This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Iambian
Pages: 1 ... 40 41 [42] 43 44 ... 52
616
« on: May 28, 2009, 09:48:16 pm »
I admit it. I feel rather lazy, but I *have* tried to use Google to look for these things with little or no luck.
What are the more popular 4lv grayscale packages out there and, if possible, a link to them.
( The purpose of getting one of these packages is NOT to actually copy and paste them. I need to have a look at them to figure out how they work so I can implement a version of it myself. The grayscale used in CaDan just won't cut it for the bigger project... )
617
« on: May 28, 2009, 09:36:38 pm »
I've gotten much of the information needed to start the project mentioned at the start of this thread, but I want to also say that I'm having a bit of trouble getting map editor to show the correct tiles. Gives an error about "Tile set could not be located".
Doesn't pose much of a problem, as these things will be ironed out over the coding process. I'd still like to know what I'm actually looking at, though.
Still have to gather my thoughts.
618
« on: May 27, 2009, 10:25:17 pm »
At the moment, it's more eye-candy than anything else. The collision detection *can* be thrown back in but I doubt you'd survive that. The purpose of the screenshot was to demonstrate the newly-created line drawing routine. I want to gather comments about it so I may either have to revise it, or include it into the normal game AS-IS.
The story system got a slight reworking and the stage system is next. Once the stages are done, a scoring system can be put in place. And after that, content may be added.
619
« on: May 27, 2009, 05:19:51 pm »
So, i herd from DJ taht u wood liek a mid-pow3r'd ASM codur.
Uhm... I mean, I'm shamelessly self-advertising myself as a halfway decent coder, in the event that you might need one. On another note, I *could* take a break from CaDan for a while.
If you need help, say something.
620
« on: May 23, 2009, 09:49:23 pm »
How about some generic help, such as "Go to Newgrounds and try to remake some of their Flash games as your own."
That's what I did with some other Flash game a long while back, though not from that site.
Feel free to delete this post if it infringes on the rules.
621
« on: May 19, 2009, 10:44:34 pm »
Offtopic, much?
If you want 16*16 sooner, why don't you put up some code for it?
622
« on: May 19, 2009, 08:38:21 pm »
I think... this is the first time I've seen the topic. Gawd, gotta check here more often and stuff.
But, on a much earlier note, 16x16 should be possible, but I did 8*8 because the ASM code used for that was extremely simple to get working. I may make an extension to the same command some time later. My plan: Check the string as to whether or not it'll make a 8*8 tile or a 16*16 tile. Nothing else should be needed.
623
« on: May 17, 2009, 10:15:41 pm »
The old version of Joltima required that ZLOAD was present on the calculator. Joltima was designed to be run as a BASIC program but after it called the ASM program, the rest of the game ran as assembly.
The little side-program mitigates the need for a shell. Perhaps this is why it won't work? (That is, if you're getting an ERR:INVALID error)
EDIT: Wait. Was the problem already solved?
625
« on: May 14, 2009, 08:38:27 pm »
For ASM programs, the problem is the *executable* code that you're limited to. From the first post, I assume you're trying to store *data*. As long as the material isn't executed, but only read, you can easily go higher than that "limit". A couple of the large games out there (Gemini, Joltima, etc) makes use of this fact by putting pretty much ALL of the data at the end so that when the code is copied to the executable location, nothing is ever being *run* past the end of that limit...
Most specifically, it's addresses $C000-$FFFF that doesn't allow code execution, except under special circumstances that doesn't exist on the TI-83+ (non-SE calcs) and a few other lesser ones.
To further answer the first question, you can write back to your program in a defined space as opposed to some saferam value that doesn't get saved back with your program.
To further affirm some of the other responses in the thread, ION and a few other types of programs meant to run in shells will preserve changes (unless the user set the shell to not do so). Nostub by default doesn't save changes, as the program put at $9D95 is a temp (copy) program and is erased after the ASM program hands execution back to the OS.
626
« on: May 12, 2009, 12:58:12 am »
Hell. That s*** is amazing.
Almost makes me want to hand over the source for CaDan just to see what you'd do with it.
627
« on: April 29, 2009, 01:27:25 am »
Double-post. A follow up on what I last said. I resolved pretty much all the issues and now the accuracy/precision thing is golden. See in this less-crazy screenshot: http://flickcabin.com/public/view/28862
628
« on: April 28, 2009, 09:10:44 pm »
As far as ASM projects go, you might want to specify something about not allowing extensive re-use of code from some other completed project? I know it's not much of an issue with BASIC code since the BASIC editor doesn't really do copy and paste, but it could be a problem with ASM entries.
What's to keep me from, say, re-using the engine from CaDan in some other project for the sole purpose of trying to win the contest? Sure, you'd notice it in a heartbeat, but let's suppose someone else tried passing off a remake of some other game they've made as a contest entry? Though this *might* fall under rule (1), the re-use of code like that poses a gray area.
629
« on: April 28, 2009, 09:00:45 pm »
On the topic related to the image, I managed to get the arctan function (the stuff responsible for aiming) to be scary-precise, well within the 127 degrees of freedom allowed by my system. The only problem is the accuracy: It seems to be generally off to such that it seems to be aiming at the top-left corner of your character sprite. Given some time, I'll probably have a fix, and a screenshot ready to show it off. Until then. Later.
EDIT: Also noticed that the incorrect angle seems to pop up at semirandom intervals (mostly along the axis) at certain extremes. I'll have to explore what the problem might be, but I believe it might relate to incorrect values being added from the table in the approximation stage of the algorithm.
630
« on: April 27, 2009, 05:28:01 pm »
Pages: 1 ... 40 41 [42] 43 44 ... 52
|