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Messages - FinaleTI
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781
« on: January 13, 2011, 06:24:02 pm »
@ SirCmpwn: You even made that your avatar? Somebody's excited
This is going to an EPIC contest.
Truly. I'm changing things up this time around. For once, I'm actually not planning an RPG. I do have an idea as to what I'm doing, I'm just trying to figure out a small, yet robust and fast way to do mapping.
782
« on: January 13, 2011, 05:39:14 pm »
Be afraid, Qwerty.55.
Of me.
783
« on: January 12, 2011, 06:46:31 pm »
The competition should be pretty sweet. Actually, I think I've come up with an idea for my entry. Now to see if it fits in under 4000 bytes...
784
« on: January 12, 2011, 12:49:03 pm »
I think that's something he meant to post in the Assemblex topic.
785
« on: January 12, 2011, 11:44:10 am »
I'd help, but I seem to have misplaced my 83+.
786
« on: January 12, 2011, 11:11:41 am »
I think I can give this a shot. Would I be allowed to use my pic-based scrolling tilemapper? It's Pure BASIC and it's been posted so anyone can use it.
As for the ASM loophole, to clarify, we can use ASM programs compiled from those hex codes on TI-BASIC Dev, but not anywhere else, right?
787
« on: January 11, 2011, 07:58:48 pm »
Try Y instead of PY and X instead of PX. I don't think Axe supports multiple letter variables like it does with static pointers.
788
« on: January 11, 2011, 07:49:56 pm »
Is it just me, or is leveling not possible in this beta? I equipped the weapon, but my EXP never increased when I won a battle.
789
« on: January 11, 2011, 06:15:55 pm »
For map formats, if you aren't using greyscale (which I believe you are), I can do some pretty wacky stuff with pics.
790
« on: January 10, 2011, 07:42:07 pm »
How big is this program. I spent like five minutes scrolling through it looking for that Pause. I know the feeling. I went through the same thing when I was writing the program originally. Anyways, to answer your question:
How large is it on-calc by the way? 4177 of whatever unit of measurement the calc uses for memory--which is better than what I was expecting it to be.
Yeah, 4177 bytes is a pretty good size, but still it's pretty insane to scroll through it. At least it isn't as bad as my old code for Nostalgia's in-game menu. *shudders*
791
« on: January 10, 2011, 07:28:28 pm »
This is pretty cool, although I can make something to this effect on calc, so it's not that useful for me right now. Of course, I'm sure one day my overzealous use of my link cable will render it broken, making this extremely useful.
792
« on: January 09, 2011, 08:43:47 pm »
Mayhaps it wasn't updated? It only became compatible with interrupts a few versions ago. I think 0.4.5, but I could be wrong.
793
« on: January 09, 2011, 02:24:01 pm »
That's odd, cuz even with Axe 0.4.7, DispGraphrr works in an interrupt for me. And to my knowledge, DispGraphr hasn't conflicted with interrupts.
794
« on: January 09, 2011, 01:07:36 pm »
Have you tried using a interrupt for the grey? It could help.
795
« on: January 08, 2011, 10:38:08 pm »
You could put all that text in one var, and just start reading at different bytes, and that would save a lot of labels and static pointers.
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