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Messages - FinaleTI

Pages: 1 ... 98 99 [100] 101 102 ... 126
1486
News / Re: A Tribute to Omnimaga's Ninth Anniversary
« on: September 02, 2010, 04:41:10 pm »
Awesome! I've always liked the tribute videos!
Happy 9th birthday Omnimaga! ;D

1487
The Axe Parser Project / Re: Bug Reports
« on: September 02, 2010, 03:09:43 pm »
Another bug, but only when compiling as app.
Performing the following won't do anything:
Code: [Select]
1->{Y*12+X+GDB1}

Works when compiling for mirage or no shell, but as an app, it looks like its simply ignoring this line.

Actually, I don't think that's a bug. That line is a form of self-modifying code that changes the pointed to value in program memory.
Apps don't support SMC, which is why this doesn't work.

1488
I just saw your screenshot tloz! It looks really cool!

1489
Humour and Jokes / Re: moar lobsterz, NOOOOOOO!
« on: August 31, 2010, 07:44:10 pm »
MwahahaHAHAHAHAHAHA!!!!!!
The GREEN lobster AWAKENS!
*FinaleTI readies his Earthcake of lobster destruction...

1490
News / Re: Music download section no longer available to guests
« on: August 31, 2010, 03:18:36 pm »
I totally agree with Builderboy.
I despise plagiarists, especially when they get away with it.

1491
I'm entering. (kinda obvious to those who've checked the topic on Nostalgia.)

1492
News / Re: 42 ways to prevent a project from dying due to data losses
« on: August 30, 2010, 08:59:02 pm »
#45: Run a bunch of BASIC programs from MirageOS v1.0 or earlier. It has to be safe, because it's MirageOS.

1493
News / Re: Serenity Demo release!
« on: August 30, 2010, 08:19:44 pm »
Awesome! I'm so trying this after I finish my contest entry. ;D

1494
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: August 30, 2010, 08:17:20 pm »
The enemy can now harm the player! Here's an actual battle. :)
Only physical attacks inflict damage currently, but hey, it works. ;D

I actually needed the ability to draw sprites to arbitrary buffers, or my life would have been horrible trying to figure out a different way of doing it. I'm so glad this was implemented, because I use up to 4 buffers currently (counting L6 and L3), for the battle engine alone.

Once I add magic damage, I can work on putting multiple members in both parties, as well as exporting alot of the data to appvars to save space in the app.
I need all the space for executable code I need, since the battle engine with all the data currently sits at >10,000 bytes!

1495
TI Z80 / Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
« on: August 30, 2010, 07:26:04 pm »
This is just an attachment so I can link it to Kerm to help with the DCS7 LineRead bug.
I figured this would be a good thread to put it in since my scrolling map engine has the same problem.

1496
Axe / Re: Bitmap command
« on: August 30, 2010, 06:33:01 pm »
Actually, you can define the first two bytes of the sprite as the size.

Code: [Select]
.BITMAP
[181000000070009803641E6430127FD254B1192919251035F1DE5E242528DCD6B7F54C5B3ECE1DFC23664E32D42BF81F0000→Pic1
Bitmap(X,Y,Pic1)
The first two bytes are hexadecimal for the height and the width of what you want to display in that order.
The width that you define does not have to be a multiple of 8, but you do have to pad all the rows in your bitmap to the nearest byte.

Be aware that if you use bitmaps in an App, you'll have to copy the bitmap you want to display to saferam or an appvar, then use a pointer to that location to display it.
Code: [Select]
.Bitmap
[181000000070009803641E6430127FD254B1192919251035F1DE5E242528DCD6B7F54C5B3ECE1DFC23664E32D42BF81F0000→Pic1
"appvBITMAP→Str1
GetCalc(Str1,50)→P
Bitmap(X,Y,P)

The examples I posted will display a 16x24 sprite at X,Y.

1497
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: August 29, 2010, 09:35:39 pm »
Major breakthrough!
The player can now damage and kill the enemy, though the enemy can't kill you yet. I still have to implement magic damage, but that should be a snap.

I decided to be iPod friendly and post up a second screenie with a lower framerate. ;D

1498
Site Feedback and Questions / Re: Cage Matches
« on: August 29, 2010, 08:41:05 pm »
Sounds cool! I'd love to give it a shot. :)

1499
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: August 28, 2010, 08:39:39 pm »
I got the beginnings of damage implemented into the battle engine. :)

On a side note:
At least most of the items in this list don't apply to Nostalgia. ;D

1500
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: August 28, 2010, 09:11:29 am »
I don't think that'll be a problem, since stats max out at 99, but I'll keep that in mind. :)

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