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Messages - Builderboy
Pages: 1 ... 94 95 [96] 97 98 ... 375
1426
« on: March 28, 2011, 03:47:14 am »
note that since labels are not stored in the program, that would add 5 bytes for each label that exists in the program at the very least, 3 for the name and 2 for the address, and it would have to search through all the possible names looking for a match, and then jump to that address.
1427
« on: March 28, 2011, 03:17:02 am »
Hmmm how precisely would it work and how would it be more powerful than a switch statement?
1428
« on: March 28, 2011, 02:10:50 am »
Oh that boot fetish is definitely not allowed Jk, but lesbian themes and swearing should be fine, I see no problem with it. Just include a warning in your readme if you feel its warrented.
1429
« on: March 28, 2011, 01:46:35 am »
paint bucket.
That sounds like an excellent candidate for an Axiom remember, the Axiom system was added specifically so that Quigibo wouldn't have to add every single command himself and keep managing all of the subroutines. Also, I second the conditional goto, as well as the shell specification in an optional header, which would override the current setting in the Axe options.
1430
« on: March 26, 2011, 09:58:08 pm »
Well, when it moves, even though it doesn't change the checkered pattern, the LCD delay is still there, so it mucks with other pixels.
Ah, so the lower speed when scrolling is whats causing the problems?
1431
« on: March 26, 2011, 08:56:53 pm »
that has been fixed too both of these bugs have been reported before ^^
1432
« on: March 26, 2011, 11:17:52 am »
Yep i forgot
1433
« on: March 26, 2011, 10:46:11 am »
Yeah, that demo was released a long time ago and that bug has been fixed
1434
« on: March 26, 2011, 10:36:20 am »
Hmm suddenly I am confused as to why scrolling messes with the greyscale o.O Using screenshifts doesnt move the checkered pattern, it moves the buffers, so shouldn't the greyscale keep working? Or are you doing something dastardly for your tilemapping which makes this not work?
1435
« on: March 26, 2011, 02:55:45 am »
Lol maybe do 3 level greyscale when moving even number of pixels, and 4 level greyscale when moving odd number of pixels maybe could work
1436
« on: March 26, 2011, 01:53:42 am »
that is so awesome Sir! I'm playing with this on my calc and its already looking awesome ^^ It is a shame that the screen shifting method screws with the grey scale though It can get to the point where as you are moving upward, the greyscale kinda freezes and only 1 diagonal is visible at a time :[ Oh well, it still looks epic Mayhaps if you really really needed good greyscale you could write a uber fast tilemapping axiom or something, but I don't think its necessary, it already looks great
1437
« on: March 26, 2011, 01:51:50 am »
Oh i wasn't aware Ld HL, address was 3 bytes hah thats why I'm not an asm programmer
1438
« on: March 26, 2011, 01:35:35 am »
I'm thinking using Bitmap would be something that would hinder the speed way too much to be useful o.O If i remember correctly its horribly slow. Hmmmm, perhaps it could be hardcoded in, using a separate tilemap with full bytes or whatever?
1439
« on: March 25, 2011, 11:54:50 am »
Nice to hear you have fixed some of the issues And yess the file size I think is actual excellent for a Pokemon game! Good luck in fixing some of the new bugs!
1440
« on: March 25, 2011, 11:48:43 am »
Yes it does i hope. And if you are setting a constant bit and not a variable, the bit setting routine can be auto optimized to take up 4 bytes methinks.
Ld HL,adress SET/RES #,(HL)
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