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Messages - FinaleTI

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647
Soul Eater!

648
Humour and Jokes / Re: Which languages make you swear?
« on: February 26, 2011, 06:54:07 pm »
2) Axe. There's nothing like losing all of your data when you forget to check your array bounds.
Or the ERR:BLOCK that takes days to fix :P
Or a backup corruption because your code was too large to instant goto without issues.

649
TI Z80 / Re: TI Program Editor: hAxe'd
« on: February 26, 2011, 05:43:34 pm »
You can download it off TI-BASIC Developer.

650
Some would have a default Axe icon, but I'm pretty sure nostub programs don't have this, and you can define a custom icon now, so...

651
I'd do this, as I kinda like making tunnel games, but my projects, like Nostalgia, deserve some attention.

Apparently though, my tunnel games always turn out a lot harder than I expect them to be. :P *cough*Collision Course*cough*

652
TI Z80 / Re: Calc 2 Internet (C2I) - Help decide the future!
« on: February 24, 2011, 08:21:39 pm »
What DJ said is very true.

I don't know any ASM, and I'm positive Axe wouldn't be up to a project like this, plus I'm not very experienced with electronics and hardware. Otherwise, I would love to help with the technical side of this. Right now, all I can do is offer support and my interest.

653
TI Z80 / Re: Calc 2 Internet (C2I) - Help decide the future!
« on: February 24, 2011, 05:27:57 am »
This sounds like a really cool idea, and I would love to see it come to fruition.

654
TI Z80 / Re: Pokemon TI
« on: February 23, 2011, 07:13:51 pm »
I've been dreaming up an image compression scheme that I still have yet to test, but in the mean time, I was able to draft a rough outline of the move data. It's currently 7 bytes. And here it is.

Size:                   7 bytes
Critical Chance   byte
Effect                nibble
Base Power       byte
Type                 nibble
Accuracy           byte
PP                    6 bits
Effect accuracy  byte
Affects whom    bit
Priority             signed byte
Contact            bit

I used the Generation III move data structure as a base, and it's very similar, albeit lacking 3 bytes of padding.

655
Axe / Re: Referencing Text() Coordinates
« on: February 23, 2011, 04:55:05 pm »
Runer, what do you mean by Text "Stuff"? Do you mean Text("Stuff")? (Which doesn't seem to work btw) I mean, how do you get Text without parentheses?
2nd + PRGM + 6. It's normally DrawF.

656
Computer Projects and Ideas / Re: [Project JAK]
« on: February 22, 2011, 06:18:07 pm »
I don't know very much Java, so I'm not sure I could be much help.

I'd be happy to support this project, regardless.

657
Correlation / Re: Request for Screenshots for Correlation Manual
« on: February 22, 2011, 09:44:51 am »
I *might* be able to get a screenie of the variable size font. Good thing I just revamped Nostalgia's font engine.

658
Axe / Referencing Text() Coordinates
« on: February 22, 2011, 09:37:30 am »
When you use Text(20,30), I understand that it stores 20 to somewhere that denotates the Xpos, and 30 to somewhere that denotates the Ypos.

What I would like to know is what memory location are those coordinates stored to?

659
Miscellaneous / Re: What is your avatar?
« on: February 21, 2011, 08:21:16 pm »
Darkwing Duck!

660
Axe / Re: External Vars Tutorial
« on: February 21, 2011, 04:33:06 pm »
When you typed the "appv" in the name, did you type "appv" with lowercase letters or did you use the appv symbol Axe gives you when you press 2nd and 8?
You need to use the 2nd and 8 key combo to get the appv token (it's a lowercase v symbol normally) to properly reference an appvar.

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