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Messages - FinaleTI

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1321
Art / Re: Blur Sprite Requests
« on: October 05, 2010, 02:45:05 pm »
Monochrome and facing to the right. Thanks.

1322
Art / Blur Sprite Requests
« on: October 04, 2010, 08:05:15 pm »
I'm looking for 2 new sprites for Blur.
I'd like a squirrel and a whale. These sprites need to be no bigger than 8x8, but not shorter than 7px. Thanks in advance!

1323
News / Re: Eeems is Back! Bearing jBOS2!
« on: October 04, 2010, 07:46:57 pm »
Welcome back!

And jOBS2 looks spiffy!

1324
TI Z80 / Re: Blur - It's like fast tunnel, but with Nethams
« on: October 04, 2010, 07:37:01 pm »
Lol. Fixed.  ;)

Multiplayer would use Axe's linking commands to send the two bytes used for the other player's position (1 byte for x-position, 1 byte for y-position). I'm thinking about how I show the other player's ship though. Perhaps I could display the other player's ship as grey in the background.

1325
TI Z80 / Re: Blur - It's like fast tunnel, but with Nethams
« on: October 04, 2010, 07:20:44 pm »
Sounds good.

Here are the currently planned features:
* Classic Mode
   - 4 Difficulties (Easy, Normal, Hard, Netham)
   - Tunnel size depends on difficulty
   - Save and race against a 'ghost'
   - Highscore for each ship for each difficulty

* Mirage Tunnel
   - 4 Difficulties (Easy, Normal, Hard, Save the Whales)
   - Greyscale tunnel that sporadically disappears and reappears
   - Highscore for each ship for each difficulty

* Enemy Assault
   - 4 Difficulties (Easy, Normal, Hard, Assault of the Squirreliojazz)
   - Dodge waves of enemies
   - Highscore for each ship for each difficulty

* Mutiplayer
   - 4 Difficulties (Easy, Normal, Hard, Rick Astley)
   - Link play
   - Highscore for each ship for each difficulty

1326
TI Z80 / Re: Pokemon TI
« on: October 04, 2010, 05:58:05 pm »
I think I can make the movement a little more fluid.

1327
TI Z80 / Re: Pokemon TI
« on: October 04, 2010, 05:51:52 pm »
I'll see about trying to get a Youtube account.

1328
TI Z80 / Re: Pokemon TI
« on: October 04, 2010, 05:45:29 pm »
I fixed the flicker. I accidentally had it re-enable the interrupt (which draws the grey and plays the music) before drawing the character. I simply moved where it turned the interrupt on to after it draws the character and it works now.  :)

Here's a video of the current map engine in action. There are a couple of things I need to fix, including the music lag (which I believe I know how to fix).

1329
TI Z80 / Re: Blur - It's like fast tunnel, but with Nethams
« on: October 04, 2010, 05:29:35 pm »
Collision between the player and enemies needs to be done as well, but that's probably gonna be easier than the AI (unless I make a really bad AI).

1330
TI Z80 / Re: Blur - It's like fast tunnel, but with Nethams
« on: October 04, 2010, 05:23:40 pm »
No, apparently that's why this happened.
Nope. Dispgraphrr had nothing to do with that problem. I didn't have to change the interrupt at all and it works now.


Multiplayer or enemy ships would be awesome :D
Multiplayer sounds fairly easy to do actually. I was planning to add a feature to let you record and race your 'ghost' in classic mode, as well, so I could base the multiplayer off that. The enemy ships thing could actually take longer, it depends on the kind of AI I want to use.

1331
Axe / Re: Why is this failing?
« on: October 04, 2010, 05:16:47 pm »
It would seem that this isn't a wabbit issue, as the working version I uploaded to my computer from my calc works perfectly in wabbit.
I believe the music problem has been solved, aside from the lag when moving, but that's just because of how I update my map, so I'll see about a way to fix that.

1332
News / Re: Axe Contest poll and judging starts
« on: October 04, 2010, 03:04:33 pm »
Congratulations! Splut is one of my favorite TI puzzle games.

1333
Axe / Re: Why is this failing?
« on: October 04, 2010, 05:32:58 am »
Oddly enough, I just tried this on my calc and it worked.
Maybe the problem was that I just didn't have the latest version of wabbit?

