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Messages - FinaleTI

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1276
News / Re: Upcoming site downtimes
« on: October 18, 2010, 07:40:52 pm »
this won't result in something like the maxcoderz move, will it?
Nope. We keep the same URL. During the domain name transfer some people may experience some downtimes that may last a few hours, though, but I'll try to start such transfer at night during week days so it won't affect too much people. What I hope is to see no downtimes like on UTI last year. If I notice DNS takes too long to propagate, I will simply use this 1and1 copy of the board as a temporary board, then once DNS propagated, I'll redo another DB backup and update the new board so we do not lose posts.
yay i hope this move goes over well ^_^ and any assistance is needed fell free to ask ( were moving to a vps right ???)

Not anymore. It turns out that we'll be better with a high quality shared hosting than a low quality VPS.
Glad to hear. ;D
I just hope it won't be down for as long as UTI was.

1277
Official Contest / Re: [BULLETIN] Cage Matches
« on: October 17, 2010, 08:54:12 pm »
I'd be happy to tell, if you would too.

1278
Official Contest / Re: [BULLETIN] Cage Matches
« on: October 17, 2010, 08:39:05 pm »
well... my engine is finished. so there  :P
I finished my basic engine too. Now to add the rest of the gameplay...

1279
Official Contest / Re: [BULLETIN] Cage Matches
« on: October 17, 2010, 08:09:11 pm »
And so have I. ;)

1280
Official Contest / Re: [BULLETIN] Cage Matches
« on: October 17, 2010, 06:22:07 pm »
FinaleTI, you must remake the engine from scratch. I will compare your source codes.
I wasn't gonna use Blur's engine for anything but inspiration.

Edit: Are we allowed to sprites from previous projects?

1281
Official Contest / Re: [BULLETIN] Cage Matches
« on: October 17, 2010, 06:17:26 pm »
Yeah, making the engine isn't that hard. *cough*Blur*cough*
Now making the game really good or unique is a little more difficult.

1282
Official Contest / Re: [BULLETIN] Cage Matches
« on: October 17, 2010, 06:12:49 pm »
I think it just means a birds-eye view perspective, but I could be wrong.

1283
Official Contest / Re: [BULLETIN] Cage Matches
« on: October 17, 2010, 06:11:45 pm »
Me sees theme and chuckles.

1284
Official Contest / Re: [BULLETIN] Cage Matches
« on: October 17, 2010, 06:07:33 pm »
I'm ready!
I suppose the theme is still being decided?

1285
TI Z80 / Re: YEONG RPG
« on: October 16, 2010, 07:32:33 pm »
Here's a simple tutorial that should explain it. This is a good program for making hex sprites.

You should use Celtic III or DCS7 with hex sprites. I would recommend DCS7 if you have the memory, since it has all of Celtic's functions and fixes a few of the graphical glitches Celtic has.

To use hex sprites with Celtic/DCS, you can use the identity(5 function:
Quote
identity(5,"HEXSTRING",x,y,w,h,logic,flip,update_lcd)

Works just like the xLIB command real(1,...) except that
the Pic and the coordinates on that Pic file are not
defined.

Instead, a string consisting of hex digits is used to
define the sprite as inline data. For example, if you
wanted to draw a black 8*8 block at the top-left corner of
the screen with XOR logic and drawn immediately...
 
identity(5,"FFFFFFFFFFFFFFFF",0,0,1,8,3,0,1)
 
Useful for those that want to display sprites without the
use of bulky image files.
 
For large sprite, each byte goes LEFT first, then DOWN,
so specifying "8FF0180000180000180FF01" would relate to
such a perfect box 3 bytes wide and 4 pixels down.
 
 
 
 
 
 
 
Note that any missing arguments will default to the value
of zero (0) instead of 32 as in xLIB.

Edit: Ninja'd....

