1726
Art / Re: Sprite request for Nostalgia
« on: June 29, 2010, 08:33:32 pm »
Maybe just swapping it with a diagonal scar (That is a scar, right?)...
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1726
Art / Re: Sprite request for Nostalgia« on: June 29, 2010, 08:33:32 pm »
Maybe just swapping it with a diagonal scar (That is a scar, right?)...
1727
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry« on: June 29, 2010, 08:19:38 pm »
Sorry for the confusion. I just grouped them by skill sets, but I can see why it was confusing.
Oh I thought you wanted us to choose between 3 of each groups, since they seemed grouped. The other seems fine to me.Does this mean the English or Japanese versions? 1728
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry« on: June 29, 2010, 07:13:09 pm »
What about the others?
1729
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry« on: June 29, 2010, 06:30:24 pm »
I'd kinda like some opinions on skill names for use in battle.
Below are a list of skills which have alternate names. I'd like to see which ones everyone thinks sound better. On the right is the name in English, to the left is the romanization of the Japanese translation. Sutādoraibu / Star drive Sutāfōru / Starfall Hebunrīsutā / Heavenly Star Kiyoshi hanketsu / Holy Judgement Naito no shōgō / Knight's Honor Sōin surasshu / Sweeping Slash 1731
Axe / Re: BGM in Axe?« on: June 28, 2010, 09:54:13 pm »
From what he posted, you could give the illusion of it by having barely any cycles between the notes, but truly playing multiple notes... I'm not sure if that's possible.
1732
Axe / Re: Smooth Scrolling Tilemapper« on: June 28, 2010, 05:19:26 pm »
Or for mapping Chrono Trigger style... *cough*
Actually Chrono Trigger is what inspired my mod of your engine. 1733
TI Z80 / Re: The Legend of Zelda« on: June 28, 2010, 03:13:52 pm »
To kinda show what DJ said, see attached. Smooth-scrolling 4 level grey in Axe would be very flickery when not in an aligned position (horizontally). Smooth-scrolling in 3 level is definitely more feasible and could possibly work for this project.
In the screen shot in case you can't tell prgmTILEMAP3 is 3-level grey and prgmTILEMAP2 is 4-level grey. 1734
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry« on: June 28, 2010, 01:05:08 pm »
FFX is actually what inspired the turn order bar. Cuz I wanted to have a way to tell whose turn it would be next, but every time I've attempted ATB, it just came out messed up.
1735
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry« on: June 28, 2010, 12:13:36 pm »
Did someone say progress?
1736
Axe / Re: Braces« on: June 27, 2010, 07:53:39 pm »
They have to be off in your sprite, since xLib accepts sprite width in bytes.
The sprite would only be drawn to be 14 pixels wide, but you would have to space it 2 pixels away from the next sprite, then when you called real(1, you would give it a sprite width of 2 bytes. This would draw a 16 pixel wide sprite, but since 2 of the columns were white, or the pixels were turned off, it would appear to be a 14x8 sprite. 1737
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry« on: June 27, 2010, 01:25:42 pm »
Just to let everyone know, starting July 2nd, I won't be on the forums for a week, because I'm going to a Scout camp and there won't be any computer access.
1738
Axe / Re: Smooth Scrolling Tilemapper« on: June 27, 2010, 12:31:35 pm »
I was playing with this program yesterday and I modified it so that it masks a sprite over the map, then masks a forground over the entire screen.
Screenie and source (Credit for the original engine goes to Ikkerens of course ![]() 1739
The Axe Parser Project / Re: Axe Parser« on: June 26, 2010, 08:24:52 pm »
OK. I guess I got a little confused. Sorry for the misinformation.
That would be kinda interesting to be able to permanently overwrite the font set. 1740
The Axe Parser Project / Re: Axe Parser« on: June 26, 2010, 08:09:30 pm »
I'm pretty sure the OS is in some of the hidden portion of the 32KB (I think) of RAM that all 83s and 84s should have. 24KB of this is User RAM, but the rest of it isn't normally accessible by the user. ASM programs can access it though. The 32KB isn't part of the 48-128KB extra RAM(I know 84s have this much, but I'm positive the 83s have less).
Could an assembly programmer possibly clarify this? |
|