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Messages - Hayleia

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2731
Gaming Discussion / Re: What games are you playing now?
« on: February 16, 2012, 10:35:35 am »
Tag, skyrim, and the game
Lol Tag. I finished it so many times (with the bug of the end and all :P)

As for now, I play GTA San Andreas on PC and Pokemon Cristal on CX CAS (old school ftw :D)
And my sister plays Need For Speed The Run.

2732
Art / Re: worm 8x8
« on: February 16, 2012, 10:32:05 am »
Look nice stefan, but I don't know if we will use 4 lvl grayscales sprite for menu. :/


EDIT : I used your sprites to make this in black&white (real sprite will be inverted before displaying them).
EDIT2 : same in bigger.
In fact, I put them in grey squares so we were able to see each sprite separately better ;)

2733
News / Re: mViewer adds PNG support for all TI-Nspire!
« on: February 16, 2012, 10:28:50 am »
Great ! :D
Now I don't have to put all my images in the same folder :)
(You'll say, you didn't have to, even before. I'll answer yes but it is much more convenient)

2734
Art / Re: worm 8x8
« on: February 15, 2012, 12:59:47 am »
(offtopic, what is the little sprite in your signature? It looks great. Did you make it too?)
(nope, I found it here. I was looking for a way to catch Celebi (with gbc4nspire :P), found that website and noticed the little sprites, so I stole the Absol one :))

2735
Art / Re: worm 8x8
« on: February 14, 2012, 03:30:45 pm »
Unless the sheep is supposed to be the banana and the banana the sheep or something? O.O
Lol :P
I put my sprites ar the same positions on the grid as in the original sheet (this is why I have blank (well grey in fact) spaces everywhere) so comparing is easy ;)

Thanks both of you

(was ninja'd by Stefan D:)

2736
Art / Re: worm 8x8
« on: February 14, 2012, 03:26:44 pm »
Ok, I tried my hand at some of those.
(size x400% to see it better)
Spoiler For originals:
I don't like the sheep D: (yes, it was meant to be a sheep :P)

2737
TI-Nspire / Re: TI-Nspire GB Emulator
« on: February 14, 2012, 03:21:31 pm »
Yay :D
Great job on hex editing this again !
Just at the time I was going to get Celebi :P

(D: no longer 768 posts)

2738
TI Z80 / Re: Pokemon Topaze (Axe)
« on: February 14, 2012, 12:45:03 am »
Yes, it will be easy to fix :)

2739
[FR] Programmation Axe Parser / Re: besoin d'aide pour les textes!
« on: February 12, 2012, 01:10:19 pm »
Si, avec la commande GetCalc("appvAPPVAR",Y1) ou Y1 s'utilise comme un pointeur dans la syntaxe suivante :
Code: [Select]
:GetCalc("appvAPPVAR",Y1)
:{Y1}=>A
:4=>{Y1+3}
Euh, non.
{Y1}→A   marche
4→{Y1+3}   marche pas.
On ne peut que lire des données archivées mais pas écrire. Ce serait trop beau ;)

2740
TI Z80 / Re: Pokemon Topaze (Axe)
« on: February 12, 2012, 01:24:00 am »
Something I just noticed. Critical hit displays a message, but doesn't seem to affect the damage done
Lol, I just checked and it is an epic fail from my part. I put instructions in the wrong order, like

get attack force→K
If critical hit
   display things
   health-K→health
   K*1.5→K
   .those two need to be exchanged :P
Else
   display things
   health-K→health
End

2741
TI Z80 / Re: Pokemon Topaze (Axe)
« on: February 08, 2012, 11:22:51 am »
Out of curiosity, how dificult would it be to change the battle system to only use the arrow keys and the 2nd key, instead of using the number pad for part of it and the arrow keys for another part?
That wouldn't be difficult but all the battle code is recycled from my previous Pokemon project in basic and I first wanted the engine to work before making it better :P

2742
[FR] Programmation Axe Parser / Re: besoin d'aide pour les textes!
« on: February 07, 2012, 12:42:31 am »
Je pense que ceci peut t'aider ;)
N'hesite pas a demander des explications ou une traduction si tu as besoin :)

2743
Axe / PixelMapping ?
« on: February 05, 2012, 04:00:16 pm »
PixelMapping ?

So, with Kindermoumoute, we are trying to get a smooth-scrolling and pixel-based mapping, so the map can be modified anywhere.
The Bitmap function would work but is too slow :(
Basic tilemapping with sprites is fast but is not pixel based so wouldn't make it

Kindermoumoute came up with that code (spoilered) but we would like to know: is there a faster way to do it ?

Spoiler For Spoiler:

:.A
:0->X->Y
:1->S
:Tangent(0,0,GDB1TMAP)
:
:Repeat getKey(15)
:For(S)
:If X<159
:If getKey(3)
:X++
:Horizontal -
:F5(0,63,95,)
:End
:End
:
:If X>0
:If getKey(2)
:X--
:Horizontal +
:F5(0,63,0,)
:End
:End
:
:If Y<127
:If getKey(4)
:Y++
:Vertical -
:F5(0,,,95)
:End
:End
:
:If Y>0
:If getKey(1)
:Y--
:Vertical +
:F5(63,,0,95)
:End
:End
:End
:DispGraph
:End
:Return
:
:.refresh the erased column or line
:Lbl  F5
:For(I,r1,r2)
:For(J,r3,r4)
:If I+Y*192+X+J->r5/8+GDB4MAP+2er5^8
:Pxl-On(J,I)
:Else
:Pxl-Off(J,I)
:End
:End
:End
:Return
:
:
:.stupid map, just for the test
:[FFC0]->GDB1TMAP
:[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C]->GDB4MAP
:[C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5]
:[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C]
:[C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5]
:[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C]
:[C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5]
:[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C]
:[C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5]
:[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C]
:.with 60 more lines like this :P

2744
[FR] Programmation Axe Parser / Re: comment ralentir ?
« on: February 05, 2012, 03:27:52 pm »
Oui, il est possible de faire Buff(2) => ºVAR !
Donc on peut bien créer de nouvelles variables en Axe.

On n'aura jamais fini de connaitre toutes les possibilités de Axe !
Avantage: tu viens effectivement de créer une variable :)
Inconvenient: elle prend deux octets dand to executable, ne fonctionne pas si tu compile en application et active le writeback dans le cas contraire :(

Mais c'est bon a savoir :D

2745
[FR] Programmation Axe Parser / Re: comment ralentir ?
« on: February 05, 2012, 03:21:42 pm »
Tout a fait. Mais elle sera plus conviviale a utiliser qu'un pointeur peu parlant du type L1+4, puisque tu peux lui donner le nom que tu veux ;)

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