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Messages - FinaleTI
Pages: 1 ... 74 75 [76] 77 78 ... 126
1126
« on: November 14, 2010, 12:00:15 am »
1127
« on: November 13, 2010, 02:27:23 pm »
Speaking of shops, I'm gonna go mock that up right know...
nuuu do teh battle egninenegenes! firrststs
Yeah, as DJ said, I had some really good progress on it, but I lost it in a back-up corruption... Anyway, I put the titlescreen into the demo and managed to make the grey near-perfect on my calc.
1128
« on: November 13, 2010, 01:37:34 pm »
Nice Hot Dog! By the way can the fonts be archived?
^++ This. That was the major problem I had with Omnicalc's fonts. They had to be in the RAM.
1129
« on: November 13, 2010, 12:48:13 pm »
I'll want to release an example program with Correlation, but I have been long out of practice with Ti-Basic. Is there anyone who would be willing to make an example program before I release Correlation? It will be homescreen, and all that the program will need to do is control a person that moves around a homescreen text-based tilemap.
The advantage is that you get to be the first person to use Correlation for custom Ti-Basic fotns
I'll give it a shot, I'd love to work with custom fonts again! I used to use Omnicalc fonts to make tilemaps on the homescreen.
1130
« on: November 13, 2010, 12:40:27 pm »
Hmm I'm not sure how to do that without using the back buffer. I think you need to redraw the tiles around the enemies to hide those enemies, scroll, then redraw the enemies. That may be complicated, though. The only other solution is to redraw the tilemapper every frame. You could use another memory location and store a copy of the buffer (before drawing the enemies) there, then when it comes times to scroll, you display that copy on the screen, erasing the enemies in the process, scroll, then display the enemies.
I actually tried that, and I modified Runer's tilemapper to use 4 lvl greyscale and draw a character over the fore-ground, and it works pretty well. What I did was copy both buffers from an appvar before moving, scrolled and stored the buffers to the appvar, then drew the player. Here's the code: :.TILEMAPR :prgmSERENA :.TILEMAP :[]→GDB0M :det(1024) : :.TILES :[]→GDB0T :det(504) :GetCalc("vSMBuff",1536)→B : :.CREATE TILEMAP :GDB0M-1→D :0→Y :While -32 : 0→X : While -32 : X+Y→{D+1→D} : X+1→X : End : Y+1→Y :End : :.CREATE TILES :Fix 5 :ClrDraw :EF0→{L6}r→{L6+12}r :GDB0T-1→D :0→Z→θ-1 :While Z*10+θ-63 : Fix 3 : E0200→{E86D7}r : DrawF Z►Dec : Fix 2 : E0204→{E86D7}r : DrawF θ►Dec : 0→Y : While -8 : {Y*12+L6}→{D+1→D} : Y+1→Y : End : !If θ+1→θ-10 : →θ : Z+1→Z : End :End :Fix 4 : :.DRAW INITIAL IMAGE :GDB0M-1→D :0→Y :While -64 : 0→X : While -96 : Pt-Off(X,Y,{D+1→D}*8+GDB0T)r : X+8→X : End : D+20→D : Y+8→Y :End :conj(L6,B,768 :conj(L3,B+768,768 : :.INITIALIZE POSITION VARIABLES :0→X→Y→Z→θ→D : : :.MAIN LOOP :FnInt(DG,2) :Repeat getKey(15) : : .MOVE DOWN : If Y-24 : FnOff : If getKey(1) and (D=1 :conj(B,L6,768 :conj(B+768,L3,768 : θ-1→θ : Vertical - : Vertical -r : Y+8*32+X-1+GDB0M→r5 : 0→r6 : While -104 : Pt-Off(r6+Z,θ+64,{r5+1→r5}*8+GDB0T)r : r6+8→r6 : End : !If θ+8 : →θ : Y+1→Y : End :conj(L6,B,768 :conj(L3,B+768,768 :sub(SM) : End : FnOn : End : : .MOVE LEFT : If X-Z : FnOff : If getKey(2) and (D=2 :conj(B,L6,768 :conj(B+768,L3,768 : Z+1→Z : Horizontal(+ : Horizontal(+r : Y-1*32+X+GDB0M→r5 : 0→r6 : While -72 : Pt-Off(Z,r6+θ,{r5+32→r5}*8+GDB0T)r : r6+8→r6 : End : !If Z-1 : ‾7→Z : X-1→X : End :conj(L6,B,768 :conj(L3,B+768,768 :sub(SM) : End : FnOn : End : : .MOVE RIGHT : If X-20 : FnOff : If getKey(3) and (D=3 :conj(B,L6,768 :conj(B+768,L3,768 : Z-1→Z : Horizontal(- : Horizontal(-r : Y-1*32+X+12+GDB0M→r5 : 0→r6 : While -72 : Pt-Off(Z+96,r6+θ,{r5+32→r5}*8+GDB0T)r : r6+8→r6 : End : !If Z+8 : →Z : X+1→X : End :conj(L6,B,768 :conj(L3,B+768,768 :sub(SM) : End : FnOn : End : : .MOVE UP : If Y-θ : FnOff : If getKey(4) and (D=4 :conj(B,L6,768 :conj(B+768,L3,768 : θ+1→θ : Vertical + : Vertical +r : Y*32+X-1+GDB0M→r5 : 0→r6 : While -104 : Pt-Off(r6+Z,θ,{r5+1→r5}*8+GDB0T)r : r6+8→r6 : End : !If θ-1 : ‾7→θ : Y-1→Y : End :conj(L6,B,768 :conj(L3,B+768,768 :sub(SM) : End : FnOn : End :0→D :If getKey(1) and (D=0 :1→D :End :If getKey(2) and (D=0 :2→D :End :If getKey(3) and (D=0 :3→D :End :If getKey(4) and (D=0 :4→D :End :End :LnReg :Return : : .COPY IMAGE TO SCREEN :Lbl SM :0→D :For(A,12,44 :For(C,36,52 :Pt-Off(C,A,D+Pic1S :Pt-Off(C,A,D+8+Pic1S)r :D+16→D :C+7→C :End :A+7→A :End :Return : :Lbl DG :Normal :DispGraphrr :Full :Return : :.VARIABLES :.D=Data pointer :.X=X position in tilemap of top-left corner (0-20) :.Y=Y position in tilemap of top-left corner (0-24) :.Z=X offset of top-left corner (0-‾7) :.θ=Y offset of top-left corner (0-‾7)
prgmSERENA holds the data for the sprite. I just grabbed a sprite from my computer and it turned out to be a Sailor Moon sprite. Programs attached.
1131
« on: November 11, 2010, 09:08:22 pm »
But you're not evil anymore...*runs* So, that's the profile, I guess? It's kind of hard to tell
Perhaps... It would certainly seem that way, but the nexus has still been unbound, and there is naught that you can do about that. Regardless of whether or not I appear evil, my power is beyond comprehension.
1132
« on: November 11, 2010, 08:55:17 pm »
Mine's Black Mage Evilwizardington, the only other cosmic nexus of power I know.
1133
« on: November 11, 2010, 08:53:25 pm »
Thanks for all the compliments guys! I'm gonna working on trimming down the size for the walking engine, as I know it's severly unoptimized, and while with little modification I could probably throw the menu in now, I need to make room for NPCs and shops and battles. Speaking of shops, I'm gonna go mock that up right know...
1134
« on: November 11, 2010, 04:45:23 pm »
Well, there are 4 sprites for each character in the overworld (each direction). Otherwise, try this thread.
1135
« on: November 11, 2010, 04:39:41 pm »
Does this work?
1136
« on: November 11, 2010, 04:34:51 pm »
What do you mean? I know there is a long pause near the beginning, but that's cuz I had to run to let the dog out back while Wabbit was capturing. It should work, though, as I used {AP}'s RFG Image Uploader, plus it works fine on my computer.
1137
« on: November 11, 2010, 04:31:37 pm »
1138
« on: November 11, 2010, 03:25:04 pm »
Oh, that's great! Don't forget about real( conflicting with xLIB.
And det( and identity( conflicting with Celtic III and sum( conflicting with DCS7.
1139
« on: November 11, 2010, 03:20:26 pm »
Almost anything's hard to get used to. I have a Casio FX-9750gii, and if it weren't for the incompatibility of FA-124 (the linking program, like TI-connect), which refuses to connect with my calc using USB (correct me if I'm wrong), I'd probably be fairly active in some or another Casio community as well. From what I've seen, it's not very active (try a side-by-side comparison of casiocalc.org vs. ticalc.org, or even hpcalc.org) but either way...
As for us being programmers for TI, I would not be surprised to see things like third-party OSes en masse if that happened. Just imagine...
The prizm looks epic, and if it's developed enough and I get the opportunity (and have the money), I'll probably get one of them.
Edit: horray for (overuse (of (parenthesis!
Optimized. And I can't wait for the Prizm.
1140
« on: November 10, 2010, 09:30:31 pm »
A lobster, no matter how blue, is unable to destroy a cosmic nexus of power. However, a blue lobster is something to truly be feared and I shall smite all those Netham doesn't get...
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