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Messages - Darl181

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2116
News / Re: The Future of Calculators
« on: June 09, 2011, 02:47:12 pm »
There's
Code: [Select]
blue8x, but iirc that's still being developed and/or is dead...
But yeah, wifi or something similar on-calc (and a z80 calc, not the limited stuff on the Nspire) would be win ;D

2117
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 09, 2011, 02:42:15 pm »
Ok, I'll try not to :P

Made it a working menu, then noticed something.
The whole starting sequence altogether is ~5500 bytes.  O.O
there's 768*3=2304 bytes of pic data, but that still leaves ~3200 bytes of stuff, and not much code..

EDIT: seems like Zeros() is adding to the program size... 3200-(768*2)=~1700 bytes of code.  Sounds a bit more likely, but i thought Zeros() didn't add on to the program size that much ???

2118
TI Z80 / Re: Contest entry - Continuity
« on: June 09, 2011, 02:39:35 pm »
It doesn't have to be an animation per se, possibly it could just display the tile half-way through sliding or something.

2119
F-Zero 83+ / Re: F-Zero Screenshots
« on: June 09, 2011, 02:37:41 pm »
From ages ago, tho...
* Darl181 tries to think of a tactical, non-annoying way to bug calc84 to finish this <_<

2120
Axe / Re: The Optimization Compilation
« on: June 09, 2011, 02:30:58 pm »
Quote from: self
No matter what the value of {P+D} is, it always returns true, be it any number that appears in the level (any num from 0 to 11)
Even when it equaled, say, 8, it would return as true (is that the right way to say it btw) and draw a door.
(what this if statement is part of is the level drawing code, if this line is true then draw a door)

Hm..might the nested For() loops it's inside of have anything to do with it?
EDIT: actually nvm that, it did the same thing in the repeat loop

EDIT2: info axe version 053, running on an 84pbe running os2.43.  Has extra ram if that makes a diff :P

2121
Axe / Re: The Optimization Compilation
« on: June 09, 2011, 10:39:05 am »
Ok, I have no idea what's going wrong with this...
I've been optimizing dimansion shift.  Thing is, the inData() trick always returns as true ???
It worked in a little test program I made, but as soon as I put it into the shift source, it bugs.

In the screenie of the source, the unoptimized yet working line is shown just above the commented buggy line.
No matter wha the value of {P+D} is, it always returns true, be it any number that appears in the level (any num from 0 to 11)

btw, I tried storing {P+D} to a var and substituted {P+D} for the var in the code, still the same problem...

2122
TI Z80 / Re: Axe GUI Library
« on: June 08, 2011, 11:25:26 pm »
Have a screenie.

Impressive :D

2123
The Axe Parser Project / Re: Features Wishlist
« on: June 08, 2011, 10:25:36 pm »
Win.
Will it be possible to use lowercase letters?

2124
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 08, 2011, 09:40:26 pm »
Just implemented to the splash screen.  Now to make it a usable menu :P

Spoiler For edit:
btw "DSSS" stands for Dimension Shift Splash Screen.  Just in case anyone was curious...

2125
News / Re: Crabcake for Axe
« on: June 08, 2011, 07:01:15 pm »
Is it safe to use subroutines and/or subprograms with this?
Yes.  However, subroutines and subprograms MUST return first
...so they end up in the main program in the end?  Makes sense, cool.

2126
News / Re: Crabcake for Axe
« on: June 08, 2011, 03:20:29 pm »
Is it safe to use subroutines and/or subprograms with this?

2127
TI Z80 / Re: Contest entry - Continuity
« on: June 08, 2011, 11:59:19 am »
This game is awesome, only thing I could think of to improve it gameplay-wise would be a scrolling animation when you go into the other box/area/whatever and when you're zoomed out, maybe have a way so it looks like the pieces are sliding instead of just snapping to place.

2128
F-Zero 83+ / Re: F-Zero Screenshots
« on: June 08, 2011, 11:55:04 am »
...when it's released.
* Darl181 pokes a calc84

2129
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 08, 2011, 01:21:34 am »
If you mean the box and char then no, idk how that would be possible without using up a ton of memory, not to mention days of debugging x.x

Also if it rotated, I'd have to move it down some because in the rotation part of the sprite would overlap the title.

2130
TI Z80 / Re: Dimension Shift: Contest Entry 2011
« on: June 08, 2011, 12:56:28 am »
Thanks, all ;D

My favorite so far.  Made the sprite-on-block thingy bigger and spent about 15 minutes cleaning it up.
The lines you see in the options selection area is my idea for a selector.

The only thing I don't really like about it is it looks like the player sprite's curving forward...I've been trying to fix that...almost there

EDIT: fixed minor error...debugging graphics-style :P
EDIT2: here we go...
Going to make program so I can have a calcified screenie tomorrow, with transition from the logo ;D

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