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Topics - XVicarious
31
« on: June 30, 2011, 09:13:38 pm »
I really didn't know how to do this, so I did it the long way, how could optimizing this be done? Its to convert Octodecimal (Base 18) to Decimal (Base 10):
length(Str1)->O For(I,1,O) sub(Str1,I,1)->Str2 If (Str2="0") R+(0*18^(O-I))->R If (Str2="1") R+(1*18^(O-I))->R If (Str2="2") R+(2*18^(O-I))->R If (Str2="3") R+(3*18^(O-I))->R If (Str2="4") R+(4*18^(O-I))->R If (Str2="5") R+(5*18^(O-I))->R If (Str2="6") R+(6*18^(O-I))->R If (Str2="7") R+(7*18^(O-I))->R If (Str2="8") R+(8*18^(O-I))->R If (Str2="9") R+(9*18^(O-I))->R If (Str2="A") R+(10*18^(O-I))->R If (Str2="B") R+(11*18^(O-I))->R If (Str2="C") R+(12*18^(O-I))->R If (Str2="D") R+(13*18^(O-I))->R If (Str2="E") R+(14*18^(O-I))->R If (Str2="F") R+(15*18^(O-I))->R If (Str2="G") R+(16*18^(O-I))->R If (Str2="H") R+(17*18^(O-I))->R End
32
« on: June 27, 2011, 02:49:39 am »
I drew these between the years 2006 (or 07?) - 2009. They weren't great and drawn on loose leaf paper, but I feel inside when I read these, remembering when I was younger (well not that much younger) and stuff... I don't have many scanned and the "movie" seems to be missing some chapters... But I hope you enjoy what I have, and I'll upload the rest of them when I get a chance. You can view them on a website I made for them since the scans are so massive I won't trouble you Omni users with a lot of giant images loading at one time. http://www.kilmarcomic.host56.com/I should note that they are read left to right, and up to down. I was really into manga when I wrote/drew these.
33
« on: June 26, 2011, 03:49:46 pm »
Okay, I read FinaleTI's external vars tutorial, but I still have a couple of questions.
1) So from what I understand, accessing the data in my appvars, I need to know EXACTLY where everything is, knowing exactly what byte it is at. Correct? 2) How would I go about storing PICs and tilemaps in AppVars and then accessing that data?
If you need more info, ask. I will probly add more questions to this as I go along programming this game.
edit: 3) How do I get my Pic out of the appv and store it to Pic1? I have tried a variety of methods but none seem to work.
34
« on: May 28, 2011, 08:33:26 pm »
I have decided to make a text-based RPG called Blut ("blood" in German). It consists of three "chapters" but it is one game. I forgot who suggested using a program/app for the main engine, and have individual APPVARs for each chapter. Onto what my whole topic is about... First, I know how to go about writing the actual engine (I might need help with some parts of it), but I have no clue how to implement the loading from an APPVAR and using that information (I have some idea of it looking at the Axe documentation, but don't understand it fully). Second, the title screen. If more than one chapter can fit at one time on a calculator (using pucrunch?), I have no clue how to detect which chapters are loaded onto the calculator. Thanks! And if you need more information on something, please just ask. I'm starting the actual engine part of the game now. Tilemapper first (unless someone else has a better idea ).
36
« on: April 07, 2011, 11:53:18 pm »
First off... I DO NOT SUPPORT PIRACY. Only use ROMs of game you own!Brian's NDS Rom ManagerBNDSRM is a manager for your R4, R4i, Supercard etc. With BNDSRM you can send (and trim) your ROMs to your card, and backup/send saves to and from your computer and media. Remember, this program is in a beta phase right now (maybe even lower, I usually don't bother with that version stuff... Hard to really tell your progress ). WARNING! If you trim a ROM as of now, WiFi data *might* get removed! Disable this in settings if you don't want to risk losing the ability to connect to WiFi! I am currently working on a trimming system right now! Just wait! Screenshot(s): Right now, it is programmed in Visual Basic 2010... I'm about to port it to Visual C++ (cause I like C++ better). Next Release (v0.4.9): + Very very basic homebrew support
Two Releases (v0.5): + ROM information (including Icon maybe ) + Auto installing your firmware (must provide a zip, rar file) (proving to be hard to do... Depending on how you want to install... Like Wood R4 if you use it as main OS, you don't need the nds...) + Completely rewritten in C#
Future (before or at v1.0): + interface improvements + display how big your current library is + how much space you have left on your card + Customize interface + Move where the library viewing box is + move the treeview + Game Cover/Info + SimpleTrans + Simplified version of BNDSRM + One side is library, other is card + buttons in between, to and from (from only works with SAVs!) + Backup all saves with one button
Known Bugs: - Program will crash if settings are not set, or directory does not exist - SD Card format does not go to page
Download: http://www.kilmarentertainment.webege.com/apps/downloads/BNDSRM-Optimize_v0.4.5.7zNow on FileTrip.net! http://filetrip.net/f24768-Brian039s-NDS-ROM-Manager-0-4-5.html
37
« on: March 24, 2011, 10:46:22 pm »
I started a new website a while ago... The site is almost ready for launch too! One of the two things I need doing is coming up with a theme for the website. I tried and failed... I'd like it done with jQuery. The website is http://www.music-xchange.co.ccI need places for links and stats (these are something that will be released AFTER the launch), and the main content. If you do help you will get a bio and be the designer (I doubt anyone will care). But please check it out. I really need a new design... It really really sucks right now. Thanks!
38
« on: March 08, 2011, 11:12:48 pm »
This is old, I figured this out. Now that I finished that... How would I check what tile I am on and change tiles around it? Okay I have X = tile 0 Y = tile 1 x = tile 0 with cursor XXXXX XYYYX XYxYX XYYYX if I second x, i want to check the values in a square around it, and up them by one. like 00 -> 01 and 01 -> 02 and 02 -> 00. But the thing is, each tile will have a different way they change the surrounding tiles. If I could figure out one, i could figure out the rest. I used Nemo's tilemapping example ( http://ourl.ca/7512/130274) and made a few changes so that it did a 5x4 grid.
39
« on: January 16, 2011, 10:33:10 am »
I had an idea... Porting TILEm to iPhone. I don't know if anyone has tried this, I have looked far and wide and have come up with no results. I feel that this would be one beast emulator for the iPhone, one that a lot of us here would love. I realize the work it would take, but I cannot do this on my own. If anyone would like to help, please just say here, and when we have a sufficient amount of people we can start the planning and how we are going to execute this. So... Post away.
chances are this would go onto the Cydia store, or if anyone has a developers account with Apple and can seduce steve jobs to let us publish this in the app store that could work too.
Things suggested: -use wabbitemu
40
« on: January 15, 2011, 03:48:45 pm »
I'm not quite sure if this is the correct place (I'm assuming since it has to do with Axe)...
So I am writing a game and started using pointers to store variables for the enemies only (so far)... I do this and it seems as if all of the enemies (3 of them) are in the same exact place, and on the very edge of the screen (0,0).
Um. If you need more info like the display or the initial variable declaration just ask
41
« on: January 04, 2011, 06:09:25 pm »
Would this be possible? If i bought a clickpad off TI's website, would I be able to use it with my Nspire? Its light blue. Bought it Sunday, but can preloaded with OS 2.0.something
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