1334
Axe / Re: Why is this failing?
« on: October 03, 2010, 08:57:50 pm »
The music doesn't play at all.
Here's an old version of the code that should work:
Code: [Select]
:.A66
:[00FFD0FF50FFD0FF000000000000000000FFFFFF00FFFFFF00FF0BFF0AFF0BFF50FFD0FF00FFFFFF0AFF0BFF00FFFFFF3F407F8080FFFFE1→Pic1
:[FF7F787FF87F787F8040201028448201FF000000FF000000FFFE0EFE0FFE0EFEF87F787FFF0000000FFE0EFEFF0000003F5F7FBFBF80BFBE→Pic2
:[030F1C337F3D7022C0F038CCFE5C0E4432393F372F1F09064C9CFCECF4F89060030F1C337F3A7022C0F038CCFEBC0E4432393F170F0F04034C9EEECE9CF8F000030F1C337F3D7022C0F038CCFE5C0E4432797773391F0F004C9CFCE8F0F020C0030F1C386B3F6F3FC0F0381CD6FCF6FC3F3F3F3F2F1F0906FCFCFCFCF4F89060030F1C386B3F6F3FC0F0381CD6FCF6FC7F7F3F1F2F1F0906FCF8F8E8D0E0C000030F1C386B3F6F3FC0F0381CD6FCF6FC3F1F1F170B070300FEFEFCF8F4F89060→Pic1G
:[030C102040205022C030080402040A44322827342B1009064C14E42CD4089060030C102040205022C030080402040A44322827140B0804034C12E20A9408F000030C102040205022C030080402040A443248475029100F004C14E428D01020C0030C102040204020C0300804020402042020302C2314090604040C34C4289060030C102040204020C0300804020402044040201827180906041828489060C000030C102040204020C030080402040204201814120906030002020418E4189060→Pic2G
:DeltaList(0,32,0,64,0,96,128,96,160,96)→GDB1
:
:Lbl DG
:DispGraphrr
:GetCalc("Str1")→Q
:16→{L1}
:16→{L1+1}
:ClrDraw
:ClrDrawr
:Full
:GetCalc("vMDATA")→L→S
:0→Y→E→F+1→C→K→T
:FnInt(GT,0)
:Full
:Goto MP
:
:Lbl RND
:Full
:For(θ,0,7
:Full
:FnOff
:For(B,0,11
:θ+E*{L1}+B+F→Y
:Pt-Off(B*8,θ*8,{Q+Y}*8+Pic1
:Pt-Off(B*8,θ*8,{Q+Y}*8+Pic2)r
:Pt-Off(B*8,θ+1*8,{θ+1+E*{L1}+B+F+Q}*8+Pic1
:Pt-Off(B*8,θ+1*8,{θ+1+E*{L1}+B+F+Q}*8+Pic2)r
:For(Y,0,1
:If ((B+F)≥({L1+1}-Y)) or ((θ+E)≥({L1}-Y
:If ((B+F)≥({L1+1}-Y)) or ((θ+E+1)≥({L1}-Y
:Pt-On(B*8,θ+1*8,[FFFFFFFFFFFFFFFF]
:Pt-On(B*8,θ+1*8,[FFFFFFFFFFFFFFFF])r
:End
:Pt-On(B*8,θ*8,[FFFFFFFFFFFFFFFF]
:Pt-On(B*8,θ*8,[FFFFFFFFFFFFFFFF])r
:End
:End
:End
:θ+1→θ
:FnOn
:Pt-Off(32,28,Pic1G+G
:Pt-Off(40,28,Pic1G+8+G
:Pt-Off(32,36,Pic1G+16+G
:Pt-Off(40,36,Pic1G+24+G
:Pt-Off(32,28,Pic2G+G)r
:Pt-Off(40,28,Pic2G+8+G)r
:Pt-Off(32,36,Pic2G+16+G)r
:Pt-Off(40,36,Pic2G+24+G)r
:End
:K-1→K
:Return
:
:Lbl MP
:0→T→G→H+1→K
:sub(RND)
:Repeat getKey(15)
:If getKey(1) and (K=0
:E→T
:If H≥4
:0→H
:End
:For(J,0,2
:3-J→K
:{H+J+GDB1}→G
:sub(RND)
:E+1→E
:For(θ,0,649
:End
:End
:T+2→E
:!If H
:2→H
:Else
:0→H
:End
:End
:If getKey(4) and (K=0
:E→T
:If (H≠5) and (H≠7
:5→H
:End
:For(J,0,2
:3-J→K
:{H+J+GDB1}→G
:sub(RND)
:E-1→E
:For(θ,0,649
:End
:End
:T-2→E
:If H=5
:7→H
:Else
:5→H
:End
:End
:If getKey(2) and (K=0
:F→T
:For(J,0,2
:3-J→K
:0→G
:sub(RND)
:F-1→F
:End
:T-2→F
:End
:If getKey(3) and (K=0
:T→F
:For(J,0,2
:F+2→F
:2-J→K
:sub(RND)
:End
:T+2→F
:End
:End
:LnReg
:Return
:
:Lbl GT
:.T+1→T
:.Q+1→Q
:.If T=2
:.0→T
:Normal
:DispGraphrr
:Full
:.End
:sub(MI)
:Return
:
:.MUSIC PLAYER
:[0020341E821CE91A6619F917A1165C1529140713F611F41000101A0F410E740DB30CFD0B500BAE0A140A8309FB087A0800088D072107BA065906FE05A80557050A05C2047D043D040004C70390035D032D03FF02D402AB02850261023F021E020002E301C801AF01960180016A015601430130011F010F010001F200E400D700CB00C000B500AB00A1009800900088008000790072006C00660060005B00550051004C004800440040003C0039003600330030002D002B00280026002400220020001E001D001B001900180017001500140013001200110010000F000E000D000D000C000B000B000A000A00090008000800080007000700060006000600]→Str9N
:Lbl MI
:Return!If GetCalc("vMDATA")
:!If L
:+1→C
:Return
:End
:ReturnIf C-1→C
:Lbl I2
:If {L+1}
:SinReg{{L}+Str9N}r,1900)
:If {L+2→L-1}→C=1
:Goto I2
:End
:Else
:S→L:90→C
:End
:Return

1335
TI Z80 / Re: Blur - It's like fast tunnel, but with Nethams
« on: October 03, 2010, 08:54:01 pm »
And interrupts.  ;D

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