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Messages - chattahippie

Pages: 1 2 3 [4] 5 6 ... 25
46
TI Z80 / Re: The Slime
« on: March 01, 2012, 05:33:08 pm »
Yeah, that's a cool effect you got from SMB. How exactly are you doing it?
Thanks!
When I check the collision, if the engine notices that I am on a wall, it draws a small rectangle on the back buffer then inverts it to avoid having ugly looking black dots at corners :P
And the collision is checked based on the direction you are moving, so it knows which side of the tile to draw the trail on

47
Axe / Re: Calling one axe program from another
« on: February 25, 2012, 12:41:17 am »
I've got an epic solution and optimization for you all. I can both eliminate the problem with Copy( and reduce the code size by about ten bytes.
Code: [Select]
"prgmNAME"Asm(E7EF7C4EBAM! One-liner.

For curious:
Code: [Select]
ld hl, ptrToName
rst rMOV9TOOP1
bcall(_ExecutePrgm)


Also, to recap: The peep-hold optimizer is causing crashes with the Copy( command sometimes. You can stop Axe from doing the peep-hole optimization with ZOOM. However, it's all a moot point since I just replaced the Copy( command with the single assembly instruction rst rMOV9TOOP1.
Thanks for the fix :D

48
Axe / Re: Calling one axe program from another
« on: February 24, 2012, 06:48:23 pm »
On IRC, Runer suggested Zoom compiling the source, and it seems to work

49
Axe / Re: Calling one axe program from another
« on: February 24, 2012, 06:44:07 pm »
So is there a way to easily (on calc) fix this, manually or auto?  Or does it require changing it on the computer?

50
Axe / Re: Calling one axe program from another
« on: February 24, 2012, 04:19:17 pm »
It doesn't work... it always crash.
Make sure the Asm program is compiled for No Shell, or else it will crash

51
TI Z80 / Re: The Slime
« on: February 21, 2012, 05:42:58 pm »
Mainly make it more graphically like the game (atmosphere-like). This looks too... different.


The current one is definitely temporary, I just threw it together so it wouldn't jump strait into the game.
I am currently moving the menu system to an entirely different program, so I will make it look more like the game :P

Yeah the character moves a little too fast imo. I was just saying I don't know a thing about the game but the graphics are good, from first glance.

Hmmm... I've slowed down the X-axis some, but I will slow down the jumping (it is really too fast  ;D)

52
TI Z80 / Re: The Slime
« on: February 21, 2012, 05:37:46 pm »
Yeah, the graphics immediately grabbed me. you should work a bit on the titlescreen tho


Okay, will do!  Thanks for the advice!

53
TI Z80 / Re: The Slime
« on: February 21, 2012, 03:59:21 pm »
That looks really good...I don't get it, but it looks good.

Thanks, but how can I make it more clear? I will include a tutorial eventually, if that will help.

54
TI Z80 / Re: The Slime
« on: February 20, 2012, 09:38:53 pm »
I made another screenie (with some current levels >:D )

Now, the question is, what should I add to it next?

55
TI Z80 / Re: The Slime
« on: February 18, 2012, 11:34:26 pm »
If they still keep older versions on Codeplex, try a build from early 2011 or something. It might still have the feature.
jacobly just informed me that the mac version is way outdated, so I think that is the problem D:

56
TI Z80 / Re: The Slime
« on: February 18, 2012, 11:21:46 pm »
Ah ok I guess they broke that in newer WabbitEmu versions. Also this looks awesome, I didn't see the screenshot last time. L)
Thanks!
In that case, time to go download an old version :P

57
TI Z80 / Re: The Slime
« on: February 18, 2012, 10:23:21 pm »
I like how the slime leaves a slime trail. I also like the grayscale.
Thanks! It took a while to get the trail working properly and the greyscale working well (lots of recompiles :P )

Anyways, here is a new update
This update introduces "spikes," basically death stuff, as well as a remake of all the levels (now 8 total)! ;D
Still, wabbit won't accept the appvar, so no screenie atm :(

I suggest either deleting the old appvSAVE, or just overwriting it with the included one


58
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 04:05:44 pm »
My code (and Yeong's "fixed" code :P ) had a small bug
I only fixed your sub( stuff :P

lol I know, I was joking, I know it was my fault

59
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 02:20:22 pm »
Thanks so much :) you all have helped so much

Glad to help :D

EDIT: 300 post!

60
TI-BASIC / Re: BASIC movement
« on: February 18, 2012, 02:04:54 pm »
My code (and Yeong's "fixed" code :P ) had a small bug, this should work better:
Code: [Select]
"
0ANYTHING000000  //Take out the newlines, of course, so the interpreter doesn't freak out
0             0
0             0
0     :)      0
00WORKS!!!1!100 ->Str1  //You can make the map bigger for more space to move

ClrHome
2->X
2->Y
Output(1,1,Str1
Repeat G=45
Repeat G
getkey->G
End
Output(X,Y,"
Y-(G=24 and sub(Str1,16X-17+Y,1) = "_")+(G=26 and sub(Str1,16X-15+Y,1) = "_->Y
X-(G=25 and sub(Str1,16X-32+Y,1) ="_")+(G=34 and sub(Str1,16X+Y,1) = "_->X
Output(X,Y,"@

"example for event
If sub(Str1,16X-32+Y,1)="E
Then
"Event stuff here"
End

End
ClrHome
Stop
There was a +1 in the wrong place :P

For the example I put in there, it will check the tile above to see if it is an "E"
I wouldn't use this way for too many events though, it will cause a speed loss for each event you add

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