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Messages - Xeda112358

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1321
Grammer / Re: Grammer Grayscale Ghristmas Game
« on: December 15, 2012, 12:12:42 pm »
That is really weird o_O Is that the latest version of Grammer? I used an earlier version and a later version when I tested it and both worked. Maybe it was a bug in that specific version and it got fixed?

1322
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 15, 2012, 09:34:27 am »
Oh, actually coding it to read the data from 16x16 sprites will be a pain for scrolling. I'll probably eventually do it, but it will require a decent amount of motivation for me XD I also have that issue where I like to make sure the program is efficient, so I will need to set aside several days where I can focus on perfecting it XD I'd probably also prefer to do that in actual assembly code.

1323
TI Z80 / Re: Slova -- A language-learning game
« on: December 15, 2012, 08:37:06 am »
Oh, haha, now I see XD Still, it looked kind of like a spoon XD

1324
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 15, 2012, 07:51:20 am »
Thanks! I will say that it will be slightly more of a pain to use 16x16 tiles, but I think we can use 8x8 tiles to look like 16x16. I wish I was better at spriting and finding good timing for animation XD

1325
Grammer / Re: Grammer Grayscale Ghristmas Game
« on: December 15, 2012, 07:46:33 am »
Xeda, your example could be great if the problem was just to exit the program, but it's more complex :/
Ah, okay. Well, I also like to do this:
Code: [Select]
Repeat <<stuff>>    ;main loop
<<don't change A>>
Repeat A>0: and A≠B
A→B
getKey→A
End
<<don't change A>>
End


And, I am sorry, but this:
Code: [Select]
.0:Pause "Grammer Required":Returndoesn't work. The program is Paused or crashes when Grammer is installed.
It works when I do it D: Grammer should skip that line and go to the next one if it is installed (because any line starting with '.' is read as a label name).

1326
TI Z80 / Re: Slova -- A language-learning game
« on: December 15, 2012, 07:35:02 am »
Wow, when it is on "Spoon", is it showing a picture of a spoon o.o If so, that is awesome!

1327
News / Re: 2012 Apocalypse TI-83+/TI-84+ Programming Contest
« on: December 14, 2012, 12:41:07 pm »
Apparently I am going to be visiting family earlier than planned and longer than planned, so I may not have internet until December 30th, after this Monday XD It looks like I have this weekend to finish up x.x I'll submit whatever I have on Monday, even if it isn't done.

1328
Axe / Re: Text
« on: December 14, 2012, 12:17:32 pm »
Yes, that is what I mean :)
Code: [Select]
"The"→Str1
"game"→Str2
"is"→Str3
"lost"→Str4
...
Data(Str1^r,Str2^r,Str3^r,Str4^r,...→GDB1
Then, if your log looked like 0102030400 (to end the message, I am using 00) and was stored in L3:
Code: [Select]
L3→A
Text(0
While {A++}
Text {*2+GDB1-2}ʳ,' '▸Char
End
Text '.'▸Char
That will display the string at (0,0).

EDIT: Edited some syntax as per Jacobly insistence XD
EDIT2: I didn't know that 'Text ' is different from Text( >.>

1329
Axe / Re: Text
« on: December 14, 2012, 11:54:31 am »
I would try to store the message in such a way that a number corresponds to a certain word or expression so that the save file size is much smaller. This will also help with concatenation of strings, too. For example, if Str1 points to a list of pointers of words/expressions, to concatenate "the" and "game" you would just need to put the two numbers next to each other in the text file.

I am not sure of a good method in Axe to resize buffers or variables, though.

1330
Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding
« on: December 14, 2012, 10:03:11 am »
I modified the code I have to use potential sprites (instead of the simple circles). Unfortunately, I messed up on a few frames, so it doesn't look too nice for the tall grass, but I'll leave the spriting to others XD Remember, this will work on the TI-83+ since it is still 6MHz :)

I also was too lazy to finish the map, so I filled it with 0s >.> I should really make use of TileCat or something (I'll probably have to make an on-calc map editor again). Also, as you can see, it uses 8x8 tiles, though a bunch of the tiles are part of a complete 16x16 tile. I have made plans for a tilemap routine that could handle variable size tiles (so you could have 5x5, 11x11, 8x8 , 16x7 tiles all in the same map, for example), but scrolling was too complicated for me to add that in XD It also requires a decent amount of extra RAM :/ (about 200 bytes).

1331
Axe / Re: [Tutorial] Using the PageSwap axiom
« on: December 14, 2012, 08:19:00 am »
Ah, thanks much Matrefeytontias :D I wonder why there are 11 extra bytes? o_O It's probably to identify it as an Axe App.

1332
Axe / Re: [Tutorial] Using the PageSwap axiom
« on: December 14, 2012, 07:50:35 am »
Very cool, Matrefeytontias :D This will make it much easier for people to use Apps :D I am curious, though, do Axe apps not start at 4080h? (I think when I tested it, it was 408Ch or something .__.)

@V1mes: I am pretty sure you can :) It won't cause any problems :D

1333
Grammer / Re: Grammer Grayscale Ghristmas Game
« on: December 14, 2012, 07:43:03 am »
Looks interesting, and that fire animation at the start fits really well. :)
Yes, I thought that was a rather awesome use of fire :D

1334
TI Z80 / Re: [Axe] [2012 Apocalypse Contest] Zero44's entry : One Day Left
« on: December 14, 2012, 07:41:19 am »
Aww :P Post a screenie, though? :D

1335
Introduce Yourself! / Re: Greetings from Hellsing
« on: December 14, 2012, 07:40:00 am »
Wow, that looks pretty cool 0.0 I don't have much technology except my computer and calculators, so I won't be able to try it, but a free CAS is pretty awesome o.o

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