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Messages - FinaleTI
Pages: 1 ... 59 60 [61] 62 63 ... 126
901
« on: December 17, 2010, 04:59:26 pm »
I'm just glad I posted the font earlier, since my hard drive got replaced, I don't have any of my (none project-related) documents right now. Eventually I plan on grabbing them off my old hard drive, though.
902
« on: December 17, 2010, 04:56:30 pm »
I got bored, so here's the story as a flash book.
903
« on: December 17, 2010, 04:49:40 pm »
Nice.
904
« on: December 17, 2010, 02:51:42 pm »
But I thought this was about when text is displayed when you interact with something on the map...
905
« on: December 17, 2010, 02:50:33 pm »
Moar update (but no mudkipz right now...):
Map linking works near flawlessly, I just have to address a small issue with the character. Then, onto NPCs!
906
« on: December 17, 2010, 02:47:17 pm »
You can't draw text to the back-buffer, but if you draw it to the buffer, then immediately copy it to the back-buffer it'll work. Although, if you're using 3lvl grey, you shouldn't even need to copy it the back-buffer, as anything black on the main buffer will be drawn as black if I'm not mistaken. Edit: Here is another good repository of info for Pokemon. The FAQ on the battle mechanics is tremendously helpful.
907
« on: December 16, 2010, 03:05:25 pm »
I got:
FnOff:FnOn DispGraph
908
« on: December 15, 2010, 08:02:05 pm »
1108: You've listened to Christmas Carols on your calc.
1109: You listened to DJ's Xmas Core on your calculator.
909
« on: December 15, 2010, 05:37:37 pm »
This might be a start. You can check if Ans is a number or a String with these methods, but I'm not sure how helpful it is for what you're trying to do.
910
« on: December 15, 2010, 03:17:50 pm »
I'm not sure exactly what you mean by that, as the floor is all the same tile. I won't be adding any tiles soon, because this is a port of Red and Blue, so I'm gonna be using the original graphics except where I would need modifications to make everything fit nicely on screen, like in the battle engine.
Update, though! Boundary and collision checking have been fully implemented, and I believe I have interaction with objects working. Now I have to cobble together the downstairs map, then work on map linking.
911
« on: December 15, 2010, 03:12:09 pm »
I really liked it. Oh. I finished it.
*nudge**nudge* For the Flashbook of course...
912
« on: December 14, 2010, 08:16:02 pm »
Here are the new programs for the demo.
Boundary checking is still a tad off, but not by much, and I've already fixed it on my calc.
To run the demo, run Asm(prgmZPKINST) to create the programs that contain all the data the engine will need, then run Asm(prgmA66) to run the demo. You only need to run prgmZPKINST once unless you delete the programs ZPKMAP, ZPKMUSIC, ZPKTILE1, and ZPKTILE2.
prgmPKMAP2 is the source for prgmA66. prgmAAA is the source for prgmZPKINST. I had to make prgmZPKINST because TI-Connect hated ZPKTILE1 and ZPKTILE2 when I tried to take them off my calc. They sent, but they were invalid to emulators (and I tried with several builds of Wabbit and a build of PinderTI), so I made ZPKINST instead.
I'd have a video, but I still have to re-install CamStudio and I only just fixed Wabbit, so...
EDIT: WOW. I forgot the attach the zip. Fail.
913
« on: December 14, 2010, 07:54:55 pm »
I fixed my above problem by going through regedit and removing all references to wabbit, then re-downloading and running it. Wabbit works for me now!
914
« on: December 14, 2010, 06:02:51 am »
I recently had a new hard drive installed in my computer because the old one was failing (don't worry, all my project stuff is on my flash drive) and now Wabbit doesn't want to work properly for me. The newest build currently won't let me turn the calculator on, the skin died on the build with TI-Boy, and the only version I could get to work right now is a really old build I got off TI-BASIC Developer.
915
« on: December 13, 2010, 07:48:36 pm »
Music lag.... FIXED!
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