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Correlation / Re: Correlation Screenshots
« on: June 01, 2011, 09:44:43 am »
Uh, explain that. I count 4 breaks....
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 3016
Correlation / Re: Correlation Screenshots« on: June 01, 2011, 09:44:43 am »
Uh, explain that. I count 4 breaks....
3018
TI Z80 / Re: A new game - input please!« on: June 01, 2011, 09:33:42 am »
Oh no, please, PLEASE don't put code tags in spoilers. they are tiny in chrome. You can make screenshots using Wabbitemu. Its the best emulator around.
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Art / Re: Paint Splatters« on: June 01, 2011, 09:17:41 am »
I dont really understand, you mean like the falling gel drops in Portal2?
EDIT: If so, here are some: (If you like them, I could make some more and animated ones) Also, the lower row is when they hit the ground. 3020
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest« on: June 01, 2011, 04:52:51 am »
EPIC AWESOME!
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TI Z80 / Re: TI 3D modeller« on: May 31, 2011, 09:46:07 am »
Hm, cool. Are you going to add oncalc drawing soon? And please post the source code as an 8xp.
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Axe / Re: Fast scroll to bottom of code editor« on: May 31, 2011, 09:43:38 am »
Thats already a feature request. I hope it'll be added soon.
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Miscellaneous / Re: Zeda's Last Day Around« on: May 31, 2011, 03:07:49 am »
Aww. I'll miss her.
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Axe / Re: 96*64 image« on: May 30, 2011, 01:24:09 pm »
You have to have a 768-byte code in a var like "pic1" then do pic1 (or anything) -> dispgraph
Code: [Select] [hex code here]->pic1 Hope this helps!
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TI Z80 / Re: Contest entry - Continuity« on: May 30, 2011, 09:33:06 am »
Yeah, I noticed that.
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TI Z80 / Re: Contest entry - Continuity« on: May 30, 2011, 04:54:04 am »
Afaik, yes. I tried it and it did cut bytes (4 times, made 12 bytes)
But I'll check it again, thx for pointing this out [offtopic] BTW, did you see that axe 0.5.3 is totally broken? Runer found it out, check the bug reports section 3029
Axe / Re: Axe Tilemapping 4*4« on: May 30, 2011, 03:08:35 am »
No. You are doing wrong. If you arrange the bytes that way, the pointer (GDB1) is pointing to the last 2 bytes of the map.
/// Quick tutorial on tilemapping /// A tilemap is exactly what the name says: a map full of tiles. In the classic z80 tilemap, you can have up to 255 tiles (There is always one white tile, that you don't need to draw) Now, lets go to some code. (Scout, for 4*4 tiles, you need to adjust some values, I'll comment in which values) Code: (Most basic tilemapper I can make up) [Select] .TILEMAPR I hope this is clear enough. Now you have a tilemap drawn on the buffer. Add a dispgraph and... voila, your tilemap is there!3030
TI Z80 / Re: Axe Contest Entry: Doodle God« on: May 30, 2011, 02:49:04 am »
If you need 16x16 for max size, go with AxePaint.
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