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Messages - Xeda112358
Pages: 1 ... 92 93 [94] 95 96 ... 317
1396
« on: December 08, 2012, 06:38:18 pm »
Yes, the program would require an app, but to be realistic, this program will probably get really big anyways. There is no way we will fit it all into RAM, so why not fit some of it into an App that is already in archive that we can add highly specific and optimsed code? I am sure we could fill the whole 16KB of space and leave almost no wasted room.
1397
« on: December 08, 2012, 06:34:56 pm »
That will be very useful I forgot about your Axiom. I can start writing more optimised routines then and store them in an app! I could even add code so that if the user tries to run the app, it will start the main program instead EDIT: And I was only showing 15MHz so that people could see what it looks like. It is about 1.75 times faster at scrolling on my actual calc.
1398
« on: December 08, 2012, 05:59:45 pm »
Yes, I would vote for you, Sorunome And @stevon8ter: You might have fun trying to make graphical effects. Since this is an RPG that will likely incorporate magic, special effects will be useful EDIT: Here is a screenie of my start to a scrolling map. It starts at 6MHz with a Pause 100 in the main loop, then I remove the Pause, then finally I show the scrolling at 15MHz. It is only doing left/right scrolling (more difficult and slower than up/down, I believe). It supports a variable size tilemap, but in the image, I think I have 16x13 with some simple 8x8 sprites. See the Coding discussion for other info.
1399
« on: December 08, 2012, 05:57:01 pm »
Yeah, I think there should be an option for grayscale. If you turn grayscale on, the calc will attempt to work at 15MHz. If you use monochrome, the calc will be put at 6MHz. If the calc is capable of 15MHz, it will start with grayscale by default. Anyways, I started a little coding, just to get the idea flowing. It is actually being more of a pain than I thought it would be, especially because I am trying to make sure it is Axe compatible I also used some simple sprites and a simple tilemap to test the engine, currently (it only shifts left or right and I removed the code to check for the edge of the map). It allows for variable sized tilemaps as well, and it can start at different offsets into the tilemap EDIT:In the main topic, we have been discussing using Matrefeytontias' Axiom that will allow us to access routines in apps (so kind of like a shell). Since this project will be big and we can program in some highly optimised routines in an app, I was thinking we should go for it. This will also mean we can directly use assembly and create routines to directly access Archive (so we can keep sprites and tilemaps in archive, maybe even the App).
1400
« on: December 08, 2012, 05:49:46 pm »
I am still participating! I don;t think I will have a finished game, but it will still be almost playable
1401
« on: December 08, 2012, 05:48:14 pm »
I have seen Sorunome's menus and I like them o.o Also, I started a little coding >.> I will be posting in the appropriate topic soon.
1402
« on: December 08, 2012, 11:40:26 am »
I removed the link, just in case. EDIT: Removed the Youtube link
1403
« on: December 08, 2012, 11:21:57 am »
I'm thinking that if the character data includes a 16x16 sprite, it would take at least 32 from that alone, plus the name, then the stats, equipment, and abilities.
1404
« on: December 08, 2012, 09:48:24 am »
Hmm, initially you can choose how your stats are balanced (to an extent) and different monsters give some experience toward specific stats. For example, facing a Florita will give you a general experience and when you level up, your stats will increase according to how you have it balanced, but you will also get 2 experience points toward the health stat. Every 10 experience points gained will raise the stat by 1. I want to later add in different regions with different monsters so that you can become specialised by facing certain creatures. Also, I realise now that it might make more sense if the "Mastery Experience" is gained by something like this: When you face a strong creature and you win, it should assumen you have developed your defensive ability, if you face a creature with high defense, you have developed your strength, and if you face a creature with high health or speed, your health and speed will increase. I should change how the mastery experience is given before the end of the contest
1405
« on: December 08, 2012, 08:10:08 am »
That would be good. Maybe some auto detection to see if it is an 83+ and automatically set to monochrome, else draw using grayscale if it is 15MHz capable. (And still have a grayscale option)
1406
« on: December 08, 2012, 08:04:05 am »
That is great o.o +1
1407
« on: December 08, 2012, 08:00:03 am »
Yeah, I have to finish by the 20th, because after that I won't have internet for 10 days
1408
« on: December 08, 2012, 07:57:31 am »
Yes, but I was thinking of nested stuff like ((x+1)(x+2)(x+3)+1)/(x^2+1) Also, to optimise your code: ClrHome Input Str1 InString(Str1,"+→A sub(Str1,1,A-1->Str2 sub(Str1,A+1,length(Str1)-A->Str3 Disp Str2 Pause Str3
hmmm... * Xeda112358 ponders
1409
« on: December 08, 2012, 07:53:53 am »
So, I posted this in the sprites topic (this is something chickendude was working on): Monochrome here looks pretty snazzy and I like the masking. If we kept it at 3 or 4 level gray, I am thinking each 16x16 sprite would be 128 bytes. 1 layer for masking 2 layers for the gray sprite 1 layer for collision detection Because of this, monochrome is probably better and it will free up a buffer for collision detection .__.
1410
« on: December 08, 2012, 07:49:43 am »
No, we can make code to read the sprites from archive
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