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Messages - Darl181

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1816
Other Calculators / Re: Your calculator collection
« on: July 18, 2011, 07:52:57 pm »
What's with the 82?  Is the contrast turned all the way up or something?

1817
TI Z80 / Re: Tag
« on: July 18, 2011, 07:12:07 pm »
I think it does that to save which level it's completed to.  I could be wrong tho.

Speaking of saving, after I beat the game and went to quit, it tried to save and crashed.

1818
Miscellaneous / Re: Userbars: Do you make any?
« on: July 18, 2011, 06:50:51 pm »
So you'd prolly want the se one instead of the be one..
http://img201.imageshack.us/img201/704/ubda9889.gif

Sorry I just notice random stuff like that :P

I need to re-make these...you can tell I used mspaint to crop the images

1819
Miscellaneous / Re: Userbars: Do you make any?
« on: July 18, 2011, 06:46:40 pm »
btw annoyingorange which calc do you have?  There's been an omni userbar with an 83pse for a while, and this year I made one for 84pbe and 84pse.

1820
Miscellaneous / Re: Userbars: Do you make any?
« on: July 18, 2011, 06:37:01 pm »
* Darl181 just noticed the url for his ds bar
http://userbars.removedfromgame.com/ub/darl181137.png
Woo, leet -200 :P (yes I know the first 1 is part of the nick but it's still there)

1821
The Axe Parser Project / Re: Bug Reports
« on: July 18, 2011, 04:30:00 pm »
Apparently the bad flash error is still there.  I upgraded straight from 053 to 101 (no, I didn't use 100 at all and yes, it's actually 101) and it's happening.

Edit: have now downgraded back to 053 :P

1822
TI Z80 / Re: TIBDE
« on: July 18, 2011, 03:19:15 pm »
So you're planning on/ might do your own variation of basic?
* Darl181 wonders just how many projects SirCmpwn has on the stove, back-burner or not 0.o

1823
Axe / Re: Axe Q&A
« on: July 18, 2011, 03:13:24 pm »
Ok...
I went to compile DS in 1.0.1 and got a "Bad Flash" error pretty much instantly.
What exactly causes this to happen?


EDIT: nvm, just a really fun axe bug x.x

1824
Axe / Re: Axe Q&A
« on: July 18, 2011, 02:39:50 pm »
I think the reason bitwise expressions work in if statements is because it's only manipulating one bit.  They're essentially doing the same thing, iirc.

EDIT:
* Darl181 pokes again for some tutorial or another on bitwise expressions to be put in the docs ;)

1825
TI Z80 / Re: TIBDE
« on: July 18, 2011, 02:36:45 pm »
So "Commands List" = catalog?  Or do you have something added/different?
Also, seeing that it's graphscreen text, wouldn't it take longer to copy it to the screen, what with TI's unoptimized text routine (and the fact that there's more)
I'm kind of concerned that reflex actions, ie vars+left+3+1 for r1, might have to be done slower if the menus take longer to appear.

Anyway, looking great, and can't wait to see it if it happens :)

btw if this were done would it be built into KOS?

1826
How about something like Stickman Sam?

The aiming would prolly have to be 8-directional, but it looks doable..

1827
Axe / Re: Physics Lessons
« on: July 18, 2011, 01:49:36 pm »
Bump,
Just to clarify I'm not writing a physics game atm, but I'm re-writing TWHG in a way that doesn't use all pixel-testing :P
So I'm testing for
  ████
████████
████████
  ████

b/c that's the enemy sprite (everything else atm is 8*8 squares)

Wait, Builderboy might've messed something up...let me give my (i think) fixed code with explanation
Code: [Select]
{{r2/8*W+   // get tile row, multiply by width
(r1/8)+   //get tile column
L1}*8+  // now we have the value of the tile you are in, then multiply by 8 because 8 bytes per sprite
(r2^8)+      //get pixel row # with respect to the tile you are in
Str1}    //we add this to the pointer to the mask table, thus returning the exact byte of the sprite mask
e r1    // and now we check if the appropriate pixel is lit or not in the given row
Return
Where r1 is your X position, r2 is your Y position, W is the width of your tilemap (in tiles), L1 is the location of your matrix data buffer, and Str1 is the start of your Mask Sprite table.
So, do I need a masked sprite for everything or just the one tile?  I'm guessing a tile value (from L1) of 0 is the first sprite, 1, second sprite, etc?

1828
The Axe Parser Project / Re: Features Wishlist
« on: July 17, 2011, 03:17:33 pm »
Yeah, with about 5 subprograms, each from ~2kb to ~6kb, it's nice to keep them archived.
(esp as the executable gets in the 20000s, constant "ERR:OUT OF MEM" things :P)
Actually, if the program you're compiling to exists in Archive, Axe will compile it to archive.
Never does for me.  Even if there's an existing one in archive it overwrites it with a program in RAM.

1829
So you can walljump or something?
I found a sort of steps thing going up, but one of the steps was just one tile too high :P

Nvm, just held the key until one jump was higher fsr

EDIT: so you jump higher if you're running...doesn't make much sense imho but w/e

1830
Look in the help. 2nd to shift, Alpha to switch dimensions, although I think some levels have only one at a time.
2nd and shift doesn't do anything for me.  ???
It depends on if they're enabled in the options--so if 2nd doesn't shift or alpha doesn't switch then it's probably disabled.  Btw objects will only work if they both exist and are enabled.
Also, some of the levels have only one dimension ;) so if it looks like there's only one layer that's probably the case.
And yeah, I didn't spend too much time developing levels, I ran out of ideas and just ripped them off of some of my old screenies...

In DS there are only 4 levels, so from 0 to 3 work. the rest are just empty.
I need to fix that...instead of saying the level doesn't exist it makes a new blank one.  My bad :P

Trying out programs now...
btw @tloz AXLE threw ERR:INVALID initially, but after compiling for ion it worked.  I'm assuming you did DCS or something?  Still stuck in some endless loop in the first level (that room where you fall down through a bunch of coins, there's two doors (and only two) at the bottom, both of which redirect to previous rooms) :/

AXLE: Great.  Threw ERR:INVALID initially, but after compiling for ion it worked.  Still stuck in some endless loop in the first level (that room where you fall down through a bunch of coins, there's two doors (and only two) at the bottom, both of which redirect to previous rooms) :/
EasyGame: Awesome.  This is the next WFRNG.
Tag: Also awesome.  Only problem is that after I beat it and quit and it automatically saved: RAMClearRoll'D.
FPA Demo: Nice.  I have no idea how you did this, while buggy it's still pretty cool.

Still trying the rest..

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