Ok, calcfreak89 will be making a separate thread for his game soon, meanwhile this thread will remain for my game since it's still the same game in effect.
Thank you willrandship and werekitty13 for your offer. It's looking like DA's a dead end, so I'm going to probably request a bt more help here.
Ok, well, here's how to edit the code if you want to know how to.
Spoiler For Spoiler:
1806FEFCFDFAFEF0 11979D01xxxx ;The xxxx is the size of the data 21F59DC5E5D57E FE0220073E0F324C843E20 FE012007EF4645EF58453D B7200A 0100FFEDA1EAC69D1803 EF0445010030EDA1EAD39DD1E1C1EB7E23D301DB01BE2328022B2B7DFE9DC8EBEDA1EAA69DC3A09D <<Data>>
ok. the xxxx is how many characters to display. You get the hex value for how many and flip it. So say, 12 = 000C the value that goes where the x's are would be 0C00.
The red is how long your pause is, which in the ascii is a "01" It is currently set to the longest it can be.
The green is how long the pause between letters are.
The code given here is the improved version with "02" as the newline. after all that, the rest is ascii values in hex. I'd recommend using a converter of some type.
The method I used to get the timing and such was to first, convert the song lyrics, line by line into Hex. Then I changed the font in wordpad, word, whatever, to make it so each letter lined uo perfectly with the one above and below it. I then clipped each line into 32 numbers or less and filled any voids with "20" left by moving words down a row. ("20" is space) With this version you only need to use "02" and any number of "01"'s for timing. That ensured for me that none of the words would be split down the middle as it hit the end of the screen.
Also, make sure that the value for the XXXX's is as close as possible to the number of characters to be displayed total. If it is too low it will loop around to the beginning of the song too early and if it is too much it will start displaying odd characters/source code as it reads it's self from the beginning.
I am not a very good explainer of things so I hope that this makes any sort of sense to you all
it's the Hex OPcodes for on-calc ASM programming. But, yeah, the same thing. I'll write everything out in a spoiler when I have more time for everyone who just wants to know.
Well, we could explain how to modify it for your own songs. I want to see what other people make with this.
I am going to soon release an updated version that includes newlines (again, thanks to Xeda) Since the current version uses a whole bunch of spaces to get to the next line. After that I'm going to make it better timed to an actual rickroll.
Ok, a but of an update, the game is going through a split.
Calcfreak89 will be making his own, open sourced version while I'll be making my version in RPG-Maker. (Meaning that my version will take MUCH less time to make ) So, a bit of good news. I will still be making a calc version when finished.
Yes the project's still alive, thanks fo yhe redirection to th pixel art forums. Though I am trying to get someone on it from deviant art atm but I'll definately ask there if it doesn't happen. Actually, all we need is graphics before we can show you all a few screenshots. I hope to have them by next week (even if they must completely suck to do so )