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Messages - Darl181

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1111
TI Z80 / Re: Essence
« on: November 23, 2011, 11:20:23 am »
Ok this is a big one, at last I like to think it is b/c I was up till 3AM debugging and I'm half-awake right now :P

So I finished the transition from storage GDBs to appvars, took around 1.5K from the executable in the process.
Also there's a menu, for now it's a sort of placeholder thing if/until I get something better in place.
There's a grand total of one option, the shooting style.  More on that in a bit..  I'm not sure if anyone here recognizes the options menu, because I basically re-used one I made for Maxwell's Demon XD
As for the shooting styles..."Physic" (better term pending? idk) is what you're used to from this, with the player's velocity affecting the bullet speed.
"Arcade" is new, the bullets' velocities are not affected by the character.  See screenie.

While the executable's size is 10.5K, it needs about 3K of RAM aside from itself in which to create the temp vars.  If you get "GETCALC ERR" before the main menu there's likely not enough RAM to create the stuff.
It should clean these up at the end of the program, but they're named TMP1 etc.
EssOpt is the options, if that's deleted it just re-makes it so yeah

The error "Level not found" means just that..it attempts to unarchive the var before checking for it so if the level's there it should be found.


So..I think that's about it, if there's something else I'll just edit it in.

Edit: the libraries went through a name change, and are now prefixed with Z.  The G was kind of random...then again the Z was sort of random as well...?  <.<  >.>  shh

Edit2: phantom-line-in-screenie glitch strikes again...

Spoiler For note to self:
Asm(EFE542) amount of free ram (thanks Iambian)

1112
OmnomIRC Development / Re: Ding on highlight
« on: November 22, 2011, 11:03:20 pm »
Quote from: IRC
[8:02:10 PM]   Darl181   ok I have the volume to the max and am literally holding the speaker up to my ear and I'm not hearing anything
Yeah, Firefox 8. :/

EDIT: btw the beep works for me, but not on highlight..

1113
Axe / Re: Axe Q&A
« on: November 22, 2011, 10:25:04 pm »
Right, the end result is just similar. :)
Good to know, I'm optimizing stuff in Essence...can't be too careful :P

1114
Axe / Re: Axe Q&A
« on: November 22, 2011, 10:09:38 pm »
Wouldnt make sense to have any :P
..unless it's a line of code with variable inputs, set up in a way that might have it happen. ;)

1115
Axe / Re: Axe Q&A
« on: November 22, 2011, 10:05:13 pm »
If the first two arguments of Copy() are the same, will there be any adverse effects?

1116
Site Feedback and Questions / Re: Bug with project sub-boards
« on: November 22, 2011, 07:43:31 pm »
I noticed the first thing too, ended up sorting by latest post and it's normal now it seems.

1117
TI Z80 / Re: Fullrene
« on: November 22, 2011, 05:44:44 pm »
Oh, I changed the syntax on you. Now it's just Fcdf() at the start of the program. I should properly release this sometime...
XD
It's still Fcdf(0) to close it, then?

1118
TI Z80 / Re: Fullrene
« on: November 22, 2011, 05:26:26 pm »
You need to make sure that Fcdf() is the first line, (or close) of your program. If this is true, you shouldn't have any problems. If you do, then I would assume something else is broken.
Well I just changed the cragcake stuff to the fullrene stuff so it's like
.name
#Axiom(FULLRENE)
Fcdf(1)

and the last line's Fcdf(0) so yeah.

What's odd is that it was epic-crashing last night, but now it's working properly..I'm not sure if it's going over the limit now tho b/c it was earlier.

1119
TI Z80 / Re: Fullrene
« on: November 22, 2011, 11:57:12 am »
I'm getting some problems with this..first off how do you restore the calc and quit without it crashing b/c the quit code's past the limit?

1120
TI Z80 / Re: Essence
« on: November 22, 2011, 11:44:19 am »
Well, I just took the executable down to 9k, so to make it an app would be taking up a lot of empty space atm :P
(tho I might have to if I keep getting bugs with Fullrene x.x)

