Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - FinaleTI

Pages: 1 ... 76 77 [78] 79 80 ... 126
1156
TI Z80 / Re: [Platformer] Pyyrix's Most Excellent Adventure
« on: November 09, 2010, 04:49:01 pm »
yeah,it's like that for all pick-up-able items :(

Also: did anyone manage to beat level 1 yet?
I did, but I'm still on level two... I did hack through the PYSTATS appvar just to see all the levels, though. ;)

1157
Humour and Jokes / Re: Foolish mortals! The nexus is now unbound.
« on: November 08, 2010, 05:45:43 pm »
* FinaleTI readies his Black Hadoken for those who choose to ignore the nexus.

1158
Humour and Jokes / Foolish mortals! The nexus is now unbound.
« on: November 08, 2010, 04:28:06 pm »
Fear me! Evil power courses through me, unchecked, for the nexus is free! >:D
And check out my awesome new avatar.  ;)

1159
Other Calculators / Re: Calc prices on TI website... something wrong?
« on: November 08, 2010, 04:20:54 pm »
What is could possess them to use those prices?

* FinaleTI's power reaches critical mass and the nexus is unbound. >:D

1160
TI Z80 / Re: YEONG RPG
« on: November 08, 2010, 02:52:21 pm »
Remove the MP at the end of the Lbl MP block and replace it with a return. That should help the blinking.
Do you mean to remove the DispGraph? Because removing the DispGraph at the end of the Lbl MP block, should do the trick.
I'll look at the collision later.

Edit: One away. >:D

1161
The Axe Parser Project / Re: Axe Parser
« on: November 07, 2010, 08:58:13 pm »
random question: how many bytes is a name string? is the appv token 1 byte? are lower case letters 2 bytes still?

so for example: how large is this name string: "appvAbcDE"

and also: can you open a file 'over' another file

ie if you had appvar 1 open in Y1, can you call GetCalc(Str2,Y1) and have the appvar pointed to in Str2 now open as Y1?
As for your last question, yes, it should work that way. I did that in one of my programs at some point, I just forget which one.

1162
Ash: Phoenix / Re: Ash: Phoenix
« on: November 07, 2010, 08:18:10 pm »
WIN. That is all I'm capable of saying right now.

1163
Other Calculators / Re: Share the Planning Stages of your Game
« on: November 06, 2010, 09:03:49 pm »
If I wanted to share what lead up to Nostalgia, I would have to remember about 5 different stories and type or write them up.
They all branched off my first calculator game, Fantasy Quest. It was never released and lost many a RAM clear ago. The closet thing I have to a copy of it is a half-finished attempt at recreating it. I've since lost the will to finish it, since it was a boring, near story-less text-based game, and Nostalgia is a more then capable replacement.

1164
TI Z80 / Re: Xeverion
« on: November 06, 2010, 08:10:38 pm »
ok, that makes more sense, I guess I wasn't compltely reight.  :P

btw, FinaleTI:  your close to 666.  :o
I can feel the power rising.... >:D

1165
TI Z80 / Re: Xeverion
« on: November 06, 2010, 08:01:22 pm »
Desolate isn't in Axe.  Also, when he says <8kb, he means the Source code, otherwise you get a memory error.  but if you compile into an App, your limit is 16kb.  You can also use BASIC programs to link them together and XCOPY to Archive/Unarchive stuff though.  I think that's how FinaleTI is circumventing the limit with Poemon TI.

EDIT:
That looks very nice!  how large will this be?  because you may have to use BASIC to cirucmvent the 8kb limit.  unless you're going to make this an APP?  either way, it looks cool so far.  ;)
At the moment my sprite/map data and my code are compiled into one ion program,
but I will have to shift the data into external appvars / progs later.
So there will be the code in an ion prog with a size of ~16KB (I think I can store so much code
as I want, since I saw that Desolate can hold 22KB) and 1 or 2 files with my sprites, maps and character
data (the character data is changable and I have to put this data into the main file if I cant modify ROM files).
The 8811 byte (I think?) limit is only for executable code, but you can put as much data as you can fit into a program. The 8kb limit applies to all programs, although nostub programs can't have more that about 8192 bytes of executable code.
Do you mean The 8811 byte (I think?) limit is only for Source code instead of  "The 8811 byte (I think?) limit is only for executable code"?  or am I missing something?

