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Messages - FinaleTI

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1591
Other Calculators / Re: random stuffs
« on: August 06, 2010, 11:49:59 pm »
Wow that's AMAZING! Nice job on that!

Also I especially like this:

Quote
I've been thinking about writing a tilemapper in Axe that works with individual bits, either with the upcoming bit reading command or by copying portions of the map data to L3/back-buffer and pxl-testing them. It would pxl-test each side of each tile and draw the appropriate wall or floor tile in the middle. Illusiat 12, Mana Force 2, Illusiat 2004 and ROL series actually use some primitive form of what I am talking about. In their case, when drawing a wall, it checks if the map tile below is a floor then draws a different wall tile than the rest of the walls.

Like what I did for Nostalgia?

1592
Pokémon Purple / Re: [PP] Progress '10
« on: August 06, 2010, 02:07:26 pm »
Looks great! I wish I was this far on my Pokemon game...

1593
Other Calculators / Re: Where did you get your calcs from?
« on: August 06, 2010, 12:24:23 pm »
TI-83+ - Gift
TI-84+ SE - Gift. Replaced under warranty.
TI-89 Titanium - Bought Online.
TI-81 + TI-82 - Got from grandmother.
TI-83+ SE - Bought on Ebay. Possible hardware glitch.

1594
The Axe Parser Project / Re: Link Routine Testing
« on: August 06, 2010, 12:18:48 pm »
I think 83+'s still come with I/O cables, but I believe that 84+'s come with a mini-USB to mini-USB cable.

1595
TI Z80 / Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
« on: August 06, 2010, 10:20:13 am »
@MRide: I haven't tested it on an regular TI-83+, because I seem to have misplaced mine. It should run though. Don't know about the speed.
@Art_of_Camelot: You're right. The screenies are kinda slow. Maybe I had the frame-rate too high?

1596
TI Z80 / Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
« on: August 05, 2010, 08:54:57 pm »
The greyscale is pretty good on-calc. It's a tad more flickery than in emulation, but I always make it so it looks good on-calc. Adjusting your contrast to about 20 or 21 with real(5 can help soften the scanlines, but it may also soften the black, so that's up to you. Actually, I believe the attached demo temporarily sets the contrast to 20 while it's running, so you can see the effect in action.

1597
TI Z80 / Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
« on: August 05, 2010, 04:23:30 pm »
I might work on this in the future, but Pokemon is on hold right now because of Nostalgia.
The reason there is 3 sets of the character in the pic is because he's masked over three different terrains.

1598
TI Z80 / Re: Celtic III powered 4 Level Greyscale Scrolling Map Engine
« on: August 05, 2010, 04:12:38 pm »
The engine is already kinda slow, so the animation would slow it down more and it would require some more shuffling of tiles; but if you or someone else wants to add it, that's fine.

1599
TI Z80 / Celtic III powered 4 Level Greyscale Scrolling Map Engine
« on: August 05, 2010, 04:06:15 pm »
Here's something I made awhile ago for Pokemon TI and figured maybe someone else can use it, as I am not currently working on Pokemon because of Nostalgia and I don't see myself being able to make any entry for the Cemetech contest. This requires Celtic III or DoorsCS 7 and will not work with xLib.

Included in the zip is:
AATALK - Demo npc/sign interactivity program
AAWALK - Movement Engine
APKMAP - Program holding demo map of Pallet Town
APPIC - Picture viewer
All the pics. They are all hacked, so you'll have to group them to send them to your calc. You can just drag and drop them into wabbit, though. Just send all the pics to the archive. If some tiles glitch up, try unarchiving some of the pics, because this can happen with Celtic sometimes.

Here's a screenshot of the engine in action:


And here's a screenshot of the picture viewer in action:


The picture viewer is to help you organize and reference your tiles easier. It currently assumes you have 5 sheets of tiles. You can change this if you'd like.
Also, by pressing 2nd, you can see the index number of any tile in the current sheet.

The map is easy to make, you simply make a matrix map like you normally would for the real(2 command. The engine currently uses 16x16 tiles.

In order to give the illusion of the player being masked over a tile while walking around, you have to organize your tileset like this for all walkonable tiles:


You don't have to organize them that cleanly, as long as the character sprites come right after the tile and are in the correct order.
I recommend making the tiles on the computer then using nitacku's multi-level greyscale renderer to get them into the correct format.
The engine will then check what tile you are currently on and your direction and use that to fetch the appropriate direction masked over the terrain.

I hope someone else finds this useful. But, please give me credit for this because I worked really hard on it.  :)
Please let me know if you have any problems with this.

1600
Humour and Jokes / Re: In Honor of Omnimaga
« on: August 05, 2010, 03:12:30 pm »
But it would be like Illusiat 81. A pain to install, but it would just be awesome to fit it on a TI-81.

1601
Humour and Jokes / Re: In Honor of Omnimaga
« on: August 05, 2010, 02:47:09 pm »
or you could port the game to a TI-85.  ;D
Don't you mean TI-81? ;)

1602
Other Calculators / Re: so will ti-cares care???
« on: August 05, 2010, 02:45:40 pm »
I had issues with Mirage, but that's back when I used Mirage 1.1...

1603
Miscellaneous / Re: webcomics
« on: August 04, 2010, 09:56:50 pm »
What about 8-bit theater?
Note: Link is to first one.

1604
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: August 04, 2010, 07:32:14 pm »
 I was planning for at least the first 2 or 3 bosses, with all the story and stuff that would be in the full game for those bosses.

1605
General Calculator Help / Re: Raylin's Rules for Making RPG's
« on: August 04, 2010, 10:54:04 am »
Just tested, you can.

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