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Messages - FinaleTI
Pages: 1 ... 18 19 [20] 21 22 ... 126
286
« on: August 21, 2011, 10:20:42 am »
Alright. I think I have The Ruby Blaze in 16 colors or less now. Let me know if something still needs to be changed.
I'll look at Alvar, Beatrice, mrmprog, and Eeems, to see if any of them need adjusting too.
287
« on: August 20, 2011, 09:36:29 pm »
oh wait -- I remember know how that works. But why the E?
EDIT: also, look at this: GetCalc(Str1,0)->Q why would you want an appvar that is zero bytes large?
E allows you to store a number using hexadecimal notation. Just like pi allows you to store a number using binary notation.
288
« on: August 20, 2011, 05:40:55 pm »
I still have to do unarmed standing, and both for mrmprog, but here's unarmed dodge for Finale, Alvar and Beatrice.
289
« on: August 20, 2011, 02:41:01 pm »
I've also asked mrmprog about the portraits and chibis, and I'm just waiting on a reply from Eeems about some questions I had for his character, then I'll be starting on that as well.
Still haven't heard from Raylin or Juju yet, though.
290
« on: August 20, 2011, 02:21:19 pm »
Alright. I have mrmprog's battle sprites done.
Color Scheme: Green - Standby Orange - Critical Purple - Regualr Attack Pink - Dodge
291
« on: August 20, 2011, 02:06:49 pm »
Happy anniversary of the day that you entered the world Juju!
292
« on: August 20, 2011, 01:55:12 pm »
Ion is a program, it was the shell that predated MirageOS and DoorsCS. The reason that some Ion programs (ie Axe ones) do run using the Asm() command and others don't, is because of the header. There are apparently two acceptable Ion headers, one with a return, and one without. The reason some (like the Axe programs) don't have the return in the header are because they don't use Ion specific routines, and while they are shell compatible, do not need a shell to run.
If I'm wrong on this, someone please correct me.
293
« on: August 19, 2011, 08:33:08 pm »
Alright. I'm send them all a PM, as they may not check this thread.
294
« on: August 19, 2011, 08:16:40 pm »
Alright. I'm willing to do battle sprites for any of the Assasins (Eeems, mrmprog, Raylin), and I might be able to do Juju (you still want to be a Pegasus Knight, correct?). Chibis and portraits are going to be up to them, unless they simply want a repalette of an existing portrait/chibi, which I can then do.
Also, are they going to be Pegasus Knights, or would we be using Falcon Knights as the base? Falcon Knights would require a lot more work since they have two weapons, and they each have quite a lot of frames. Either way, they're gonna be larger than most units, so that's why I'm leaning towards Pegasus Knights. But that's just my two cents.
295
« on: August 19, 2011, 08:06:14 pm »
I'm fairly musically challenged, so I can't help with that, but I may be able to help with a few of the sprite requests, if you'd like.
You might also want to mention you need at least one more Pegasus Knight, since Juju wanted to be one, and Sir is the only other possible one on the list.
296
« on: August 19, 2011, 06:43:58 pm »
Alright. Here's Beatrice, and Finale should be coming soon. and Finale. They both share the same color scheme, since they are both sword users.
Color scheme is: Green - Standby Orange - Regular Attack Blue - Critical for Regular Attack Purple - Regular Ranged Attack (I dunno if FE7 has ranged swords, but some like FE1 have swords that let you attack from a distance) White - Dodging
297
« on: August 19, 2011, 06:33:58 pm »
Well I just finished Alvar's. I thought coloring the background was the easiest way to show the seperation, but if that makes it more difficult for you, I can change that.
Anyways, the color scheme is: Green - Standby Orange - Regular Attack Blue - Critical for Regular Attack Purple - Regular Ranged Attack (ie Javelin) Pink - Critical for Ranged Attack White - Dodging
298
« on: August 19, 2011, 06:22:38 pm »
I'll see what I can do. Perhaps my time machine will be working today...
299
« on: August 19, 2011, 01:13:33 pm »
No problem. I help those who need help because I first received help when I needed. Yay, quoting myself
I also have a question. How do we handle 2 bytes data ? (Axe 0.5.3 user) To have 65535 and 65535 at GDB1 and GDB1+1, do I do Data(65535r,65535r)→GDB1 or Data(65535,65535)r→GDB1 or Data(255r,255r,255r,255r)→GDB1 etc... and to read, I use {GDB1r} or {GDB1}r ?
Data(65535r,65535r)→GDB1Is the correct way of storing 65535 and 65535 to GDB1 and GDB1+2. You would access each number like {GDB1}r, {GDB1+2}r, etc., but you must remember that since you're dealing with 2 byte numbers, the addresses are two bytes apart. Reading {GDB1}r and {GDB1+1}r is incorrect because while you read the first number correctly, you're reading a byte from the first and second number for your {GDB1+1}r statement, resulting in an incorrect number.
300
« on: August 19, 2011, 12:27:12 pm »
pt-on(a*8-8,b*8-8,{Y*Width+X+pointer}+pic0) Pt-On(A*8,B*8,{Y*Width+X+Pic0} .you put +pointer but the pointer is Pic0 here
Actually, that's not correct either. That would read the data from the tile data, not the map data, which is what pointer represented. The correct way would actually be: Pt-On(A*8,B*8,{Y*Width+X+pointer} * 8 + Pic0) Because each tile is 8 bytes. And a tip to Stefan Bauwens: Always close your parenthesis in Axe, because it doesn't result in more optimized code, and can cause compilation problems if you don't.
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