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Messages - Hot_Dog

Pages: 1 ... 115 116 [117] 118 119 ... 194
1741
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: October 25, 2010, 10:32:21 pm »
Looks like I'll have to hold on the multiplayer for a bit.  PindurTi have breakpoint issues in multiplayer testing, and Wabbitemu does not have working link support yet.  I will come back to multiplayer, but in the meantime, I'll replace it in Alpha 4 with fog of war and the minimap.

1742
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: October 25, 2010, 04:22:37 pm »
I always hate giving bad news without good news, so here you go:

The next version of S.A.D. will have shadows implemented once and for all!  In addition, the game will not require as much user RAM.  Keep your fingers crossed for 16 KB or less.

The bad news is the multiplayer is giving me a few issues, so Alpha 4 won't come out until at least November.

1743
Ash: Phoenix / Re: Ash: Phoenix
« on: October 25, 2010, 04:16:47 pm »
This is looking very awesome!

1744
TI Z80 / Re: xLib Version of ARMY?
« on: October 25, 2010, 04:15:56 pm »
Seriously, Raylin, this is a game I'm looking forward to.  If an Xlib version of Army will help you to get it done, I'm all for it :D

1745
TI Z80 / Re: [Project] Sniper 101.
« on: October 24, 2010, 05:29:57 pm »
Wow

1746
Man, sorry guys!  Omnimaga is so busy, I didn't see either of these questions.

kyllopardiun, try this link.  http://www.omnimaga.org/index.php?action=downloads;sa=downfile&id=582
It's almost all of the project, so it will have the files you need.  Tutorial 4 was notorious for rotton download links, so I just included spasm, ti83plus.inc, etc.  If you are still having problems, please post your .asm file so I can see if you made a typing mistake or something.

ASHBAD_ALVIN, Appendix A covers APPs and pages and stuff.  For your convience, I have attached Appendix A below.  Also attached is app.inc, which you would need for application development.

1747
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 23, 2010, 10:14:25 pm »
I'd recommend trying not to use the number pad unless it's for entering alphanumeric characters or changing modes and things like that.

I agree.  It's very hard to reach if you need speed, especially if a player's right hand is using Arrow Keys.  Might I recommend using XTNTheta, Math, Apps, etc. instead, since it's also a grid?

1748
ASM / Re: Drawing an overwrite black/white sprite
« on: October 23, 2010, 02:45:13 pm »
So, say this is my sprite routine, which causes messed up pixels:

Code: [Select]
Put_Sprite_Overwrite:
; A = x coordinate
; L = y coordinate
; B = number of rows
;
; IX = address of sprite
    LD     H, 0
    LD     D, H
    LD     E, L
    ADD    HL, HL
    ADD    HL, DE
    ADD    HL, HL
    ADD    HL, HL

    LD     E, A
    SRL    E
    SRL    E
    SRL    E
    ADD    HL, DE

    LD     DE, plotsscreen
    ADD    HL, DE
   
   
    AND    7
    JR     Z, _AlignedOverwrite

    LD     C, A
    PUSH HL
    LD A, 12
    LD HL, Sprite_Width
    SUB (HL)
    LD D,0
    LD E, A
    POP HL   
   
_RowLoopOverwrite:

    PUSH   BC
   
    ;Stores width into B, which will be decreased 1 by 1 until one row is complete
    LD A, (Sprite_Width)
    LD B, A
   

_ColumnLoopOverwrite:
    PUSH BC
       
    LD     B, C
    LD     C, (IX)
    XOR    A

_ShiftLoopOverwrite:
    SRL    C
    RRA
 
    DJNZ   _ShiftLoopOverwrite
 

    INC    HL
 
    LD     (HL), A

    DEC    HL
    LD     A, C

    LD     (HL), A

    POP BC
    INC HL
    INC IX
 
    DJNZ _ColumnLoopOverwrite
   
    ADD    HL, DE
   
    POP    BC
    DJNZ   _RowLoopOverwrite
   
    RET

_AlignedOverwrite:
   
    PUSH HL
    LD A, 12
    LD HL, Sprite_Width
    SUB (HL)
    LD D,0
    LD E, A
    POP HL 
     
_PutLoopOverwrite:
    PUSH BC
    LD A, (Sprite_Width)
    LD B, A

_PutLoopOverwrite2:
   
    LD     A, (IX)
   
    LD     (HL), A
    INC  IX
 
    INC HL
    DJNZ _PutLoopOverwrite2
_PutLoopOverwriteAdd:
    POP BC
   
    ;ADD    HL, DE
    ;DJNZ _PutLoop
 ADD HL, DE
 DJNZ _PutLoopOverwrite
 RET

What do I plug in for "xor b, and c, xor b"?

1749
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 22, 2010, 10:21:31 pm »
Ah nice :D. As for TBS-ness, make sure each turn aren't ridiculously long, though.

Have you heard of RISK 2210 A.D.?  I heard that a five-turn game can last 5 hours :O

1750
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 22, 2010, 09:23:55 pm »
Btw, sorry if this has been asked: Is it RTS, turn-based, or a mixture of both?

1751
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 22, 2010, 09:05:07 pm »
Awesome work!

1752
S.A.D. (Seek and Destroy) / Re: Countdown
« on: October 22, 2010, 07:39:33 pm »
Sounds awesome! Will this be an FlashBook or what? If it is going to an FlashBook, I can send you the font I'm using for Phantom Sanctuary if you like.

Is flashbook easy to work with?  It's for sure going to be printable, and I'll make it flashbook if it's not hard.  I just haven't used it before and can't pay if it costs.

Thank you FinaleTi, I would at least like to take a look at the font. :D

1753
S.A.D. (Seek and Destroy) / Countdown
« on: October 22, 2010, 06:39:05 pm »
I wanted to wait until I was far enough along before I announced this project.  I've been working on a novel, Countdown, which will be released when S.A.D. is finally finished.  I figured people will want to know what in the world happened to Dzhanus (for those of you who have been reading the Storyline information, you will recall that his silence brought the universe into choas and war), and Countdown is kind of the complete conclusion to the S.A.D. storyline.  You'll get a decent novel, but since my writing skills aren't the best, it will be light reading.  I imagine you could finish it in about 6-7 hours.

1754
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: October 22, 2010, 04:09:59 pm »
Setup new poll as well: vote for what you want the game to be like.

You know, I am excited about voting, but I can't see a poll anywhere! :(

1755
ASM / Re: App-Page switching - How fast is that?
« on: October 22, 2010, 09:29:59 am »
Using Bcall...
Okay, thanks. I'll keep the info on the same page then, even if this means that I have the same stuff on multiple pages.

There are some things that you can keep on multiple pages if you are not concerned about speed.  For my game, 16 KB (one page) is too little to make the game speed-efficient all the time.  So for when the player is doing nothing but looking at text and scrolling through menus, I keep THAT code on another page.  True, it means I use about 60 B_CALLS a second during that time, but because the code doesn't need to run as fast at that point, its a fair exchange for using the first page to run processor-intensive stuff.

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