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 - Halifax
Pages: 1 ... 9 10 [11] 12 13 ... 90
151
« on: November 03, 2007, 07:49:00 pm »
THE POST 13505282 It uses the advanced(when MOS came out) technique of ram swapping. The 8KB limit can even be passed with the un-advanced technique of ram copying.
With ram copying the limit is: 24k - program size
With ram swapping the limit is: 24k
Basically the limit is imposed by TI's built-in assembly runner. Which means you can bypass it simply writing your own assembly runner.
Swap the program to $9D95 call $9D95
simple as that. (Well ram swapping isn't that simple, but you get the point.)
152
« on: November 03, 2007, 05:53:00 pm »
THE POST 13505199 Well the 8KB limit is a thing of the past with advanced shells like MOS. 24KB is the limit now, and that is virtually impossible to break.
Secondly I like SVN better than email because it is easier to use, and also if IIRC you couldn't just sign up for a Gmail account.
153
« on: November 03, 2007, 05:48:00 pm »
Ah, alright I never thought of that.
So ctrl-j will make one mesh snap to the other one? And not add triangles to the inside of the mesh?
154
« on: November 03, 2007, 01:07:00 pm »
THE POST 13504775 Alright, cool, and can someone point me to the SVN?
155
« on: November 02, 2007, 09:56:00 am »
THE POST 13503166 Liazon: It would be great if you could setup a SVN, and maybe we should put together some coding standards so we can modify each others code easier.
156
« on: November 01, 2007, 01:47:00 pm »
THE POST 13501872 @Liazon: Ahhh, I used to have the answer to that question because Jim_e said so one time. He has been holding the "fixed" source on his HD, and you would have to ask him for it. Also, yeah, it shouldn't be that flickery. @grendel: Can I sign up for this project too, but I don't have a gmail account. Also if this was made in C, it would be much more maintainable, in my eyes. z80 assembly can be maintainable too, but I think it has to be done "right". This post has been edited by Halifax on 1 Nov, 2007, 18:48
157
« on: October 31, 2007, 04:06:00 pm »
THE POST 13500167 Hmm this seems like one of the most promising things that I have ever seen. So maps, data, NPC text, and all that is planned out for the most part or at least 50%? If so I would love to help you with coding this project, if it is real. I think you have quite a gem on your hand. @Liazon: Jim_e's interlaced GS mapper is pretty good with scrolling. And overall I wouldn't try rewriting the map, I would just run it in RAM. This post has been edited by Halifax on 31 Oct, 2007, 21:07
158
« on: October 30, 2007, 02:30:00 pm »
Ah, yeah that makes it a bit clearer. I will try some graph paper.
159
« on: October 29, 2007, 02:41:00 pm »
@necro: Yeah, Blender is good, I have been using it for about a year. The workflow is far superior to that of 3DS MAX, and right up there with Maya. Either way, MAX and Maya don't contain a UV mapper that can even match that of Blender's And ah, that is a little too many quads for a gun. Have you ever messed around with creating detail meshes, then game meshes with UV map coords on them, and running it through a program that produces a normal map from the detail mesh, and applies it to the game mesh? Anyways, I have another question. I will try to explain this as best as I can. Say I have a sword, and it has a bottom handle, and a top "sword part" that I have not yet connected. Is there any way that I can possibly attach a vertex from the top part to a vertex on the bottom part? I don't quite know how to do that.
160
« on: October 29, 2007, 02:14:00 pm »
Hmm well I tried looking at the RPGSK2 documentation, and tried plugging in my own maps, but I don't get how to setup the variables for the place to put the character when he is coming from the right, left, top, and down.
In the examples there are some crazy numbers for coming from the right like 1025 or something. Can someone explain how to setup the map list to me better? (tifreak)
161
« on: October 29, 2007, 02:11:00 pm »
*Halifax
162
« on: October 27, 2007, 09:37:00 am »
Don't you have a TI Handbook handy to look up inString()?
It is hard for me to explain.
163
« on: October 27, 2007, 08:39:00 am »
THE POST 13493109 Wow that is amazing work!
164
« on: October 27, 2007, 07:07:00 am »
Well I used the instring method
Goes like this(in pseudo code):
instring(1,SlashYouWant)->A instring(A,1)->B B-A->length
sub(Str, A, length)
pretty simple
165
« on: October 27, 2007, 06:43:00 am »
Well, this is how I used to solve it.
Have a string like this:
"/npc text 1/npc text 2/npc text 3" etc.
Then find out which NPC the player is talking to, and then from there you do an inString() look for the '/' that is NPC number. Does that make sense?
Pages: 1 ... 9 10 [11] 12 13 ... 90
|