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Messages - Matrefeytontias
Pages: 1 ... 33 34 [35] 36 37 ... 133
511
« on: February 24, 2014, 01:21:04 pm »
SLOOOOOOOOOOOOOOOOOOOOOOOOOOOOW *death metal*
So many checks. Also, if you modified GCore again I'm going to kill you.
512
« on: February 24, 2014, 12:51:11 pm »
Well yeah, I could actually do that thanks for reminding me.
513
« on: February 23, 2014, 02:13:40 pm »
I could do that but : I don't have data.
514
« on: February 23, 2014, 02:02:42 pm »
I mean, including link play in the game might make it > 24k since I will also need to put in "normal" play. So an app isn't a solution since its limit is 16 384 bytes.
515
« on: February 23, 2014, 02:00:33 pm »
I think I have less than half of the final game done ... so I'm more worrying about how much RAM I'll have left.
516
« on: February 23, 2014, 01:57:38 pm »
I initially planned that, but since the program is already >7400 bytes, I doubt anything involving link play will fit in.
517
« on: February 23, 2014, 01:30:52 pm »
Sorunome I actually had some fun setting insane gravity settings for the high jump I could like go from one edge of the map to another (left-right and up-down) depending on what jump was used Also, the controls are exactly like the "real" Worms games : press once to do a normal jump, and twice quickly to do a high jump
518
« on: February 23, 2014, 01:27:24 pm »
So yeah ... I've been both busy with the TI-Concours and school and lazy with everything else, but I've finally decided to work on that again. I promised I'd finish this one after all. So since the last time I've added complete teams support, high jump (dunno how to call it in English, but you'll see it in the screenshot) and I started working on the weapons pop-up. My graphist is having fun with the 4-levels grayscale weapons sprite (although for now you only see the question mark sprite).
519
« on: February 22, 2014, 12:21:33 pm »
By the way, I forgot to mention that the newest version of Wabbitemu is now super slow when emulating monochrome calcs. I had to restore a backup of an old version to have it working at normal speed.
What do you mean super slow? Is it maxing out the CPU on a core? Make sure you're testing the latest version here: http://buckeyedude.zapto.org/Revsoft/Wabbitemu/Beta/Wabbitemu.exe. If you're seeing a large amount of CPU usage, I need your OS version, CPU version, and what type of ROM are you emulating.
BuckeyeDude
So this one isn't slow anymore. Thanks ! EDIT : it freezed on the defragmenting screen ... I just wanted to delete an app.
520
« on: February 21, 2014, 07:58:30 pm »
So I would do like a dummy multiplication at the start of the #ExprOn block ? Like :
:#ExprOn :A*B :.rest of the code
Is that it ?
521
« on: February 21, 2014, 10:18:11 am »
Isn't there a way to,simply call sub_mulFast instead of sub_mul ? Apparently axioms always compile in #ExprOff mode, no matter what the state of optimization is when they are parsed.
522
« on: February 19, 2014, 08:36:26 am »
Wabbitemu does have frame-per-frame (FPF) saving. Just put a breakpoint somewhere with the debugger and save. It's what I'm doing to TAS IkarugaX : put a breakpoint just before the screen refresh code, and input things here.
No, what Wabbitemu really lacks is input files support. Right now, I can't find any way to do FPF stuff other than writing the binary key codes in the keypad monitor.
523
« on: February 18, 2014, 07:01:40 pm »
By the way, I forgot to mention that the newest version of Wabbitemu is now super slow when emulating monochrome calcs. I had to restore a backup of an old version to have it working at normal speed.
524
« on: February 18, 2014, 05:07:19 pm »
[PicVar] does what you want. There are 2 ways of absorbing pictures, as fullscreen images or as tilemaps.
:.As an image :[Pic1]->Pic1 : :.As a tilemap :[Pic1r]->Pic1 :Pt-On(0,0,Pic1) :Pt-On(8,0,Pic1+8)
525
« on: February 18, 2014, 01:42:23 pm »
Sent by PM.
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