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Messages - Hot_Dog
Pages: 1 ... 113 114 [115] 116 117 ... 194
1711
« on: November 05, 2010, 01:32:15 pm »
Well, I looked through the tutorials, and even though they aren't perfectly strightforward at all times, I bet it's the best tutorial for ASM beginners out there.
Everybody who wants to hone or learn z80 assembly, look at these tutorials!
The ones that aren't straight forward: Were you able to understand them after reading them twice or thrice? Or were you just completely lost for those particular ones?
1712
« on: November 04, 2010, 11:31:46 pm »
Hot Dog, you uploaded a new copy of the tutorials instead of updating the previous file. WOuld you prefer to update the old copy instead, so you don't lose your download count?
http://www.omnimaga.org/index.php?action=downloads;cat=67
Nope. I preferred a brand new copy
1713
« on: November 04, 2010, 10:55:43 pm »
I found a few grammatical errors and discrepancies.
lesson 2 page 5 "Because now it is time to *take* about a very important part of ASM programming." *Should be "talk"
lesson 10 page 9 3rd paragraph: "Think of this process as a PEZ dispenser. Im hoping you know what PEZ *in." *Should be "is"
lesson 11 pg 8 the .option bm_min_w =96 does not match the example program
Lesson 13 pg 9 3rd paragraph you got a space in the first "floating-point number"
Ah, thanks! Luckily those files I have backed up so I can edit them. I know that for appendix A, there were some mistakes, but I had lost the original file
1714
« on: November 04, 2010, 06:31:26 pm »
Thanks, they look pretty good, but for some reason I'm not entirely satisfied with them. Could we try the NSMB sprites?
NSMB Mario was made of polygons, I'm pretty sure.
That's what I felt as well
1715
« on: November 04, 2010, 06:29:56 pm »
Great! You should move the file in the downloads section and link it in this post, though. i believe there's already an older version there, but I'm not sure.
I tried, but I kept getting an error, something like "1.9 MB."
1716
« on: November 04, 2010, 02:30:13 pm »
Don't worry. You can always come back to a project when you have enough experience to do it successfully. It's better to find out at the beginning than halfway through when you're ready to tear your hair out.
Seconded.
1717
« on: November 04, 2010, 02:24:57 pm »
I'm actually thinking ASM/Axe hybrid, so I have more control and no n00bs look into mah BASIC coding
I'm assuming that your main engine is running in Axe. What parts would be in ASM?
1718
« on: November 04, 2010, 01:32:30 pm »
You can now download the full version of the ASM Tutorials I have been working on. Included are the 14 lessons, the 4 Appendixes, "Learn ASM in 28 Days" (for when you finish the lessons) and all files needed to write programs, including the sprite routine from Appendix B. I have included a file called "Last Minute Corrections That Couldn't Make It Into The Lessons.txt". Please read it for mistakes that I couldn't fix in the lessons. I will be taking a week to list some final error corrections in this file before I release these lessons everywhere else. Enjoy! The download link is here: http://www.omnimaga.org/index.php?action=downloads;sa=view;down=594
1719
« on: November 03, 2010, 06:45:33 pm »
It doesn't look Microsoft-ish on the TI-84+, though
Ah, comeon, give yourself a break. The Ti-84+ has terrible,terrible resolution and doesn't have built-in grayscale. With that little to work with, you still made an awesome looking game
1720
« on: November 02, 2010, 07:49:42 pm »
If you need sprites and/or level design help, I'm volunteering. By the way, nibbles do save map space, but if you store maps as bytes, you can have more cool tiles such as trees and castles
1721
« on: November 02, 2010, 06:28:33 pm »
Course designer if possible!
1722
« on: November 02, 2010, 01:54:19 pm »
Actaully, some game boy advance games are only 8 MB in size.
1723
« on: November 01, 2010, 06:02:58 pm »
Oh, and by the way, here's a quick example of "explored" fog of war. I also managed to get the game to require only 13000, maybe 14000, bytes of RAM. Sadly, that will be the definite minimum for regular Ti-83+ users.
1724
« on: November 01, 2010, 05:12:05 pm »
Ooooh... looks nice, Will areas that you have explored with units, but don't have any units buildings there, be black or simply obscured? (ie you can see the map but not any enemy units that may be hiding there)
The "explored" fog of war draws tiles that are inverse colors--you could call that obscured. You will be able to see terrain, and buildings that you spotted. You will not be able to see newly built structures or enemy ships.
1725
« on: November 01, 2010, 04:54:44 pm »
Here's step 1 and 1.5 of the fog-of-war completed. The first part was getting the fog to work--the fog engine, including explored areas, is complete. The next step was to get the computations for buildings taken care of. While the building line of sight is halfway done, I still have to work on circular line of sight--not hard, but long.
Here's the basic line-of-sight that buildings allow. (Notice the area revealed by a watchtower) Over the weekend I'll work on circular line of sight, as well as ship line of sight and calculating the positions for explored fog.
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