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Messages - FinaleTI

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1261
Official Contest / Re: [BULLETIN] Cage Matches
« on: October 24, 2010, 05:50:03 pm »
Done! I finally finished.
So, just as Nemo asked, how do we submit them? Should we email you, PM you, or just post them?

1262
The Axe Parser Project / Re: Axe Parser
« on: October 24, 2010, 09:38:46 am »
If you define rhe 64th row in the picture then send it, it should be 779 bytes.

1263
Official Contest / Re: [BULLETIN] Cage Matches
« on: October 24, 2010, 09:37:26 am »
@FinaleTI: 24th at 11:59 CST.
Is that noon or midnight?

1264
Art / Re: Some sprites and technical CalcGS help
« on: October 23, 2010, 09:12:49 pm »
Kay. Thanks.
I think this looks like it'll be a pretty cool game.  ;)

1265
The Axe Parser Project / Re: Axe Parser
« on: October 23, 2010, 09:10:55 pm »
DJ Omnimaga is correct. one minor thing though is you would do Copy(GDB0,L6,768) instead of Copy(GDB0,L6,756). if you merely want to display the picture, you can also do Pic#->DispGraph.
Well, that depends. If you stored the picture on calc, it'll only be 767 bytes in the memory menu, and you'll want to use Copy(GDB0,L6,756) because the 64th row is undefined. If you sent it from the computer, it might be 779 bytes in the memory menu, then you can use Copy(GBD0,L6,768) because the pic will contain the 64th row.

1266
Art / Re: Some sprites and technical CalcGS help
« on: October 23, 2010, 09:07:16 pm »
I can give the tile importing a shot. I probably won't be able to for a few days, cuz of the Cage Match, but after that, school permitting, I'll do my best.

1267
The Axe Parser Project / Re: Axe Parser
« on: October 23, 2010, 07:35:30 pm »
If I'm not mistaken, it shouldn't overwrite them.
Unless you call another subroutine that overwrites them, or you write to them manually, they should stay intact.

1268
Art / Re: 8x8 monochrome explosion request
« on: October 22, 2010, 09:47:13 pm »
Thanks. ;D And good luck on yours.

1269
Art / Re: 8x8 monochrome explosion request
« on: October 22, 2010, 09:37:41 pm »
I'm no spriter, but if this is for your tunnel game (and I'm thinking it is), you could take a look at Blur's explosion sprites.

1270
S.A.D. (Seek and Destroy) / Re: Countdown
« on: October 22, 2010, 07:48:25 pm »
Flashbook is free and you can download it here. (Well, at least the Windows version. Otherwise, just search "Flashbook" on ticalc.)
Yeah, it's pretty easy to use, you can pretty much copy paste text into it and it will export the app for you.
And I attached the custom font file.

1271
S.A.D. (Seek and Destroy) / Re: Countdown
« on: October 22, 2010, 07:28:43 pm »
Sounds awesome! Will this be an FlashBook or what? If it is going to an FlashBook, I can send you the font I'm using for Phantom Sanctuary if you like.

1272
Official Contest / Re: [BULLETIN] Cage Matches
« on: October 22, 2010, 06:15:59 pm »
Also, when exactly on the 24th are they due by?
Mine might be done tonight, but just in case I need the time I'd like to know...

1273
TI Z80 / Re: Rule and Conquer gameplay
« on: October 22, 2010, 06:03:48 pm »
Thanks!  so far options 1 and 2 are tied... I might make it a succession of mission that take place on a larger conquest scale :#

But I'll wait until the voting period ends before I choose what to make the gameplay like

Not anymore... I voted conquest. ;D
It kinda reminds me of Fire Emblem, so I like it.

1274
Other Calculators / Re: Programming Languages or TI-83/84 series
« on: October 20, 2010, 03:00:23 pm »
you mean antidisassemblage.  the compiler and IDE is called squirrelbox.  it's kinda cool, but pretty simple because the guy who started making it lost interest methinks.

I'm pretty sure antidisassemblage is an attempt to make assembly more simular to C or C++, and It is pretty complete if you wanna download it on ticalc (look for squirrelbox in PC utilities methinks)

EDIT: ps it's also only on PC, not on-calc
It was not really finished, even thought it got version 1.0 status. Apparently a lot of code won't compile. It's also kinda hard from what I saw. You need ASM knowledge to learn it, defeating its purpose.

Btw xLIB, Omnicalc, DCSlib, Celtic III and the like are more like extensions to TI-BASIC rather than new language. Same thing for EZAsm and TI-Power Gold with z80 assembly.

The current languages available for the 83+/84+ besides extensions are TI-BASIC, ASM, Axe, BBC Basic, Fast RPL and Antidisassemblage. BBC Basic is quite good but the on-calc editor is not so user-friendly (which is why the language is not as popular as Axe)

As for what Sir is talking about I don,t remember. X.x. I personally prefer Axe because it's easy to learn when you know TI-BASIC. I also like TI-BASIC except for two things: the slow speed and the size of data. I like the small executable code size and the lack of a executable code limit in BASIC, though.
That's right. I was thinking of Fast RPL.

1275
Other Calculators / Re: Programming Languages or TI-83/84 series
« on: October 19, 2010, 08:53:12 pm »
I think there's also an incomplete RPN language somewhere on ticalc...

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