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Messages - Hayleia

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166
TI-Nspire / Re: kArmTI - TI-Nspire emulator with skin
« on: September 17, 2014, 11:26:58 am »
A few seconds, but each time you boot, which happens often when you are testing a program, debugging it and testing again.

But I don't think this is a feature to be asked here, it should be asked on an nspire emu topic shouldn't it ?

167
Gaming Discussion / Re: Anyone have a spare Super Smash Bros 3DS Demo code?
« on: September 16, 2014, 12:24:15 pm »
I don't think so, I got a code from a French guy and I know that UK and Australia have codes too. But not every platinium members had some it seems. I don't know how they chose who they gave it to.

168
Gaming Discussion / Re: Anyone have a spare Super Smash Bros 3DS Demo code?
« on: September 16, 2014, 11:11:55 am »
What region do you need ? I guess NA ?
(Not that I have codes to spare, I had to ask for one to someone myself, just for people who have one not to give you one that's not the right region).

169
Other Calculators / Re: Replace TI 84+ exterior?
« on: September 14, 2014, 01:16:42 pm »
For the sliding case, you can also buy one that is not monotone like this one for example (not the most beautiful but the first one I found).

170
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: September 13, 2014, 04:23:21 am »
Do I have to type the dev code in? :P
Just that it's a ton of seemingly random numbers
Instead of clicking on the link, right click and use "Save the target as" or something ;)

@DJ_O and geekboy
Ok, well I'll create the topics then I'll use the forms ask for a subforum to put them all at one place because for now, a subforum with one topic would be useless -.-

171
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: September 12, 2014, 07:55:11 am »
I'm not really using my 83+ recently, so I might give this a try. Where do I find dev axe versions?
Here's the post by Runer112 saying where to find them.

Awesome update. I'll have to give this a try as soon as I can get my hand on two working 15 MHz calcs :)
You don't need two 15MHz calcs, there's a Local mode with two players on the same keyboard ;)

Also for a sub-forum you need to contact [email protected] I think. You could also cross-post your request to all admins via PM. I definitively think it deserves a sub-forum, but again I thought that Pokémon Topaz and IkarugaX did too when they were still in the works, yet they never got one, so it's pretty hard to get anything featured in their own sub-forums unless Deep Thought (who recently restructured the project boards) is around now <_<
Well I don't know about deserving, but I don't think a subforum for Pokémon Topaz would have been useful since it only needs one topic. Smash on the contrary needs lots of topics (Axe HowTo for Characters, Axe HowTo for Maps, Asm HowTo for Characters, Asm HowTo for Maps, Dev topic (this one)) o.o

On a side note, if this comes out on Ticalc.org around October, this will be HUGE! O.O SSB3DS comes out in North America next month so this will definitively help sell your game on ticalc.org.
How did you know I wanted to charge people for that game ? :P
(Lol, charging for an open source game people can download and compile >.<)
Anyway, that would indeed be great but I don't promise anything :P

However you should try to make a modified title screen as backup that says Super Calc Bros Open instead in case Nintendo tries to put the axe in the game like they did with the Atari 2600 version of SMB last year.
I think they only cared about that game because it was paid (or was it not ?) so it was in some way making money from Nintendo. Mine however is a free fan game that no one will buy and only advertises for their game, like Super Smash Flash 2.

172
Community Contests / Re: Code Golf Contest #9
« on: September 11, 2014, 03:19:18 pm »
It would and it wouldn't.
With such languages, writing anything is a challenge, but writing something specific is not more of a challenge than writing something else ;)

173
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: September 11, 2014, 01:58:58 pm »
The progress is looking awesome so far :)
Thanks ^^

Also, UPDATE

First update with source code since I think they will be no more changes to what's already done, "only" additions. Which means that if you contribute, I should never tell you "sorry, it doesn't work with the new update, start over".
Do not compile and publish this under your name. TI Planet, Omnimaga and Cemetech know that I am the one who wrote this. However, nothing prevents you from adding things to the code, publish your work on one of those three forums and you'll be added to the credits section when it's done.
If you want to play around with it, compile with the latest Axe dev build. I am not kidding, "official" releases won't manage to compile it.
And once again, don't comment on the lack of optimization, it is made on purpose so that people can play around with it.

