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Messages - JosJuice
Pages: 1 ... 76 77 [78] 79 80 ... 98
1156
« on: December 22, 2010, 03:23:43 am »
EDIT: Might i suggest another method of storage?
Byte 1-2: Note value (either 1 byte or 2 bytes to get full note range) Byte 3: 0-1:key 2-3:difficulty 4-7:length
difficulty specifies the difficulty at which the note starts appearing. If the number is 00, it is found in easy through expert. If it is 01, it would appear in medium, hard, and expert. If it is 10, hard and expert. And if 11, only expert. As for length, i shortened it to 16 max spaces to save space, but if you want to have it longer you could add it in and chose to decrease the note bit length as compensation.
This might make note charts harder to make. Notecharts for lower difficulties aren't just versions of the Expert notechart with some notes removed - they're entirely different charts with notes moved around. There are notes that are played only on Easy and not any other difficulties, and other similar situations (on the higher difficulties, the note might be played slightly later/earlier, on a different fret, or something else). The length also needs to be different across difficulties.
1157
« on: December 21, 2010, 04:32:07 pm »
Yeah, that's kinda what I was thinking of. (and an SP bit ) (and Practice Mode section markers ) (and... nah, maybe not THAT much extra stuff. )
1158
« on: December 21, 2010, 04:26:13 pm »
1159
« on: December 21, 2010, 04:24:23 pm »
The actual GH games are storing four different gameplay "note charts" for each song - Easy, Medium, Hard, and Expert. The sound is then played back from multiple audio files. Of course, we can't fit audio files on-calc. Maybe it would be possible for you to always play notes (sound) from the Expert track, but play the notes (gameplay) from the track corresponding to the difficulty the user selected? Or would that be too large? (I'm assuming that you are currently storing gameplay notes and sound notes in the same place... If you aren't, just continue using the sound notes one for playing sound.)
Storing separate notecharts for the lower difficulties makes gameplay feel more musical, because the notes aren't just arbitrarily reduced. I've worked a little bit on making GH/RB-style notecharts in the past, so I would be happy to help with that.
1160
« on: December 21, 2010, 04:17:36 pm »
1161
« on: December 21, 2010, 03:59:08 pm »
basically you can miss some notes
Music notes can play when there are no gameplay notes. EDIT: ninja'd
1162
« on: December 21, 2010, 02:38:57 pm »
Indeed, same here. I just wish we had some more spriters, since spriting is something needed for game creation.
Yeah... Sprites were definitely my largest problem with making PC games, because of the sizes and colors. That, and sound/music...
1163
« on: December 21, 2010, 02:37:23 pm »
Does this means a BASIC game using Omnicalc's ExecAsm command would not work in DCS?
It would work in DCS. I was just a bit confused, since real( is used by xLib, and xLib doesn't support ExecAsm( (but Omnicalc does).
1164
« on: December 21, 2010, 02:28:07 pm »
I tend to confuse det( and identity(...
1165
« on: December 21, 2010, 02:23:13 pm »
I swear I posted in here, or maybe it was a different topic. Asm(Hex would only work in Axe. In Doors CS it would be the ExecAsm( command (I forgot the real(number, equivalent).
Err... Isn't ExecAsm( used with identity(? real( is for xLib, and xLib doesn't have ExecAsm( - Celtic III has... Or do you mean the Omnicalc real(?
1166
« on: December 21, 2010, 10:44:41 am »
The secret project is going to be very related to WFRNG, but it's not just a port. (I have actually written a port of it already, but that's irrelevant...) Are we going to lose The Game when it's announced?
EDIT: I lost
No... Unless you strongly associate WFRNG with The Game and lose whenever you think of WFRNG. wrong one i hope you can download another one VTI emulates the 86, just download a ROM somewhere Thank you! I've managed to set up emulation now. However, I'll have to change a few things in my project due to what the source code really is like. Running the original version of WFRNG was quite different from the versions I was used to, and I'm going to study the inner workings of WFRNG more. Nick decided to overuse Goto when writing it, so it might take longer than I expected... In case anyone else wants it, here's the source code. :Lbl A :ClLCD :Disp "Nick Disabato's","/<-3R33+ Number","Guessing Program","","Choose a number","from 1-30" :Lbl P :Prompt A :Lbl B :If A>30 or A<1 :Then :Disp "Out of range!" :Goto P :Else :Goto C :End :Lbl C :ClLCD :randInt(1,30)→B :ClLCD :Lbl D :If A≠B :Then :Disp "No, that's not it!" :Prompt A :If A>30 or A<1 :Then :Disp "Out of range!" :Goto D :Else :Goto D :End :Else :Disp "YES!","Nick's ticalc.org","password is","**********" :Pause :ClLCD :End :Stop
1167
« on: December 21, 2010, 09:17:18 am »
The ticalc.org file description for TiEmu says that it only supports 89 (Titanium), 92(+) and Voyage 200. Are you sure it supports 86?
1168
« on: December 21, 2010, 04:38:24 am »
I believe Kerm used PindurTI.
1169
« on: December 20, 2010, 03:51:47 pm »
I would like to try my hand at programming in Axe, but I don't know precisely how to go about doing this. Anyone willing to give me a hand?
8. You should set your options to the following:
Backup: Auto-Backup; Shell: No-Shell; Lowercase: ON.
use ion. It can be ran through mirage or asm(
I thought Asm( only supports no-stub... (the "no shell" option in Axe)
1170
« on: December 20, 2010, 10:05:53 am »
Yay, an omni-related game Will it make us lose the game?
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