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Messages - Ikkerens

Pages: 1 ... 11 12 [13] 14 15 ... 26
181
TI Z80 / Re: The Legend of Zelda
« on: October 15, 2010, 02:33:13 pm »
Good idea! Il use that!
No wait... EXAMS! Must NOT get distracted.

182
TI Z80 / Re: The Legend of Zelda
« on: October 15, 2010, 01:42:55 pm »
Fixed, got confused :)

183
TI Z80 / Re: The Legend of Zelda
« on: October 15, 2010, 01:22:23 pm »
The speed decrease so far is unnoticable, il share it when its functional.
In total,this is what I do.
Output a black shade which has the same shape as link using Pt-On(.
Output it again, this time using Pt-Change.
Do the same for the backbuffer.
Then draw the sprites using Pt-On( (also on the backbuffer)

184
TI Z80 / Re: The Legend of Zelda
« on: October 15, 2010, 12:13:21 pm »
Well, after my exams il continue working on my zelda "clone".
I have about 4-5 LCD's (best way to clarify in my eyes) of map now, currently im working on a masked sprite subroutine.

185
Axe / Re: Asm( HEX as appvar?
« on: October 14, 2010, 03:56:18 pm »
No, trying to place scripted events outside the source code.
Would drastically reduce the amount of space needed, or even allowing zelda to run as prgm instead of an app.

186
Axe / Asm( HEX as appvar?
« on: October 14, 2010, 01:34:31 pm »
Allright, would the following be possible?
Let's say, I have this piece of code:
Code: [Select]
1->{50+L1

1. What would the code be in asm hex (so I can use it with the axe asm( command?)
2. I wanna be able to make this dynamic (what pieces of that code do I need to change to, for example do 5->{25+L1
3. Can this hex code be stored in appvars or any other data containers?

187
TI Z80 / Re: The Legend of Zelda
« on: October 14, 2010, 01:31:26 pm »
* Ikkerens gets a minority complex.
My own zelda projects got blown away :/

188
Art / Re: Zelda 8X8
« on: October 14, 2010, 12:34:12 pm »
Guys, I finally finished it. After 9 days of working on this thing (off and on from being busy), I finally finish what I am hoping to be every tile on the overworld of Link's Awakening.

Every tile was done by hand and I tested many of them to make sure that they looked good when tiled repeatedly. There are a few palette swaps in there, as well as anything I can think of that could be somewhat useful to have in there at the time. I don't intend for all of the tiles to be used as some can be left out for saving space because of the similarity to other tiles that exist. Anyways, it's 4:30 and I'm going to get some well earned sleep.

Oh, everyone is free to use these tiles for any game, be it Zelda or not. Just be sure to give me credit and, if you can manage, a high five.

Oh yeah, here's a smiley face to make this text more interesting to read.  ;D

Btw, is it me, or did you put in the 16x16 tree twice?
Edit: 200th post :)

189
General Calculator Help / Re: Raylin's Rules for Making RPG's
« on: October 14, 2010, 12:31:33 pm »
Very good tutorial.
Just these rules already explain why some early games of mine failed.

190
News / Re: The REAL contest results are in!
« on: October 14, 2010, 12:20:58 pm »
@Quigibo,
Can I have your review on Splut too? Any constructive comments would be nice in improving the game and future games made by me.

191
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: October 14, 2010, 12:15:10 pm »
623: You used a nintendo DS emulator on your pc, to emulate TIOS, to emulate a gameboy.
624: You re-built your PC using a z80 processor to run TIOS on your pc. (Its hard, but possible :O)

192
Art / Re: Zelda 8X8
« on: October 14, 2010, 08:12:01 am »
I love you!
(Not really ofc :P)

193
News / Re: The REAL contest results are in!
« on: October 12, 2010, 04:47:23 pm »
Quoting SirCmPwn's text to me:
Quote
Yeah! Post my joy for me?

So: YEEEEEAAAAAHHHH

194
News / Re: The REAL contest results are in!
« on: October 12, 2010, 04:41:42 pm »
Well, congratz to those who won.

195
Art / Re: Zelda 8X8
« on: October 12, 2010, 02:28:07 pm »
I was thinking of surrounding the char with a white border.
But then again, it already has a black border.

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