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Messages - FinaleTI
Pages: 1 ... 100 101 [102] 103 104 ... 126
1516
« on: August 24, 2010, 02:57:02 pm »
Of course, we all know Crystal is the best.  Yeah, Yellow was pretty similar, but in order to port it, he would have to change the movement engine to allow for Pikachu (possibly), change the battle sprites, and change a number of events, so......
1517
« on: August 23, 2010, 10:27:46 pm »
It creates Pic3. You could use another set of commands to see if it is in the archive. Don't worry about getting offtopic. It was a good question.
1518
« on: August 23, 2010, 09:24:27 pm »
OK. I didn't know since I haven't messed with it too much.
1519
« on: August 23, 2010, 09:18:42 pm »
When I get a chance, I'll try it on my TI-82 and possibly my TI-81.
1520
« on: August 23, 2010, 08:34:43 pm »
To export data to a pic: "Pic3"→Str1 GetCalc(Str1,768)→P .Draw to the buffer Copy(L6,P,768) You can actually make pictures bigger than normally allowed.  I accidentally made a Pic once that was 791 bytes in the memory menu.
1521
« on: August 23, 2010, 07:28:21 pm »
Moar screenie!  It flickers better on calc. I gotta implement this into the battle engine now, to replace the "Enemy 1's Turn".  Also, I have to figure out a way to sort the turn order by speed (shouldn't be too hard), adjust the turn order bar and order reference if someone dies (maybe a little harder, hopefully not), and I gotta start throwing stats into the engine (I foresee this as being a major pain  . Hopefully I'm wrong.)
1522
« on: August 23, 2010, 07:18:05 pm »
I might apply, but I'm not sure. I just started school and I have an extra class this year.... Perhaps I'll try for the winter run.
1523
« on: August 23, 2010, 07:08:07 pm »
I haven't messed with it myself, but you'll have to read each cell like it is a byte in an Axe matrix. Unfortunately, matrices use floating point numbers, so you have to use the new converter command. You also have to keep in mind each floating point number is 9 bytes.
1524
« on: August 22, 2010, 09:17:35 pm »
I'll probably include an option to change the speed to your own preference.
1525
« on: August 22, 2010, 08:08:20 pm »
Update! I managed to create a routine to let me scroll text across the top of the screen for when attacks are performed!
Unfortunately, I start school tomorrow, so I'll do my best to keep progress steady, but who knows... On the bright side, I usually don't get as much homework the first week, plus I don't have English this semester (it's my worst class...).
Regardless, I won't let Nostalgia die!
1526
« on: August 22, 2010, 07:57:52 pm »
I brought two calcs at school one back in the days 
I did that last year.
1527
« on: August 22, 2010, 07:31:04 pm »
768 is the number of bytes in the screen buffer.
1528
« on: August 22, 2010, 07:29:09 pm »
It can handle maps 96*63, although the area you can walk around is about 4 pixels less on each side.
1529
« on: August 22, 2010, 06:32:50 pm »
I might have to buy another calculator just to put KnightOS on it...
1530
« on: August 22, 2010, 06:28:51 pm »
Thanks!  @DJ: Yeah, each tile takes one bit(or pixel). The reason it draws a ceiling and tile together is because the way my engine reads it is, if the tile checked is ON and the one below is ON, it draws a ceiling. If the tile checked is ON and the one below is OFF, it draws a wall. If the tile checked is OFF, it draws the floor.
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