Having fun with TiLP corrupting the programs as I send them :\
Spoiler For GBLITZ, supposedly:
Quote from: Axe
Fix StorePicStorePicFor([G.AnsStorePic not(Repeat ^^oPt-On(tanh^-1(SciPt-Off(.HorizStorePic Scatter{fMax(max(:{For([tan(->2Fix StorePic mean(>DMS and tanh^-1(SortD(Pt-On(8{tanh^-1(Vertical Pxl-On(tanh^-1(TPt-Change(*row+(2-Var Stats :{\plotcross:{[Scatter)\ and \plotcrossxrootFor([)->->Plot2(SKTracemean(Get(Pxl-On(\E[\ClrTableFunc(Histogram2-Var Stats tan^-1(cos^-1(ExpReg ReturnDS<([)\ and prod(Plot2(Rmax(8*row()\log(prod(Plot2(Rmax(0^^3)\plotcrossprod(Plot2(Rmax(0]While xroot10^prod(sinh^-1( or  or  or For([G.Fix StorePic  xor not(While 10^Polar10^cosh^-1(sqrt(cosh^-1(LinReg(a+bx) sinh^-1(cosh^-1(IndpntAutofMax({cosh^-1(fPart(DS<([ or  or For([max(tanh^-1(StoreGDB Pt-On(sinh^-1(\LinReg(ax+b) cosh(DegreePt-Off(ScatterHistogramcosh({Pt-Off(seq(tanh^-1(StoreGDB Pt-On(IS>(DegreePt-Off(Y2Ttanh^-1(StoreGDB Pt-On(IS>(DegreePt-Off(Vseq(tanh^-1(For(Pt-On(IS>(DegreePt-Off(*row+(Input DispTableDS<([ExpReg seq(tanh^-1(StoreGDB Pt-On(IS>(\Y2Ttanh^-1(StoreGDB Pt-On(IS>(\Vseq(Returntanh^-1(For(Pt-On(While IS>(\xrootClrHomeReturnDispTableExpReg For([seq(seq(seq(tanh^-1(StoreGDB Pt-On(\rowSwap(fMax(^^-1Scatter*row(fMax({Scatter[fMax(->ScatterBoxplotrandM(^^3)[\max(tanh^-1(StoreGDB Pt-On(\fMax(->Scatter}8]xrootFor([ClrHomexroot*row+(FnOn xrootFor([ClrHome10^>Frac>Frac>Fracprod(sinh^-1(xrootxroot7sinh^-1(ExpReg DS<([ExpReg .Fix StorePic ExpReg cos^-1(ReturnDispTable:{For([.\ and ScatterScatterfMax(->ScatterLinReg(ax+b) randM(->DS<([*row+(1DS<([tan(->For([G.AnsStorePic not(0SortD(:{For([DS<([ExpReg tan(->2Fix StorePic mean(>DMS and tanh^-1(SortD(Pt-On(10^Polar8T.Fix StorePic For([G.AnsStorePic not(0Fill(:{2HorizStorePic \plotcross.HorizStorePic [^)\ and \plotcrossmean(>DMS and solve(FullStorePic .HorizStorePic tan(->2ParamStorePic ClrHomeWhile 10^xroot2Fix StorePic xrootFor([xrootsinh^-1(cos^-1(ExpReg ReturnDispTableDS<([ExpReg .Fix StorePic ExpReg .HorizStorePic For([.ParamStorePic 2Fix StorePic "FullStorePic YPtanh^-1(For(Pt-On(10^Polar2Fix StorePic 10^PolarFor([ClrHomeWhile 10^Polar10^sinh^-1(tanh^-1(ClrHomePt-Off(Input SciPt-Off(Plot2(thetaFull>FracPlotsOn \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\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Generated by the BBify'r (http://clrhome.tk/resources/bbify/)

Edit: also I'm putting together a more optimized way of removing bullets from the array, just taking the last bullet and sticking it in the voided spot rather than copying everything after.

1121
Nice :)
I guess it's time to relocate the Essence thread XD
Edit: nvm, it's not in the drop-down menu yet..

1122
TI Z80 / Re: Essence
« on: November 21, 2011, 12:10:42 pm »
Finally got around to switching from GDBs to Appvars (the major GDBs anyway) and took off (10489-9066=)1423 bytes without causing any bugs :D

Wall jump seems to only happen when I ram into a wall too fast while falling. I seem to bounce back. It kinda reminds me SMB except in SMB I didn't bounce back.
I think I got this one figured out now, while I was looking at the sourse :P
For some reason I have the player bounce if it's downward velocity is greater than 16 (two pix/frame) so I'm guessing it happened when you were falling down pretty fast.
Also it bounces horizontally afaict, with S being the force it does S//-2→S so if |S|>8 it visibly bounces horizontally as well.

EDIT:
Currently looking into ways to store the AI.  I'm thinking one enemy per column, and every other byte a tile.
Are there any other methods that might work for this sort of thing?
Not sure what you mean by one enemy per column
I was meaning in the actual map, not the coordinates etc the enemy have in-game but how to store the enemies in the level itself.


EDIT2:
Spoiler For rambling:
Ok I'm finally starting to add in the AI.  So...max # of bullets on-screen is 70-something, and if I spread around the weapons evenly that's a bullet made every ~11 frames for each enemy.  Realistically it'll prolly be about 5 because slow-firing weapons etc don't exactly do well fur shmup action :P  Technically I could do away with that barrier and put the enemies in L1 instead of the bullets, then that's a limit of um..63 enemies if I'm doing the math right.  Then I could have a truckload more bullets at a time..I guess I'll just do that and pretty much this whole paragraph is irrelevant.  Oh well.[/tangent]
So max of 63 enemies at a time, with, say 150 bullets max tho that would be a huge slowdown if all the space for the bullets was filled up :P

POSTEDIT 3X COMBO: Switch complete, about to start putting the AI together :D
This is the part where it starts getting crazy...

1123
News / Re: Mod your prototype Nspire into a production one
« on: November 20, 2011, 10:22:37 pm »
I don't know if it is the light or something, but the color on the picture of the back of the calculator, and the front one are different...
There's some blue around the edge of the calc in the inset..

1124
Axe / Re: Axe Q&A
« on: November 20, 2011, 09:46:31 pm »
so the oPTR is the physical location of it, just plain PTR references the contents?

1125
TI Z80 / Re: Super Crate Box
« on: November 20, 2011, 07:25:24 pm »
Why is that minigun giving me ideas...
Looking epic :D

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