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Miscellaneous / Hello, I'm new!
« on: October 13, 2007, 05:26:00 pm »
True true. arond 350,000 out of 400,000 cycles per frame for EvilFate is devoted to spriting/tilemapping.
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Miscellaneous / Hello, I'm new!« on: October 13, 2007, 05:26:00 pm »
True true. arond 350,000 out of 400,000 cycles per frame for EvilFate is devoted to spriting/tilemapping.
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Ok new request: story. Something pertaining to having to use craziness to quell an evil uprising. (hence the name "EvilFate") This is gonna be a huge RPG so feel free to make it a very in-depth story. First one to give me a story I like gets to be called co-author of the game, and gets listed in the credits under the title "Storyline"
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Pokémon Purple / [PP] Progress, Starting in '07« on: October 13, 2007, 05:35:00 am »THE POST 13470075 if you could somehow store your strings in a string var, you could just have 2 separate string vars, 1 for english, 1 for french. Then it doesn't take any extra space, cuz you only need the language you use. 64
News / Pokémon gameplay screenshot« on: October 13, 2007, 05:33:00 am »
yeah its all about the usb. if you disassemble 38h you'll see a bazillion out/in instructions to ports you aint never hear of. That's the USB code.
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Miscellaneous / Hello, I'm new!« on: October 13, 2007, 05:30:00 am »
But it's obviously a 20 mhz z80, cuz there's no way you could pull off the kinda things done with the GB on a 6
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Miscellaneous / Hello, I'm new!« on: October 12, 2007, 06:11:00 pm »
BOOOO the z80 on gameboys has an ARM and an entirely different instruction set. But to your credit, it is similar
And While i'm here i might as well make a plug for ASM. ASM is the direct instruction set of the z80 in calculators, and is much faster than basic, which you likely code in. HOWEVER, to the credit of basic, it's a helluva lot harder to code in ASM and it takes at least a month of perseverent learning before you can do *anything* useful with it. 67
Other Calc-Related Projects and Ideas / FF:ROS - The Story - Discussion« on: October 12, 2007, 05:41:00 pm »
Dude i totally got a tilemapper you can use for this!
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yeah definitely alot of fun. Just a quick update(no screenshot tho): i've decided i'm going to divide the game into several "worlds" with the data for these worlds held in a separate, archived data prog. All the worlds will be encompassed in this single prog, which will likely be immense in size, however only one world at a time will be copied to RAM, meaning you never need more than around 4k of free RAM at a time for a given world. I hope to keep the app portion of the game down to 1 page by using this method.
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I'll come back to MPack eventually and what do you mean by like joltima?
EDIT: I've never done this before, and a ton of help from someone who knows alot about RPGs would be greatly appreciated. You don't need to know ASM, you just need to be good at spriting and proficient in RPGs. PM me if interested |
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