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Messages - FinaleTI
Pages: 1 ... 53 54 [55] 56 57 ... 126
811
« on: January 07, 2011, 09:11:25 pm »
I realize that, and actually Adblock is a Firefox add-on, so it's not even built into the browser. I just thought it might be kinda funny.
812
« on: January 07, 2011, 09:06:10 pm »
Of course, that isn't always the best course of action. I remember I once screwed up how Bulbapedia showed up on my computer by blocking an ad there. I had to remove the block to get it to show up correctly again.
813
« on: January 07, 2011, 09:02:03 pm »
I don't like Ashbad's new avatar. Mostly because I lose focus completely when reading a topic. ditto
Problem solved. j/k Seriously, though, I don't have a problem with it. And I could always do that if it gets too distracting. I apologize if this offends anyone in any way.
814
« on: January 07, 2011, 08:24:22 pm »
I believe it's 8192 bytes for a nostub program and 8811 bytes for a shell program. This is executable code only, although I believe if you try to run a nostub program from the homescreen who's overall size (code + data) is above 8192, the TI-OS won't let you run it. However, I believe a Homerun hook, like in DCS7 or CalcUtil circumvents this issue.
815
« on: January 07, 2011, 04:15:03 pm »
I've only played Psyche so far, but I love it. The only problem I have is that the level editor freezes when I run it.
816
« on: January 07, 2011, 02:50:46 pm »
yeah that's what pt-mask does, I use it quite a bit, very helpful
and pt-on doesn't draw a box around it, it actually OR's it to the screen (draws only the black parts) to the buffer, and pt-off XOR's it (basically, kinda like inverting it onto the screen kinda sorta)
Pt-Change() XOR's and Pt-Off uses overwrite logic, erasing the are behind the sprite in addition to drawing the sprite.
817
« on: January 06, 2011, 05:18:48 pm »
Now my real question is, how close is gameboy z80 to 83/84+ z80? Are there free gb sdk/developer tools? I think it would really really cool if someone could actually create, if only a ROM to play on emulator, a real version of this. Now THAT would be really scary...
Or just as bad, Pokemon TI modded to this. Actually...
818
« on: January 05, 2011, 08:23:47 pm »
Not really. I should, but I've been working on my 83/84 projects.
819
« on: January 05, 2011, 08:21:54 pm »
Kay. I just dumped my Prizm using Goplat's program.
820
« on: January 05, 2011, 03:59:48 pm »
Nice. I'll have to give that a try with my Prizm later.
822
« on: January 04, 2011, 08:46:57 pm »
The code is huge so it confuses me, but do you actually pixel test, store an additional string char to the map, pixel test again, store another char, and that until you got 128 characters, then display the string? reading data from strings is slow but from pixel-test it's faster, so is it why it's much faster?
The way I do it is I render the initial field upon start up of the program (I create the 128 char string through pxlTest()'s). Then, say I move left. Your X coordinate (B) is incremented. The program pxlTest()'s the next column based on my coordinates (A+loop,B+15) in a loop, adding the generated tile to a string in Ans. I end up with a 9 char string, so I chop off the starting space. Then I add 15 chars from each line to each char in Ans, like the first line would be: sub(Str1,2,15)+sub(Ans,1,1)+sub(Str1,18,15).....
This is all in the big concatenation thing at the end of each keypress If-Then. Then it goes back to the beginning of the loop, displays Str1 and your character and waits for another keypress. My old version of this engine didn't utilize Ans where I should have and instead I had it rebuild the string during the pxlTest() loop or something, so it was painfully slow. I've also slightly modified the engine since I posted it and I think it's *barely* faster. Actually, if you look on ticalc.org, there was a Zelda game made on that principal. That was a goodly 8 years ago.
Nice job getting it figured out though.
I saw that Zelda game, but unless I'm mistaken, the 83 version uses some sort of ASM code to help with the map drawing.
823
« on: January 04, 2011, 06:32:53 am »
pxl-Test(). It's one of the fastest methods of collision detection in BASIC.
824
« on: January 03, 2011, 08:08:43 pm »
Oddly enough, the time I tried the shop, it didn't crash at all, but after I finished the dialogue with the shopkeeper, there as a rectangle that got left on the screen that went away after I moved. This is what *should* happen (although i don't know where that rectangle is coming from either...but it's quite a lot better than a RAM clear). Now I am twice as confused...why would it work on some calcs and not others?
Allow me to confuse you further. After battling and going to the shop, crash. After taking the dagger twice because of the NPC engine glitch and selling one in the shop, map glitches. Sometimes randomly, though seemingly only after I take a weapon, go to the shop and talk to the guy, crash. I hope this is somewhat helpful.
825
« on: January 03, 2011, 07:31:41 pm »
Thanks. I'm really surprised with the speed I got, especially since the old one was so slow. And feel free to make one! I'd love to see what you come up with. I'm sure I can optimize mine in a few places, and I'm wondering about a few things that could slightly increase the speed.
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