a string. Yet, if I use the TI-OS's Text( routine or even Celtic III's identity(10 routine, it's slower to display than what I would like. So I'm not sure what to do.

If you set the buffer flag when displaying text, the text is drawn to the buffer instead of the screen which is much much faster.  And then, when the screen is updated, it displays it all at once instead of that scrolling effect.  You can write an external assembly program (or even an Axe program) that toggles the flag for you.  You would only need to call it once in the beginning and then once at the end to set it back to normal.
« Last Edit: June 06, 2010, 01:37:06 pm by Quigibo »
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