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Messages - Spellshaper

Pages: 1 ... 113 114 [115] 116 117 ... 123
1711
TI Z80 / xLIB enhancements idea thread
« on: November 15, 2005, 10:00:00 am »
and for rectangle function: just include CODEX... B)cool.gif

1712
TI Z80 / xLIB enhancements idea thread
« on: November 15, 2005, 09:56:00 am »
QuoteBegin-tr1p1ea+15 November 2005, 21:42-->
QUOTE (tr1p1ea @ 15 November 2005, 21:42)
16-bit tile support is basically expending the number of tiles you can have per map. Currently you are limited to 256 different tiles per map ... with 16-bit indexes you could have 65536 different tiles (theoretically :)smile.gif).

Can flash gordon archive programs? Or does it just run archived programs?  

 1. WOW!
2. flash gordon can

1713
Other Calc-Related Projects and Ideas / Zelda:Rpg Nightmares Awakening
« on: November 15, 2005, 05:31:00 am »
some help for dragon__lance:
I posted some FF sprites in teh gurus forum... still GS but that schouldn

1714
Art / graphics thread
« on: November 15, 2005, 05:27:00 am »
so I

1715
Other Calc-Related Projects and Ideas / Rivereye
« on: November 15, 2005, 02:17:00 am »
QuoteBegin-tifreak8x+14 November 2005, 19:24-->
QUOTE (tifreak8x @ 14 November 2005, 19:24)
Hey now. Have you looked at the pokemon screenshots from my game to the original? It is all on the homescreen, and looks pretty close to the original game...  

 I know  :Dbiggrin.gif
but then, if you

1716
Other Calc-Related Projects and Ideas / Rivereye
« on: November 14, 2005, 05:06:00 am »
I personally think it depends on how much time u want to invest into it...
using the graph screen means sprite-making, complex mapping engine (if u don

1717
Other Calc-Related Projects and Ideas / Rivereye
« on: November 14, 2005, 04:35:00 am »
For a storyline, it

1718
Other Calc-Related Projects and Ideas / Zelda:Rpg Nightmares Awakening
« on: November 14, 2005, 01:56:00 am »
looks cool... keep it up!

what (asm)tools do u use?

1719
TI Z80 / Battlemasters (general discussion thread)
« on: November 10, 2005, 10:50:00 am »
updated the sprite sheets... there are now two... and there are a lot more to be made... <_<dry.gif

1720
TI Z80 / Battlemasters (general discussion thread)
« on: November 09, 2005, 09:53:00 am »
interesting... :)smile.gif


I

1721
Other Calc-Related Projects and Ideas / Ultima V: Magic
« on: November 06, 2005, 08:18:00 am »
I guess magics wil be parted in elements? fire/water/air/earth

1722
Other Calc-Related Projects and Ideas / Theta Fourteen
« on: November 06, 2005, 08:17:00 am »
uuuh... I

1723
TI Z80 / xLIB enhancements idea thread
« on: November 06, 2005, 02:14:00 am »
This thread is dedicated to pooling ideas on how to make xLIB better...
suggestions on syntax, programs to be integrated go here...

(note that I won

1724
Art / I hate making pixel art ^^
« on: November 06, 2005, 12:28:00 am »
wow, they look cool... but are 16*16... uh well, maybe I can "shrink" some of them... :)smile.gif

1725
TI-BASIC / [TI-BASIC] tilemap in xlib...
« on: November 06, 2005, 12:06:00 am »
huh? did u use the xLIB SPRITE-routine or the TILEMAP-routine?
I think u used the SPRITE-routine for making a map %)rolleyes2.gif

use the TILEMAP-routine instead ( real(2... instead of real(1... )
it needs more inputs, but with a 8*12 tilemap it

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