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Messages - Hot_Dog
Pages: 1 ... 171 172 [173] 174 175 ... 194
2581
« on: May 08, 2010, 12:13:00 pm »
Timeline: 2125 (26 AL)
The Tosonian version of the "Black Death" begins to spread, and kills over two million Tosonians in five years. Amongst those killed are the two Tosonians with the knowledge of creating physical objects.
Evidence suggests, but only suggests, that it was the Ptaloids who were responsible. Since this is only a suggestion, the Tosonians keep it to themselves temporarily, not wanting to break the unity they had worked so hard to form.
2138 (39 AL)
Collin is only days from death of old age. Remembering the blessings that humans have been, Zhas shows Collin the planet Facnon, offering it as a token of the Ptaloids' decision to make the last step of unity with humanity. Three months later, a historic occassion on December 23rd, the alliance between Ptaloids and mankind is sealed once and for all.
2582
« on: May 06, 2010, 09:41:44 pm »
Yeah, you're right about that.
With that in mind, tutorials #6 and #7 are up.
2583
« on: May 06, 2010, 07:23:54 pm »
Lesson #7
2584
« on: May 06, 2010, 06:28:52 pm »
I did not even know Lesson 5 was even posted at all. Unfortunately, though, I don't think I will be able to read the tutorial again until the next few months, because I cannot really concentrate well enough to tell if there is anything to improve on the tutorial, especially about ASM.
Hey, no worries
2585
« on: May 06, 2010, 05:52:03 pm »
I really like the tutorials Hot Dog! I've read them so far (1-5) and it's inspired me to give Asm another try. Yours are really well written and have taught me some stuff that confused me in Asm in 28. Awesome job! I can't wait to grab 6 off the printer!
Lesson 5 was one I was really nervous about, ztrumpet. Thanks for the input!
2586
« on: May 06, 2010, 01:55:58 am »
Lesson #6. I've also added the HTML for Lesson #5.
2587
« on: May 05, 2010, 12:45:32 am »
I use 8xA in Project M, where A can be any height. In F-Zero, there are various sizes.
What's an example of a sprite you use where A is greater than 8? Most of the sprites in S.A.D. are 8 x 8, 16 x 16, or 32 x 32. (Actually, in S.A.D., 32 x 32 is not uncommon) However, there are a couple of unusual sizes, such as 32 wide by 23 high
2588
« on: May 03, 2010, 11:13:47 pm »
Btw Hot_Dog I like your sig 
However, for some reasons, it reminded me that topic 
Lol
2589
« on: May 03, 2010, 07:48:52 pm »
Here's Lesson #5. An html format will be available soon. I am as concerned about this lesson as I was about lesson #2, so please leave feedback if you can.
2590
« on: May 03, 2010, 01:38:53 pm »
It doesn't matter much anymore, though, cuz I pretty much gave up on ASM, seeing as the language is just not for me (altough I wonder if Hot Dog tutorial could give me another chance at it?), so I stuck with TI-BASIC for my entire 9 years in calc programming and recently ventured into Axe. That said, even if I knew ASM a bit, I got told by Iambian himself that making a RPG in ASM is a major hassle because of all the data and large size and that it is why so many ASM RPG projects died in the past. So not only ASM is not suitable for me but it's also not suitable for what kind of game I usually did  I'm flattered  Anyways, if you were willing to make ASM rpgs if they were easy to do, maybe there's an engine somewhere? Or if not, maybe you can use bits and pieces from projects--like tilemap routines--to create your own engine, and then "fill in the blanks," and then the rest is just data. It won't be as good as making a fresh RPG, but it would still allow you to do more than a Ti-Basic RPG. Actually, if I wasn't seriously considering giving up on calcs after S.A.D., I noticed the S.A.D. engine allowed easy transference to RPG so I was looking into creating one myself. With all that said, I agree by a long shot that Ti-Basic RPGS are much easier to do. I think that this is partially because you know you have limits in Ti-Basic, but when it comes to ASM, you have so much you can do that you find it hard to limit yourself. I doubt that an ASM text-based RPG would be too much harder to write than a Ti-Basic text RPG.
2591
« on: May 03, 2010, 04:46:47 am »
Will it work with TASM and others? If not, you may want to warn users of other IDEs and compilers about that, altough I guess your tutorial is probably mostly aimed towards Spasm users Unfortunately, since I've only done ASM for less than a year (and have had terrible personal problems with TASM) I lack the knowledge to describe what works and what doesn't. However, I do agree with you that I can at least warn people that the particular version of ti83plus.inc works particularly with spasm
2593
« on: May 02, 2010, 09:02:37 pm »
Can you be more specific? Are you compiling a different example? Are you trying to use a different version?
Here's the thing: The versions of ti83plus.inc created by Texas Instruments are not compatible with spasm. The version I uploaded, and I'm pretty sure the version calc84maniac uploaded, were made to work with spasm.
2594
« on: May 02, 2010, 02:49:57 pm »
Hi, guys,
Apparently the link to the ti83plus.inc file I gave you provides you a file that doesn't work with SPASM. Here's a new file that works with SPASM. Just make sure to change the file name in your code, or change the name of the file itself.
Also, in the example programs, TABS ARE REQUIRED. In other words, if a line is indented, please indent it. If it isn't indented, DON'T indent it.
2595
« on: May 02, 2010, 02:44:33 pm »
I hope you're talking about the one downloaded from the Ti-Website and not the new one I provided. If that's the case, I'll give everyone the new link.
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