EDIT:  eh?  where did Finale's post go?
The executable code, as in the actual programming can't exceed 8kb, but with data the program could theoretically be as large as 24kb. The 8kb code limit applies to any Axe or Asm program. A lot of Mirage or Ion programs have all their data in the program, making them the 20-22kb programs you see, although their executable code doesn't exceed the 8kb limit. Nostub programs can be the same way, but for some reason (on TI's part) they can't be bigger than 8192 or so bytes to be run from the homescreen. That 8192 bytes is the entire program size, including data. I believe running one from a shell gets around this issue, but they still can't have more than 8kb of executable code, and their max amount of executable code is a couple hundred bytes less than the executable code limit in a Mirage, Ion or DCS program. Apps can have up to 16kb on one page, data and code. Since Axe only supports single page apps right now, any app made with Axe can only be up to 16kb total size. One way to circumvent the code limit, as yunhua said, is to use a basic program as your main program and have it launch Asm programs (nostub, of course, as they can be run from the homescreen and basic programs without any external libs.

1166
TI Z80 / Re: Xeverion
« on: November 06, 2010, 07:26:58 pm »
That looks very nice!  how large will this be?  because you may have to use BASIC to cirucmvent the 8kb limit.  unless you're going to make this an APP?  either way, it looks cool so far.  ;)
At the moment my sprite/map data and my code are compiled into one ion program,
but I will have to shift the data into external appvars / progs later.
So there will be the code in an ion prog with a size of ~16KB (I think I can store so much code
as I want, since I saw that Desolate can hold 22KB) and 1 or 2 files with my sprites, maps and character
data (the character data is changable and I have to put this data into the main file if I cant modify ROM files).
The 8811 byte (I think?) limit is only for executable code, but you can put as much data as you can fit into a program. The 8kb limit applies to all programs, although nostub programs can't have more that about 8192 bytes of executable code.

1167
TI Z80 / Re: Xeverion
« on: November 06, 2010, 06:42:17 pm »
Looks pretty nice. I'm glad to see a Fire Emblem style game for calcs. ;D

1168
Ash: Phoenix / Re: On Calc Dev Tools
« on: November 06, 2010, 04:21:53 pm »
The 16x16 one could be useful for Pokemon. Thanks for the uploads! I'll have to try them later. ;)

Makes me think I should polish up my hex sprite stuff and post it.

1169
Other Calc-Related Projects and Ideas / Re: [IDEA] backround
« on: November 05, 2010, 08:38:15 pm »
Sorry for the necro, but I believe the found the answer to this:
I recall seeing a program like this before. It displayed a grayscale background on the home screen. I forgot the name and who made it, though. It was specifically for backgrounds.
It's about 3/4's of the way down this page.

1170
TI Z80 / Re: Sonic Physics
« on: November 05, 2010, 06:49:25 pm »
Its not my concept so go ahead :)

And shmibs that sounds like what i have done, we will have to compare engines :)

And thanks DJ :) I hope smoothscolling can work, as that is kind of what i am aiming with this whole tech demo.  I just need a fast enough engine and it should be good.  It is surprising how little power it takes to run this physics engine.  Even in Full i didn't get the speed increase i expected because the framerate was getting to the max the calc could handle O.O and i haven't even optimized it!  I guess the guys as Sega knew what they were doing :)
Well, they did. At least for the classic Sonic games. The new ones are really not that good, unfortunately.

Pages: 1 ... 76 77 [78] 79 80 ... 126