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Messages - chickendude

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211
TI Z80 / Re: [Game] SplitIt
« 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
TI Z80 / Re: TI-84+CSE Isometric Tilemap Test
« 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
ASM / Re: Need help with ExecAns//NikProgrammer
« 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
TI Z80 / Re: [Game] SplitIt
« 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
TI Z80 / Re: Flag Database CSE
« 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"? :P

216
ASM / Re: Need help with ExecAns//NikProgrammer
« 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
TI Z80 / Re: [Axe] Worms - name subject to changes
« 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 :D

218
TI Z80 / Re: Flag Database CSE
« 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
TI Z80 / Re: Yet another late 2048 clone
« 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
TI Z80 / Re: Alien Breed 5 Episode II: Evolution
« 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
ASM / Re: Need help with ExecAns//NikProgrammer
« 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:
Code: [Select]
;(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
ASM / Re: Learn Hex/NikProgrammer
« 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
News / Re: TI-Story moves to its own site
« on: June 14, 2014, 10:16:37 pm »
That's great news, James! Thanks for stepping up to the plate :)

224
Other / Re: TrackR Bravo - Item Tracking Device
« 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 :P
I'm with you, i can't imagine shipping the world's smallest tracking device would cost 10 bucks ;)

225
TI Z80 / Re: [Pure BASIC] Source Seekers (TI-83 & up)
« 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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