1286
TI Z80 / Re: YEONG RPG
« on: October 15, 2010, 11:06:03 pm »
True, but hex sprites can be dynamic without necessarily requiring multiple versions of it to be stored. Plus, you could convert to the hex to tokens until you needed to display it, effectively cutting the data size in half.

1287
TI Z80 / Re: YEONG RPG
« on: October 15, 2010, 10:57:59 pm »
Yeah, plus if you're using Celtic III/DCS7 you can use hex sprites instead of using pics.

1288
TI Z80 / Re: YEONG RPG
« on: October 15, 2010, 10:41:11 pm »
Looks nice so far!

I use both, sorta..
Reason is...
1.OSR use CODEX
2. Locking my prgms
3. rectangles...
Well Celtic III/DCS7 have all xLib's features plus some program status features (like the ability to hide/unhide programs), so that can take care of 2 and 3. Using xLib, you should be able to replace OSR's CODEX rectangle routines with the xLib rectangle routines, which would make it slightly faster.

Here's the syntax for xLib's rectangle routine.
Quote
12 - DrawShape
--------------
usage: real(12,Shape_Type,x1,y1,x2,y2,DrawShape_UpdateLCD

Shape_Type = Tpye of Shape you want to draw:
0 = DrawSingleLineBlack
1 = DrawSingleLineWhite
2 = DrawSingleLineInvert
3 = DrawEmptyRectangleBlack
4 = DrawEmptyRectangleWhite
5 = DrawEmptyRectangleInvert
6 = DrawFilledRectangleBlack
7 = DrawFilledRectangleWhite
8 = DrawFilledRectangleInvert
9 = DrawRectOutlineBlackFillWhite
10 = DrawRectOutlineWhiteFillBlack

x1 = First x coord (for rectangles this is TOP LEFT corner)
y1 = First y coord (for rectangles this is TOP LEFT corner)
x2 = Second x coord (for rectangles this is BOTTOM RIGHT corner)
y2 = Second y coord (for rectangles this is BOTTOM RIGHT corner)
Scrl_UpdateLCD = Toggle LCD update 0 = No, 1 = Yes

And the syntax for Celtic III/DCS7's program status routines
Quote
det(0,"FILENAME",[function_number])

Performs an action with a file given the function_number
provided. If function_number is...
 
0 = Archive/unarchive a file. The output will be zero if it
      has been unarchived. Some other number if archived.
1 = Lock/unlock a file. The output is 0 if unlocked, 1 if
      it is locked, 2 if you attempted this on an appvar.
2 = Program to appvar and vice versa. A "1" will be output
      if the operation was a success.
3 = Hide/unhide a file. Outputs 0 if the file is visible,
      1 if it is now hidden.
4 = Delete. Just. Deletes a file. Not undoable. Be careful
      on how you use this.
5 = Create. Creates a zero-sized file with the name you
      choose. There so you can insert your own stuff in it.
6 = Prog to string. Outputs the entire program file into
      a string so you can paste it into some other file.
7 = Output stats. Somewhat complicated. It outputs three
      letters followed by five digits indicating its size.
      Those three letters will tell you a lot about the file
     
      1st letter: A= archived, R= in RAM
      2nd letter: H= hidden,   V= visible
      3rd letter: W= writable, L= locked (uneditable)
     
      Naturally, archived files are uneditable.
      To get just the size of the file, do this:
      expr(sub(det(0,"FILENAME",7),4,5))
     
If you omit the function number, the command defaults to
the archive/unarchive function. Useful for saving bytes.
Edit: Forgot to mention that "FILENAME" is the program's name without the prgm token. For example, prgmA would be "A".

I'd be happy to help with libs if you need any help, cuz I've got a fair amount of Hybrid BASIC experience.

1290
TI Z80 / Re: Pokemon TI
« on: October 15, 2010, 04:02:15 pm »
It might look a little weird because I shrunk the sprite down to 32x32.
Here's a comparison between the two. The one on the right is the original and the one on the left is the modified one.

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