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Messages - TIfanx1999
Pages: 1 ... 378 379 [380] 381 382 ... 403
5686
« on: January 27, 2008, 10:16:00 pm »
Most people code on calc, because there would be no purpose to coding on an emulator. It would be slower having to use a mouse to click the keys, or if using a keyboard it would seem weird because the keys are mapped way differently. Also, the only reason most people test on an emulator is if they are testing an ASM program so in the event of a crash they dont damage their calculator. Coding on calc also gives you the advantage of being able to test instantly. As Kevin said you can write BASIC on a PC, but the only good editor is the one that was distributed with TI's old graphlink (as far as I know anyways). That software is rather hard to find though these days, unless you know someone that has a copy lying around.
5687
« on: January 27, 2008, 12:44:00 pm »
I don't think there is a single person who knows about Lost Legends I & II that doesn't care =) . How is progress atm ? *Edit* It might not be a bad idea to post some of the screenies. People that are new to this board really wont know what the lost legend series is. That and the fact that the screenies look great anyways
5688
« on: January 26, 2008, 11:05:00 pm »
Wow, I know nothing of starcraft, so half of your post was latin to me  . But yea I know what ya mean, I thought I was da shiznit, but apparantley not  . It's still fun to play online though even with the skill gap. Besides, I'm working on getting better so soon I will PWN them all MUAHAHAH even Isai (yea........................ right)
5689
« on: January 26, 2008, 11:01:00 pm »
My first post on this project was on this board (the temporary one) on January 5th, so... I'd say it started ~ January 5th ! =) . Progress is actually slower than I'd like as I have trouble motivating myself sometimes but eh whatever. I'd really like to have something to show as of monday, but we'll see if laziness gets the better of me or not. Welcome to the Omnimaga forums btw! Or re-welcome if you visited the old ones. ^_^.
5690
« on: January 26, 2008, 09:57:00 pm »
Different card rarities now exist in this game . Here are the different rarities and the probability that you will pull one (from a card pack); Common 75% Uncommon 20% Rare 5% Also, here are the number of each type of rarity per set;(which also happens to follow the same ratio) 60 card set: 45 common cards per set 12 uncommon cards per set 3 rare cards per set.
5691
« on: January 26, 2008, 07:27:00 pm »
Just fyi, I got my control working now. There are alot of nasty people online though. I though I knew alot about this game,(classic SSB) but it seems I was mistaken. There is alot more for me to learn before I can match up to some of these people.
5692
« on: January 23, 2008, 01:41:00 pm »
The save/load deck system is more or less complete. I have been running some numbers to determine what kind of space this game is going to take up, and here's what i've come up with so far. 3 Starter decks (60 cards each) and 6 60 card expansion sets 4872 bytes Current Deck list: 7571 bytes Pictures for all the cards (540 cards, 32b apiece at 16x16 size)17280 bytes Game text for card names and card effects: 38880 bytes Total: 68603 bytes As you can see, it gets fairly large, and this is without the actual program, which as of now i have no idea how big it will be. I'd really like to find a way to shrink this somehow, as most of the space is taken up by graphics and text. On another note, it seems that I will be able to allow the user to save multiple decks (I'm thinking 3 at max) without to much hassle or without taking up too much space. So what do you guys think? I'm open to suggestions.
5693
« on: January 22, 2008, 01:41:00 pm »
@NanoWar: Alright thanks for the info. I have a general idea of how I want to do most of the things in this game. Since you have alot of these things worked out already though, I thought it would be a good idea to see how you were doing it.
5694
« on: January 22, 2008, 01:35:00 pm »
Hey, that's great news. Most people I know were kinda upset at the thought of Ness not being in the new game. Jigglypuff returning to smash is good news as well. Now if the could just hurry up and release the new game...
5695
« on: January 21, 2008, 01:44:00 am »
It will probally just be down temporarily anyways, just wait and see.
5696
« on: January 21, 2008, 01:04:00 am »
Eh, who really knows? Someone with to much time on their hands no doubt. Methinks Kevin's new project is ROL4 ^_^ :O ^_^
5697
« on: January 21, 2008, 12:55:00 am »
@vuurobin: Thanks so much,this is exactly what i needed and will definitley save time and space over the method I was going to use. ^_^ NanoWar, I assume you store your indivdual card data in a list or a matrix, and I know that you must store the card Name and info into strings, but I was wondering how your program looks up what string to place for the name and what string to look up for the card text. Do you use a look up table of some sort?, do you store the info of which strings to acess in the card data itself or do you just jump to a label depending on which card it is? I'm rather curious to know .
5698
« on: January 20, 2008, 02:17:00 pm »
Alright, thanks alot, I will defintley check out the seq( funciton. It looks like this method may be faster and should save space as well. What is the value of B in the above example?
5699
« on: January 19, 2008, 03:24:00 pm »
I have PJ64k up and running with Kailera, but i cant get it to id my joystick. any ideas?
5700
« on: January 19, 2008, 03:20:00 pm »
could you post some sample code? I'm not exactly sure what you mean. I could see doing it like this:(off the top of my head)
0.12345678->A 1->dim L1 1->C For I,1,8 AC->B B->L1(dimL1) 1+dimL1->dim L1 ipart(A-A->A 10C->C End
I'm unfamilar with the seq( command also, so I dont know how it works.
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