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Messages - Hot_Dog

Pages: 1 ... 139 140 [141] 142 143 ... 194
2101
TI Z80 / Re: Star Fox
« on: August 15, 2010, 11:14:06 am »
Quote
If I may make one point of criticism: please don't invert the up and down keys! I think some may like it but some don't. Perhapse this could be a option? It is just a personal preference...I guess some share that preference. (< not to be rude or anything, just saying)

Imo this is probably better as an option (if possible), allowing people to choose what they want.

2102
TI Z80 / Re: Star Fox
« on: August 15, 2010, 02:07:14 am »
What galaxy did you say you game from? ;)  That's superb!

2103
OmnomIRC Development / Re: OmnomIRC Focus
« on: August 15, 2010, 01:59:00 am »
If you add multiline support, you should add a flood control to OmnomIRC that prevents people from using multiline support more than twice a minute. It will prevent spam.

Agreed.

2104
Introduce Yourself! / Re: Hello
« on: August 15, 2010, 01:44:26 am »
Welcome to the forum!  Hopefully we have some limited edition peanuts left, but in the meantime, here's a complementary bag of our finest ones

2105
ASM / Re: Nspire RAM Pages
« on: August 14, 2010, 10:21:40 pm »
Excellent, because the unabridged version of S.A.D. (such as big maps and four races) might require those pages  :-\

2106
ASM / Nspire RAM Pages
« on: August 14, 2010, 10:16:59 pm »
I apologize if someone asked this before, but does the Nspire Ti-84+ emulator take into account the extra RAM pages?

2107
TI Z80 / Re: The Impossible Game
« on: August 14, 2010, 10:14:02 pm »
:( why is it everything awsome for the calcs involve using the RAM pages...

Except for S.A.D. Lite ;)

Okay, enough advertising.  It's so awesom that the program got featured!  Pat yourself on the back!

2108
General Discussion / Re: Show Me Your G*nitals (NSFW Song)
« on: August 14, 2010, 10:11:57 pm »
 :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o :o

2109
Miscellaneous / Re: Programming Languages
« on: August 14, 2010, 10:10:27 pm »
Hi Ztrumpet!!

Beginner/Know very Little:
---------------
Java
Phython
C#

Intermediate
--------------
C++
C
ASM in general
Ti-Basic

Advanced (But Not Expert)
--------------------------
Visual Basic
Z80

Expert
---------

Finale 2010 ;D 8) ;)

2110
TI Z80 / Re: Star Fox
« on: August 14, 2010, 12:25:40 pm »
I hope you don't mind that I keep laying on compliments!  Good work all since my last post!  Including (but not least) the title screen!

2111
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: August 14, 2010, 10:13:08 am »
I'm finished temporarily with the groups of ships menu, but unfortunately, no screenshots.  I'm working now on everything money:  Building refineries, adding processing units, even purchasing items.

After that, it won't be long before a release.

2112
TI Z80 / Re: Star Fox
« on: August 14, 2010, 09:50:52 am »
That's a great wolf one, Tloz!  I have never played star fox to the fullest, but the sprite bears close resemblance to Star Wolf on Super Smash Bros. brawl, if I do say so myself

2113
TI Z80 / Re: Star Fox
« on: August 13, 2010, 09:42:14 pm »
As always, those are all sweet sprites!  I am so looking forward to this game!

2114
TI Z80 / Re: Star Fox
« on: August 13, 2010, 07:25:26 pm »
Magic Banana, excellent work!  You too, yunhua98!

ThePenguin, don't forget to mention these two in the credits 8)

2115
TI-BASIC / Re: Dual Layer display - speed increase
« on: August 13, 2010, 07:22:57 pm »
I just saw this, so something for people who don't have rooms (or something similar) the same size and yet want to have a bunch of rooms in a string:  it helps if you have someway to tell the calculator "this is how big the first room is, this is how big the second room is," etc. so that you can have quicker searching for the calculator.  If you have a room that is 150 bytes in length, another 200 bytes, and a 3rd 100, and if your calculator has to search through the first 350 bytes to find out where the 3rd room begins, that is going to be terribly slow.

I have a function that takes a sprite--and its mask--and draws it out.  The mask data occurs immediately after the sprite data.  However, instead of having the calculator compute where the mask is, I just tell it "This is where the mask is."  It saves quite a bit of time.

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