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Messages - FinaleTI

Pages: 1 ... 89 90 [91] 92 93 ... 126
1351
TI Z80 / Re: Pokemon TI
« on: October 01, 2010, 04:14:24 pm »
There is a slight flicker on-calc, but it's barely noticeable when standing still and a little more so when walking.

1352
Nostalgia / Re: Nostalgia - An Axe RPG
« on: October 01, 2010, 03:26:29 pm »
It's been a while since I posted here...

Anyway, would anyone be willing to help me optimize Nostalgia? If so, I'll post up some of the code.

On a story related update (probably the last new character):

Leo

A lone mercenary protecting a village in the Shadowed Dimension. He keeps his past to himself, and with good reason.
He is Arc's son, but refuses to acknowledge that, stating his father is dead.

1353
TI Z80 / Re: Pokemon TI
« on: October 01, 2010, 03:18:20 pm »
Moar progress!

1354
News / Re: Post Notifier
« on: September 30, 2010, 06:19:20 pm »
Awesome! I'm assuming that the Test topic was about this?

1355
TI Z80 / Re: Pokemon TI
« on: September 30, 2010, 06:09:51 pm »
Still working on the music lag, but I did manage to have it draw a black tile whenever part of the map is out of bounds.

1356
Art / Re: Pokemon TI Sprite Requests
« on: September 29, 2010, 09:06:31 pm »
Awesome! I'm trying to get the player's room map converted, then I'll throw in the player sprites and give it a whirl.

1357
Art / Re: Pokemon TI Sprite Requests
« on: September 29, 2010, 08:05:10 pm »
Awesome! Would it be possible for you to do her riding the bike?

1358
Art / Re: Pokemon TI Sprite Requests
« on: September 29, 2010, 02:57:19 pm »
Those look fantastic, but unfortunately the style seems inconsistent with the other sprites in the game.
I would use them, but it would look kind of weird if the player was more detailed and GBA-esque than all the other people.
Below is another possible reference point. Thanks.

1359
TI Z80 / Re: Pokemon TI
« on: September 29, 2010, 02:46:17 pm »
The flickering is probably a by-product of the horrible LCD, but while standing still the grey is almost perfect.

@Builderboy: It still doesn't update all at once, instead it updates every two rows. It's much less noticeable, on-calc or emulated, and once I fix the music lag, then I think I can call this pretty much done.

1360
TI Z80 / Re: Pokemon TI
« on: September 29, 2010, 06:30:02 am »
How's this look?

1361
Art / Re: Pokemon TI Sprite Requests
« on: September 29, 2010, 05:25:12 am »
I'm looking for sprites for Green, which would be brand new. Red's sprites would be the ones above.

1362
TI Z80 / Re: Pokemon TI
« on: September 28, 2010, 08:45:54 pm »
I can't seem to hear the music lagging, but that might have to do with the scanline problem as well, because the DispGraphrr is in the interrupt now to increase quality. The scanline thing is because before each row is drawn, the interrupt is turned off, then turned on once the row is finished. I'll have to see about getting around that.

1363
The Axe Parser Project / Re: MIDI To Axe Music Converter
« on: September 28, 2010, 08:41:24 pm »
Me likes this song too.
Especially this version of it.
Sword-chucks yo! ;)

1364
TI Z80 / Re: Pokemon TI
« on: September 28, 2010, 07:57:35 pm »
Sorry. Run prgmAA with 0 in Ans if you don't want the music and 1 if you want the music. Still requires Celtic III and DCS7.

1365
The Axe Parser Project / Re: MIDI To Axe Music Converter
« on: September 28, 2010, 07:55:36 pm »
Should work.

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