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Messages - FinaleTI
Pages: 1 ... 110 111 [112] 113 114 ... 126
1666
« on: July 17, 2010, 05:21:19 pm »
Is there any color in this, or is it monochrome? If it's monochrome, you can just use TI ScreenCapture or one of the multitude of converters on ticalc. For color, you'll have to use something like istudio2 to convert the individual layers.
1667
« on: July 17, 2010, 05:16:37 pm »
You made this: http://www.ticalc.org/archives/files/fileinfo/412/41215.htmlIt makes me so sad. I was such a noob, all the different areas have their own copies of the RPG Starter Kit (Meaning their own map set, movement engine and event program). This could have easily been astronomically smaller. It also might have helped if I'd actually beaten FF4 before I tried to make a sequel.
1668
« on: July 17, 2010, 03:38:18 pm »
Now pressing certain keypresses will reset my RAM. I've done a full Mem reset to try and fix this, yet it is happening again with a new key combo. It used to happen with 2nd + the multiplication key. I haven't isolated the new keypress yet and they don't always reset the RAM. Would this be a problem I could fix by downgrading to say OS 1.18? I've only crashed once since my full Mem reset, so maybe this is just a fluke, or an extremely rarely triggered OS bug.
1669
« on: July 17, 2010, 03:19:55 pm »
Kinda. His human-like/first form is done. But I still need sprites for his second form: The Dying of the Light, the final boss of the game. He is a gigantic demon born from pure darkness, created to return the world to darkness. The sprites can be as large as 51x51. Preferably the height should be 51, but the width can be whatever looks good with it.
1670
« on: July 17, 2010, 02:52:18 pm »
93) TI would eventually discontinue older models that are actually better than the new models that replaced them. 94) The newest OS's would be buggy and you wouldn't be able to downgrade some of them.
1671
« on: July 17, 2010, 01:34:22 pm »
Thanks. I just got it to work, though. I'll remember that if it acts up though.
1672
« on: July 17, 2010, 01:26:00 pm »
I tried to send OS 1.19 to my new TI-83+ SE, as it had 1.15 before, but something went wrong and now it seems to be OS-less and it won't properly connect to the computer. What should I do?
I'm using Windows 7 64-bit and TI-Connect with the 64-bit patch.
1673
« on: July 17, 2010, 01:22:10 pm »
I had an 83+ BE and an 84+ SE.
1674
« on: July 17, 2010, 11:53:59 am »
Yay! I just got my TI-83+ SE in the mail today! Now I has another 15mhz calc to use and test stuff with, plus it has the 128 kb of RAM!
1675
« on: July 16, 2010, 10:28:42 pm »
I don't need a dead sprite for Frey, but I actually do need one for Arc, because he will be playable for a short time.
1676
« on: July 16, 2010, 11:45:03 am »
Here's another re-upload of mine! It's "X vs Zero" from Megaman X5. Any Megaman fan should have heard this song. If not.... Then download it!
A good speed for this song in the Freq command is 1500.
1677
« on: July 15, 2010, 04:04:04 pm »
Looks good, but Dakumeshia doesn't wield a weapon. He just uses magic.
1678
« on: July 15, 2010, 03:54:34 pm »
434 - You had your avatar greyscalified by another Omnimaga member and kept it like that. 435 - You used a greyscale avatar to begin with.
1679
« on: July 15, 2010, 02:43:56 pm »
They are somewhat different. Str1 is a static pointer, while L1 is a saferam area. Essentially, the difference is that L1 can be freely modified and changed, but has a fixed size. Str1 can also be modified or changed (though it can be a bit more of a pain sometimes), but can have variable size. That said, other programs can access L1, but not the Str1 you've stored in the first program. This is because L1 is stored in a dedicated RAM area, while Str1 is defined as part of your program and temporarily takes up RAM when that program that uses it is run. Str1 (Or any Str, Pic, or GDB pointer) isn't just used for numbers either. It can be used for strings, sprite data, lists, etc.
For example: [FFFFFFFFFFFFFFFF]->Pic1 is the same as [FFFFFFFFFFFFFFFF]->Str1 or even [FFFFFFFFFFFFFFFF]->GDB3Z.
What you point to depends on what you need the data for.
Also, the 'corruptions' don't always corrupt the saferam area. For example, modifying L6 modifies the buffer, so you can use it for various things such as an aligned 16x16 sprite routine or flipping the screen. L3 acts the same way, except that it modifies the back-buffer.
1680
« on: July 15, 2010, 11:26:43 am »
432. You put i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13 in your signature after reading http://ourl.ca/6030/102292.
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