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Messages - Galandros
Pages: 1 ... 71 72 [73] 74 75 ... 84
1081
« on: June 16, 2009, 04:39:57 pm »
uhm... really... I should try this.
Actually for the slowdown, I wasn't talking about inside the For loop, though. I meant that once the for loop is done the entire game runs much slower than normal. But I will try this, maybe this could fix this glitch
This shit is starting to make me wonder if this isn't what caused Metroid II: Evolution and Zelda: Dark Link Quest to run that slow
EDIT: Wow, changing For(Z,1,100 to For(Z,1,100) actually fixed my issue. One day I will try to go through Metroid code to see if there are any For instructions only containing a If instruction (with no Then/Else) and edit them. Definitiviely an epic fail on TI side
Anyway, a few more maps were added to the game and the event contained in the code above added into the game. Also, I moved some events from prgmI13E0 to I13E1, because the first one was 15.8 KB and the second 13.7 KB. Now all finished event programs are around 14.7 KB. I'm starting prgmI13E3 now for the next 3 dungeons. HOpefully this could be the last one needed. Also, now there are 62 monsters which has their data included in the game
Also changed my TI-Nspire batteries because this calc won't let you send/receive any programs when batteries are low and it doesn't keep RAM programs in memory when changing them. In some cases, the entire memory (RAM+Archive) is cleared when changing batteries. Backed up then put in new batteries, else I could end up being screwed
I know that bug since my early days in BASIC, and I still think it is a strange bug. It would be ironic if those games turned out running too fast... xD Ironic but most important nice for playing them nspire drains too much batteries and is odd that it has many problems with holding the emulated TI-84 memory... Not only because of batteries... That is a challenge coding while keeping the progress intact. I suggest you to change all those delay Fors to rand(5 //5 or other number. Does delay and uses less bytes! See how many bytes you will cut out... It is going to be epic cheap optimization.
1082
« on: June 16, 2009, 04:25:01 am »
Good luck. I have tried to see Dwedit or Jim BW tile mapper and I got lost in the shadow registers. u.u It had no comments or almost. It is so many things to keep in mind that you loose track of things.
1083
« on: June 15, 2009, 04:26:13 am »
10k is the next milestone.
1084
« on: June 12, 2009, 05:07:11 pm »
ticalc should spend many time now doing a more automatic system. For taking so long, it seems all manual...
1085
« on: June 12, 2009, 08:54:16 am »
A good program anyway. It seems to do cool stuff. But maybe I could optimize it for greater speed.
One day, I will rate and maybe review some parts of ticalc.
1086
« on: June 11, 2009, 01:13:17 pm »
Well the screen only supports black and white. Or a pixel is on or off. But if you make the lcd change between two states and alternate them constantly, and achieve grayscale. Images in this link: http://www.junemann.nl/maxcoderz/viewtopic.php?p=64593#p64593To better gray, exits a technique called interlacing. I won't explain it but the last picture shows it. This is theory, now welcome to the harsh reality. In BASIC, to achieve good effect, you definitely have to use a lib such as xLib and master BASIC and stick to 3-level gray. 4 level is doable to title screens and such. You have to constantly alternate display 2 pictures and have the code for this in the entire game loop... Even in ASM it is not easy: the way the lcd mapping works sucks. But in ASM as you have much more control and speed, you achieve the best results. But the theory is all the same. The most update tutorial I know for BASIC: http://tifreakware.net/tutorials/83p/b/cdi/l3.htm
1087
« on: June 11, 2009, 12:59:30 pm »
You should post a bit more info about the game if you're actually making it, though, so people know what is done so far or the like and can help if they want to
I liked the online flash game, though, it would be cool to have a turn based TI version of this or simplified version of the RTS one
A simplified version if well done could be very playable. But not that simplified, the original game is simple enough. Turn based would kill a little bit the idea of the game. But in turn based to become interesting, I recommend to add more depth on strategy. That is my opinion... I vote yes for more info about the game and its progress. In UnitedTI, I lost the track of this...
1088
« on: June 10, 2009, 05:07:56 am »
DJ how does your music sounds in a calculator? Not a bad idea at all.
1089
« on: June 10, 2009, 05:04:26 am »
Yay grayscale!
Wow, awesome speed. It still has sound? I can't stop seeing how playable it is. We have POTTY. And can't wait to play pokemon red in my calculator >_>
1090
« on: June 09, 2009, 05:16:12 am »
Nice song DJ. I am starting to enjoy frequent a forum with RPG's and calc discussion plus some music.
1091
« on: June 09, 2009, 05:06:33 am »
I don't think I will try it, because it seems to only be MUD-based, no graphics. Not to mention you still need to run each programs separately by hand it seems. I still think the programming is too limited to make any real game, even something like the TI-81. About the graphics if we could do graphs or plots, and they are fast enough, is possible. The plot especially interests me. But I don't seem to pick my nspire and read all documentation available (mostly TI at the time, TI|BD has only one topic the last time I read)
1092
« on: June 09, 2009, 04:25:05 am »
by vertically aligned, will this change the way grayscale is displayed? I mean, for example, will the grayscale scanlines will be vertical, literally? Also was 4x4 tilemapping very hard to implement? Knowing tiles are generally a multiple of 8 for width
Graphics will be displayed as usual. I don't know how it will flicker. Because the interlace now is done vertically scan lines are vertical. I guess yes. But if you manage to get them out, no problem. Only memory of the graphics is arranged in different manner. It seems in a more efficient way. Changing from the usual horizontally to vertical aligned is like transposing a matrix. (columns pass to rows and vice-versa) For example in a 9 pixels square screen. Horizontal aligned looks in memory like: (look at pixels coordinates) (x1,y1 is top left corner) x1y1,x2y1,x3y1 x1y2,x2y2,x3y2 x1y3,x2y3,x3y3 Vertically: x1y1,x1y2,x1y3 x2y1,x2y2,x2y3 x3y1,x3y2,x3y3 But the way it is draw to screen will make look the same. (2) The text routine is being handled by a 4x4 aligned tilemapper. That has been verified to work so I'm filling it with the text needed to render all in-game text. It turns out that all objects are aligned in this manner, so I can have what I like to call a "textmap". The menu borders are being coded in this way, and has already been demonstrated to work.
ASCII map in grey ftw. xD Actually, from LL1 I discovered that making a custom font set with menu borders, special symbols (like a hand, sword, bow, etc..) makes things simple and nice.
1093
« on: June 08, 2009, 05:13:13 pm »
will we be allowed to turn grayscale off, though?
Like calcmaniac said: "This is just proof of concept at the moment"
1094
« on: June 08, 2009, 04:25:02 am »
Yeah all of the rpg's from the old site have been transferred.
Great, checking out.
1095
« on: June 08, 2009, 04:24:44 am »
Sadly, programming-wise, there isn't anything new that will cause a TI-Nspire directory to be added in our game download sections.
Have you tried out this? http://www.ticalc.org/archives/files/fileinfo/419/41930.htmlIf you try, tell me about it. Also seems that there is potential to card games... I am basing this from little info from TI|BD and ticalc archives u.u I would like to know how fast can nspire run some math stuff. I saw a chemical equation solver for nspire. and TI.8x has one too. I saw the ti-8x code and was a well spoken TI-BASIC.
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