Apart from that, what's new ?
Still nothing  ;D
More seriously:
  • A sprite was having problems in the left FireFox causing some QR code to appear (you know what I mean). If you see other QR codes (or if you have any problem in fact), please report it.
  • They key system has been rewritten. It stills sends and gets one byte (8 bits) but now supports the 14 keys I need, and not just 8. This is the kind of changes that "prevented me" from giving the source since it could have killed compatibilities with characters.
  • The character selection menu no longers list weird appvars. I did not see that bug before the last release since it only appears when you launch the game a second time and I only make my tests on a freshly resetted emu -.-
  • RAM occupation has been rethought to support more characters/items. This was the other change that could have provoked incompatibilities.
  • The "connection initialization protocol" has been rewritten too, based on Runer's idea. It should now never fail as long as you follow those simple rules: both calcs must be in the Link/Local menu when you press 2nd on the first one and you must not press on 2nd at the same time on both calcs.
As I said previously, nothing that interesting for the user, but I can tell you this was still very annoying to do, and I think people will be happy with that.

SMASH:
SMASHH --definitions and such, making code a lot more readable, also used for Fox and Maps.
SMASHC --the big part of the code.
SMASHC2 --routines that I put outside of the main program due to RAM limitations when compiling.
DEORG --say thanks to matref for this appvar.

FOX (will be made more readable using more macros from SMASHH):
FOX

MAPS:
MAP1 --Stadium-like
MAP2 --Stadium-like but with rectangles only
MAP3 --New Pork City, if you want a slow map with a weird camera and even weirder collisions

UTILITARY:
Use this to generate appvars. Basically, to make Fox, compile Fox as NoShell, compile this utilitary as what you want, then launch it and you should have an appvar. It works for maps too. However, it only works with my Fox and maps, if you want it it to work with your appvars, just edit it it should be easy.
PROG2APP

If I forgot something (like a file), please tell me.

Also, would it be possible to have a subforum or something for this ? I'd like to make a tutorial (two actually, one in Axe and one in Asm) explaining how to make characters, and how to make maps but I don't want posts to be lost in that topic, and I don't want new topics to be lost in the forum either -.-

174
Community Contests / Re: Code Golf Contest #9
« on: September 11, 2014, 09:11:26 am »
Well that's the challenge, print a specific number with a language that supports numbers but without using any ;)
It's like running a game, it's not impressive on a game console but it is more of a challenge on a printer.

175
Community Contests / Re: Code Golf Contest #9
« on: September 11, 2014, 07:50:44 am »
I got a program in Axe that I think is not against the rules. It is 20 bytes once compiled for Noshell, counting the header and the name (AA). I'll send you a pm as soon as I upload it to dropbox.

176
Introduce Yourself! / Re: Hello World!
« on: September 10, 2014, 02:33:41 pm »
Lol, it happens to everyone ^^
Next time though, something you can do is edit your post instead of letting it like that. You are obviously not sure you will manage to put all the content you want before someone reads your post, but at worst, you can even edit it quickly saying "wait, I am editing" then editing properly :)

177
Introduce Yourself! / Re: Hello World!
« on: September 10, 2014, 02:23:31 pm »
!peanuts
:D  :hyper: , ^

(:P)

178
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: September 10, 2014, 09:32:59 am »
Ah. Well, once you click on this link, you land on a forum, on a topic with that link. I don't think this one will be seen as malicious (and I don't see why the other one was).

179
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: September 10, 2014, 01:15:18 am »
I haven't already, here are some sprites, in attachement.
You can also have some inspiration from Super Smash Flash sprites. You won't be able to just resize them though because they are in colors and too big, but that can give you an idea of the position of the character.

180
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: September 10, 2014, 01:05:43 am »
Right, that's why it's annoying to sprite :P
Just be sure that your character is the right size compared to Fox ;)

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