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Messages - chickendude
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211
« on: June 28, 2014, 08:39:59 am »
That looks a lot better Btw, for faster scrolling you can just shift two pixels at a time before updating the screen, people probably won't even notice that you're skipping a pixel.
212
« on: June 28, 2014, 08:37:01 am »
Final Fantasy Tactics would be really cool. It looks really nice, tr1p1ea. I've always wanted to try isometric tilemapping. How are the sprites stored and drawn?
213
« on: June 25, 2014, 11:11:38 am »
That number probably takes up 1 byte per letter, anyway, plus any overhead for a new list entry. If you store them directly as strings in an AppVar i think it'd be easier and more efficient. I could write something that takes the string in Ans and writes it to a certain AppVar. It wouldn't be too hard.
214
« on: June 23, 2014, 07:30:14 pm »
This looks really cool! I also like the menu, it's really well laid out.
For smooth scrolling the blocks, it looks like there are six possible positions for the blocks. What i would do is have 6 bytes in saferam that can be set to on ($FF or %11111111 in binary) or off ($00). Then, when you scroll the screen left, first shift that byte so that it gets put into the carry then shift the rest of the screen. Repeat until you've scrolled the first 8 rows, then increase to the next byte in saferam and so on until you've scrolled the whole screen. I'm not sure if Axe has bit rotation commands (i don't know how you'd scroll the screen otherwise, though). This way is probably much simpler than drawing a sprite every 8 frames and faster.
Nice job, Axenntio!
215
« on: June 23, 2014, 07:17:47 pm »
At least in the English-speaking world, i think red and green have pretty strong connotations that people aren't likely to mix up. Personally i think the colors are enough, though displaying correct/wrong (or incorrect ) doesn't take anything away, so if you like it i'd just do it that way. Also, i feel like the "Round" thing isn't really needed (or is a bit misleading). I think if you had "rounds" of, say, 10 questions, where you needed to answer at least 7 to advance to the next round (and perhaps get a bonus based on the percentage correct), it'd make more sense. As it is, it might be nice to change it to a "% Correct" which would show you your score out of a 100. In any case, it's looking nice Btw, what is "Exuador"?
216
« on: June 23, 2014, 07:08:37 pm »
It would be easier to use _CreateRList and pass the information in the list. But why not just use an AppVar instead? I don't think lists can hold strings, so you'd have to break your strings down into different entries and it'd just be complex. With an AppVar you can just store your string directly since it's essentially just a block of memory, and as a bonus you don't have to worry about people editing them except with your program.
217
« on: June 21, 2014, 10:23:57 am »
Yeah i'm pretty sure _vPutS doesn't do boundary checking or clipping, at least not vertically. Anyway, it's not going to cause problems unless it goes off the screen vertically since horizontally it'll just wrap around to the other side of the gbuf. But i wouldn't call expecting you to draw everything on the screen "unsafe" If you tried to draw a sprite off the screen without proper clipping the same thing would happen. However, if all you're doing is displaying numbers, making your own routine and drawing 10 sprites (0-9) will speed things up a ton. Whenever i want to display numbers while the game isn't just paused, i use my own sprite routine. It's looking nice, though. This game is really impressive
218
« on: June 20, 2014, 01:29:21 pm »
The flags look nice! I'm not sure if this is what you were talking about or not, but were you planning on having a place where you could scroll through the flags with the name of the country displayed underneath/be able to choose a country and see its flag? Currently it just quizzes you on the flag, right? I really like the use of color in the quiz part, too
219
« on: June 20, 2014, 01:25:10 pm »
JWinslow23, your version seems like it's already ready for ticalc. It's the version i've got on my calc, at least.
Hayleia, yours looks nice, too, though i think skipping a pixel or two would be nice.
220
« on: June 19, 2014, 09:17:01 pm »
That looks really nice Does every animation have the same number of frames? The moving beams give the level a lot more life.
221
« on: June 16, 2014, 11:47:11 pm »
I already posted the mnemonics version in the other thread. There are very few people here who can look at the hex codes and understand it easily without having to look them up. Here're the mnemonics: ;(saferam1 = saveSScreen) name_str = saferam1 size = saferam1+2 code_start = saferam1+4
start: bcall(_RclAns) ;set pointer into OP1 cp 4 ret nz ld hl,$55 ;ASCII for 'U' ld (name_str),hl ;save zero terminated string name ld (OP1+1),hl ld hl,code_start ex de,hl ;de = code_start, hl = ans ptr? ld c,(hl) ;i assume bc = size of Ans inc hl ld b,(hl) inc hl ld (size),bc ldir ;copy code in Ans into saferam bcall(_ChkFindSym) jr c,not_found bcall(_DelVarArc) ;del prgmU if it existed not_found: ld a,5 ;5 = non-protected program ld hl,saferam1 bcall(_ExecuteNewPrgm) ;a = var type, hl = pointer to structure (zero terminated string, size (word), program data) ret I feel like the problem is probably with how ExecuteNewPrgm works. Though that's a really roundabout way of doing it, why don't you use the _CreateRList bcall? Also, how will you write to/read from the list later?
222
« on: June 16, 2014, 06:15:48 pm »
That's the same code as from TI-BasicDev just in assembly mnemonics. I'm not really sure what you want, when you run that program does it return to the TI-OS? Like i said there, there's another routine to call if all you want to do is create a program (_CreateProg).
223
« on: June 14, 2014, 10:16:37 pm »
That's great news, James! Thanks for stepping up to the plate
224
« on: June 14, 2014, 11:54:39 am »
These are kind of expensive if you take shipping into account. I think I'd rather lose the wallet. That would be cheaper
I'm with you, i can't imagine shipping the world's smallest tracking device would cost 10 bucks
225
« on: June 14, 2014, 11:42:58 am »
Yeah, the upload process at ticalc hasn't changed in forever. It's not the most straightforward process and it seems like the links to the upload page are all tucked away and hidden.
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