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Messages - FinaleTI
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706
« on: February 07, 2011, 08:21:27 pm »
Yes. You could store both layers for each screen image consecutively. So, the first scene could be accessed like:
GetCalc("appvMOVIE")->P Copy(P,L6,768) Copy(P+768,L3,768)
Then you could just call DispGraphrr or DispGraphr in a loop or something to display the scene for a little. If you wanted to cycle through a few scenes, you could try something like this:
GetCalc("appvMOVIE")->Q For(Z,0,3) Z*1536+Q->P Copy(P,L6,768) Copy(P+768,L3,768) Repeat getKey(54) DispGraphr End End
For simplicity's sake, this just waits till you press 2nd before moving onto the second scene.
Now, if you're asking how to create the appvar:
GetCalc("appvMOVIE",number of frames * 1536)->P ... Data for frames Maybe they're in imported pics, or something ...
If you were gonna put the first scene into the appvar, then something like this:
Copy(pointer to front layer of first scene,P,768) Copy(pointer to back layer of first scene,P+768,768)
Adding other scenes would follow the same pattern, just keep adding 768 to the appvar pointer.
707
« on: February 07, 2011, 06:49:38 pm »
I should probably start working on this again after the Cage Match...
708
« on: February 07, 2011, 06:40:13 pm »
Thanks.
New update.
709
« on: February 07, 2011, 03:42:10 pm »
Ah cool to hear.
I hope you can also get them to run at fast enough speed. Also make sure they're not too hard either.
I don't think mine will be too hard.
710
« on: February 07, 2011, 03:06:01 pm »
I'm still entering. My game isn't gonna be all that long, but I think it looks pretty fantastic so far, especially considering it's Pure BASIC. (Aside from an ASM Lib on the TI BASIC Dev page that lets me Archive/Unarchive stuff) Oh, and title-screen.
711
« on: February 06, 2011, 01:35:23 pm »
Maybe it has something to do with that docking station that was posted about before?
712
« on: February 06, 2011, 09:58:49 am »
Tried this game yesterday, and it was pretty good. Definitely one of my favorite xLib games. And I loved the wallpaper enough to use it for the time being.
713
« on: February 06, 2011, 09:53:41 am »
Huzzah for Axe!
714
« on: February 05, 2011, 08:36:02 pm »
I don't exactly remember why, but you have to subtract 2 from the pointer before converting it to or from a float in order to reference it with Axe.
715
« on: February 05, 2011, 08:10:16 pm »
If you wanna reference a real var in Axe try this:
GetCalc("varX")->P float{P-2}->Q
I believe that could be optimized to:
GetCalc("varX") float{-2}->Q
but I could be wrong.
716
« on: February 05, 2011, 03:19:05 pm »
O.o
Oh wow, this is amazing.
Are there any Linux distros that can fit in 2.3 MB? I know TinyCore requires 10 MB of space, and that's one of the smallest...
How about this?
717
« on: February 05, 2011, 02:56:46 pm »
This is what I thought at first, but I couldn't find a trustable AVI to SWF converter. There's also the issue of many people not having Flash installed.I tried, but it only works in Chrome... Opera, Firefox and IE won't support the loop attribute. In IE8 it's worse: It doesn't support the audio tag at all.
Did you try it with Firefox 4 beta? Because that seems to fix a number of issues that 3.6 or whatever the current release is.
Nope. I try to avoid browsers with the word "beta" in the version number, though.
Kay. It seems to be fairly stable currently, though, as that's what I use.
718
« on: February 05, 2011, 02:33:23 pm »
I tried, but it only works in Chrome... Opera, Firefox and IE won't support the loop attribute. In IE8 it's worse: It doesn't support the audio tag at all.
Did you try it with Firefox 4 beta? Because that seems to fix a number of issues that 3.6 or whatever the current release is.
719
« on: February 04, 2011, 08:13:02 pm »
Update! Chapters 4-6 added. I also have Chapter 7 written, but I've done enough typing for now.
720
« on: February 04, 2011, 05:47:33 pm »
Couldn't you use sprites, but sprites looking exactly like the ASCII chars? Isn't that what FinaleTI did for Nostalgia?
That's what I'm gonna do. But I haven't done that yet in any build of the engine, and it runs at a decent speed. It takes a noticeable speed hit compared to sprites, but it still runs faster than BASIC.
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