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Messages - Madskillz

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181
TI Z80 / Re: [Project] Sniper 101.
« on: October 24, 2010, 06:25:16 pm »
Looks much better, great job happybob

182
Art / Re: 8x8 Flame
« on: October 23, 2010, 11:47:02 pm »
They look good yunhua98...I should have been clear though, I'm looking for flames from like a flamethrower. With the frames being start of flame to a full blown flame

183
Jumpman 68K / Re: Jumpman Test
« on: October 23, 2010, 11:26:25 pm »
Looks great Ranman...I wouldnt like scrolling either, takes away from the arcade feel.

184
Art / 8x8 Flame
« on: October 23, 2010, 01:35:14 am »
Hey I'm looking for an 8x8 3-level or 4-level greyscale flame. Probably 2-3 frames.

Thanks I don't have time right now to work on these other wise I would have done them myself. Of course credit will be given.

185
Other Calculators / Re: Revolution Software is Staff Searching
« on: October 23, 2010, 01:16:37 am »
It's hard for us to make it mandatory for staff to continue to make posts. Most of the active staff, Buckeye, Nano, Spencer and I do check in at least once a week. However most of our staff are senior members in the community, meaning we work 40 hrs a week or we have college classes and that does take away from our projects especially since in the highschool days we had more free time. If I myself cant follow that rule, I cant make it mandatory. Our projects are also bigger then most. We tend to pick stuff that are more difficult, all of our projects are big. A lot of that stuff in the group stuff was well just for our group. Spencer and Jim messing around with different things etc. I've also played various iterations of Zelda and it is awesome.

I don't handle the hosting, I wish I did because I would move to something better.
Our history will always be maintained. I would at least like to keep our memory around even if nobody was there to staff it. I don't know why Maxcoderz ever got rid of theirs.

Me personally, I'm pretty tired of assembly programming I havent done it in years. I branched out into some projects for the PSP and have moved on from that into the mobile phone market. I do enjoy checking out the great projects that people come up with and really the stuff coming from Axe looks great. I'm impressed with the quality that has come from that and all the great projects. It's what MLC was trying to be and so much more. I'm not done with calcs by any means. I would like to finish at least one of my projects before I hang up my hat but I don't know if I have the time.

I do like the suggestions and those of which I can make use of I will try my best to implement.

As for Zelda progress it has taken a backseat to Wabbit, but I think we can agree that that is ok too

186
Jumpman 68K / Re: Jumpman Test
« on: October 22, 2010, 02:14:21 pm »
Ya looks good so far. Cant wait to see how it is going to look once a level is in place.

187
Other Calculators / Revolution Software is Staff Searching
« on: October 22, 2010, 04:51:52 am »
Hey everybody,

RevSoft is looking for staff again. As you can see from our forums: www.revsoft.org/phpBB3 that we are pretty inactive. Well I shouldnt say inactive, because a lot of work is going on behind the scenes. All forms of Wabbit are constantly being worked on by Buckeye and Spencer and I assume Will as well.

We are working on a complete overhaul on the main site. It wont be a total reworking of everything but it is going to more user friendly and hopefully easier for the staff to manage in the future. As one of the longer runner programming groups around we gotta keep stuff fresh somehow.

As for the staff positions we are looking for people that wanna bring something new to the table. Be that a sweet calc project or a tool to help aid in the development of sweet calc projects. We aren't picky on what language you programming in, be it z80 assembly, 68K, BASIC, the awesome Axe or some other rare attempt at making on calc programming better (*cough*)MLC...ahem. We are mainly a z80 group and always have been, but have branched out to include staff that do program in BASIC or for the 68K line of calcs. We are pretty open. With the power of Axe we hope to get a lot more interesting projects going on in the community.

We don't mean to take away anyone from a particular forum. We only aim to bring some of the best projects to the community, some with ridiculous amounts of time and effort put forth. Our name pretty much speaks for it self.

So if you've got a work in progress or a great new project just starting out...and you think you might be interested in becoming staff of a highly respected group. Shoot me a PM on here or over on the RevSoft forum. Send a brief description of what you think you can add to the team as well as some screenshots or sample programs if you have any.

Thanks for your time and lets continue to make this community great,
-Travis (Madskillz)

188
TI Z80 / Re: Secret Project Teaser
« on: October 22, 2010, 12:58:23 am »
Nice an object oriented language is coming to calcs!

189
TI Z80 / Re: The World's Hardest Game
« on: October 21, 2010, 02:25:42 am »
Pt-Change( does in fact XOR the pixels

I don't know why it only happens with that one set of enemies though and not the rest.

190
TI Z80 / Re: The World's Hardest Game
« on: October 21, 2010, 02:08:42 am »
It does indeed look like the sprites have been XORed.
Basically XOR means that all the black pixels when placed over the top of another black pixel they become white. (All the 1 and 1s become zeros)

So a an 8x8 image of your enemy over laid with an image shifted one row up and placed over the top gives you your parenthesis:
00000000         00000000        00000000
00000000         00011000        00011000
00011000        00111100        00100100
00111100        00111100        00000000
00111100        00011000        00100100
00011000         00000000        00011000
00000000         00000000        00000000
00000000         00000000        00000000

If you watch the enemies when they cross paths with each other they show this effect.

191
Gaming Discussion / Re: Metal Slug
« on: October 20, 2010, 04:00:15 pm »
I love metal slug...I've only played a few of them, like MSX and MS4.
Wacky enemies, great gunplay, classic sidescrolling shooter...you cant go wrong.

192
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: October 19, 2010, 11:28:07 pm »
Wow looks great hot_dog...cant wait to get my hands on it again, especially with these new features!

193
TI Z80 / Re: Physics Sandbox
« on: October 16, 2010, 07:35:03 pm »
Wow impressive all around. Nice work builder!

194
General Calculator Help / Re: 83+ LCD locked up
« on: October 14, 2010, 07:58:20 pm »
Take all the batteries out and let it sit for a day or two.

If you can get it back to reasonable state where you can Reset all memory try that. If you can back up everything before hand go for it.

I know my 83+ was almost unusable. I had some ASM game fuck it all up or maybe it was the mario level editor. I had just a jumble of crap on the screen and after taking the batteries out for a few days I was able to get it to turn on. Once I reset everything I got everything pretty much back to normal but the calc would almost instantly crash after turning it on. I let everything sit for months and put in 4 fresh batteries and it seems pretty much ok now. Of course I did a bunch of Ram clears and updated the OS once I got it working pretty good.

Like I said take the batteries out for a few days and see what comes after that.

Edit: Actually that isnt true all of what I posted. Mind you this was like 5-6 years ago. I do remember now that I couldn't transfer over an OS either right away. Using the del trick. I tried sending it from my comp and another calc and that wouldn't work. Eventually I did get it to work though. What is the other key press you can do is it the "clear" key? One of them does a ram clear I think. I had to do that a bunch of times and like I said I left the batteries out for a good day or two.

195
TI-Nspire / Re: Would an NES emulator be possible on Nspire?
« on: October 07, 2010, 10:02:16 pm »
Amazing that is awesome...kinda wish I had an Nspire just to mess around with.

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