Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
[aodr] Possible update
« previous
next »
Print
Pages: [
1
]
Go Down
Author
Topic: [aodr] Possible update (Read 4163 times)
0 Members and 1 Guest are viewing this topic.
tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
[aodr] Possible update
«
on:
March 30, 2006, 09:12:00 am »
I am thinking about integrating the hex-2-sprite prog into this game, and see how much faster the game loads a map. This wouldn't take terribly long, and it also allows my AOD topic to stay here... ^_^
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
[aodr] Possible update
«
Reply #1 on:
March 30, 2006, 09:42:00 am »
Hehe, sounds like a plan dan (
).
Logged
tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
[aodr] Possible update
«
Reply #2 on:
March 30, 2006, 09:45:00 am »
It is such a shame that the calc that had all the cool updates for that game had a RAM clear. And just out of the blue too, as I had no other program on it, just AODR. The only thing was it had sit for probably 3 weeks...
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
[aodr] Possible update
«
Reply #3 on:
March 30, 2006, 09:53:00 am »
Just now or recently? Hope it works out for you.
Logged
tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
[aodr] Possible update
«
Reply #4 on:
March 30, 2006, 10:07:00 am »
Oh, it was arount September when that happened... And it also had a life bar on the map, to take care of the last 6 or 7 empty pixels at the end of the screen...
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
[aodr] Possible update
«
Reply #5 on:
March 30, 2006, 10:19:00 am »
oh yeah I remember u said that on tifreakware forums that sucked
Logged
tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
[aodr] Possible update
«
Reply #6 on:
March 30, 2006, 10:33:00 am »
Yeah, it was a major bummer... I also had changed the mapping system over to strings, and gotten rid of the matrices...
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
[aodr] Possible update
«
Reply #7 on:
April 04, 2006, 05:53:00 am »
Well, I have managed to convert around 10 of the tiles into hex, with many more hopefully... I also found some of the documentation that had things translated into strings, so I might be able to even redo that.
Now if I can remember exactly how I did the life bar, things would be back up again...
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
[aodr] Possible update
«
Reply #8 on:
April 04, 2006, 06:17:00 am »
Cool, glad that your hex->sprite converter came to use outside of pokemon!
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
[aodr] Possible update
«
Reply #9 on:
April 04, 2006, 06:38:00 am »
sound cool the maps will load faster ^^
Logged
tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
[aodr] Possible update
«
Reply #10 on:
April 04, 2006, 07:54:00 am »
They should, and at any rate, it will allow me to have more sprites, and not use nearly as much space storing them! right now, it is a bunch of 0 and 1 in a string...
Logged
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Print
Pages: [
1
]
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
[aodr] Possible update