Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - FinaleTI

Pages: 1 ... 58 59 [60] 61 62 ... 126
886
TI Z80 / Re: Pokemon TI
« on: December 20, 2010, 08:40:37 pm »
To that, I can only respond:

887
TI Z80 / Re: The Axe Files RPG
« on: December 20, 2010, 07:37:01 pm »
Can I be a random mage named Vermillion?

888
TI Z80 / Re: Pokemon TI
« on: December 20, 2010, 05:44:51 pm »
Finale TI, can I take a screen of your pokemon game to introduce my french tutorial about Axe Parser ?
This screen :
Sure! Just accredit it to me, of course.

Am I missing something?  I thought this was in Hybrid Basic? ???
that said, that lookS AMAZING!  :o
Well, actually, most of it is gonna be made in Axe now, and currently it'll use a BASIC launcher, but if I can squish small enough, I may try to have it launch from an app.

889
Axe / Re: 3 byte vars?
« on: December 19, 2010, 06:56:55 pm »
Awesome!
Now if anyone knows how to display a 3 byte var...

890
Axe / 3 byte vars?
« on: December 19, 2010, 06:35:14 pm »
I was looking at this page to see what kind of data structure I'd need for Pokemon TI, but for experience, it says a 3 byte var was used.
If someone could give me a routine for addition, subtraction, and displaying a 3 byte var (or 4 byte if necessary), I would greatly appreciate it.

891
TI Z80 / Re: Pokemon TI
« on: December 18, 2010, 06:27:14 pm »
how are you managing room linking in a quick/concise fashion? things like that tend to get tricky when there are four+ different link tiles on the same map.
Eventually, I'll have it looping through a list of data whenever a non-zero tile in the collision layer is stepped on in order to find where it links to. For the purposes of this test, it only supports one link. The collision layer is actually how I handle collision and object interaction, and eventually, NPCs.

892
Axe / Re: Axe 8-level (ish :P) Greyscale (With Code Example!!!!)
« on: December 18, 2010, 05:34:12 pm »
*bump* probaly I jsut have a crappy LCD but if I set the program on the end of page 1 to Full it doesn't work in the sense that it displays all kinds of garbage all over the freaking place. I did run ALCDFIX before trying, same result.

Any clue on why this happens?
Does it set it to Normal right before DispGraphrr?
Because the DispGraphr and DispGraphrr only work in 6Mhz mode. You could have the code set Normal right before the DispGraphrr and Full right after, though.

893
TI Z80 / Re: Pokemon TI
« on: December 18, 2010, 05:23:14 pm »
The music restarting thing I can easily fix, as I know exactly where in my code that's happening, so it shouldn't be too hard to fix.  I'm also contemplating how to do the map transition animation, like when going through a door, or up or down stairs, the screen fades to black, then back. I know I can do this with contrast manipulation, but I just have to find the right values.

I'm also working on the intro. I managed to start implementing special values into the text routine, like what squidgetx is doing for Ash: Phoenix. Currently, a value of [01] displays the player's name and and a value [02] displays the rival's name. I'll implement other ones later, but it's a start. I'm also trying to work out a name input routine like the one in the original game. I have to try and dig up my old PicArc archive (hopefully I still have a copy) of the GUI it used in my old Celtic III build of the intro.

894
Miscellaneous / Re: So who's gonna be around during holidays?
« on: December 18, 2010, 11:03:21 am »
I'm gonna be around. I might post slightly less, but I'll  be around.

895
Miscellaneous / Re: Another November Night
« on: December 17, 2010, 09:19:20 pm »
Done. :)
I just noticed. Awesome.

They didn't block it, and I lurk over there, but they want to know what I register for and stuff.
Ah, right. It kinda reminds me of Ztrumpet. I am not as active on Cemetech as on Omni since I'm not as much into the technology/hardware modding nor political discussion stuff, but they have some interesting calc discussion and projects as well so I often lurk there then when I have an entire free day I go on my posting spree.
Yeah, I lurk there because there's a decent amount of Hybrid BASIC related stuff because of DCS7, and I have a fairly good amount of experience with Hybrid BASIC.

896
TI Z80 / Re: Pokemon TI
« on: December 17, 2010, 09:15:23 pm »
It draws every two rows, which is fast enough on my calc to be barely noticeable.
If anyone wants to optimize or help me rewrite my code to get around this, feel free.

897
Miscellaneous / Re: Another November Night
« on: December 17, 2010, 09:07:54 pm »
They didn't block it, and I lurk over there, but they want to know what I register for and stuff.

898
TI Z80 / Re: Pokemon TI
« on: December 17, 2010, 08:55:41 pm »
Fixed!

So here's a download and a screenie for ya.

899
Miscellaneous / Re: Another November Night
« on: December 17, 2010, 08:33:39 pm »
I got bored, so here's the story as a flash book.
Maybe someone should post the flash book on Cemetech too?

I'd register and do so, but parents...
They just want to make sure I focus enough on school, so they don't really let me register for too many things at one time, which is probably a good idea.

900
News / Re: 68K POTY opens
« on: December 17, 2010, 08:18:34 pm »
NewProg advantages is its on-calc programmability, but I think the reason why it's not popular is one of the following (or both):

1) Either it's just that barely anyone code for 68K anymore
2) Or there are flaws in the language rendering it unuseable or inconvenient that we do not know of.
I'm guessing it's the former, but I could be wrong.
I've been meaning to download NewProg and see how it fares on my 89Ti, but I've just been kinda busy.

Pages: 1 ... 58 59 [60] 61 62 ... 126