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Messages - chickendude

Pages: 1 ... 18 19 [20] 21 22 ... 55
286
HP Calculators / Re: Life Force for the HP Prime
« on: January 18, 2014, 04:13:26 am »
Whoa, is that in the HP BASIC language? That is really cool!

287
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 18, 2014, 04:07:08 am »
I wouldn't mind helping convert some maps for you, though i'm on Linux. Unless the 'binaries' are for the nSpire, as i don't have mine with me at the moment.

288
TI Z80 / Re: My first game
« on: January 18, 2014, 12:30:16 am »
That does sound interesting. I'm also anxious to see some updates!

289
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 16, 2014, 03:28:30 pm »
That looks amazing :O

290
TI Z80 / Re: FileSyst
« on: January 16, 2014, 02:43:09 pm »
Wow, that's great! Will be seeing a full-fledged OS one of these days?

291
WabbitStudio Software Suite / Re: CSE support for Wabbitemu ?
« on: January 16, 2014, 02:03:40 pm »
I don't know that TilEm2 work on CSE support has stopped, at least the last CSE related commit was from 4 months ago. I don't have a CSE to test it out, so i can't comment on how accurate it is. But if you've got a linux partition it'd be worth at least testing.

292
Miscellaneous / Re: porting old prgms
« on: January 16, 2014, 01:32:06 pm »
Is drawing 8 pixels individually really faster than a write to the gbuf and to the lcd?

EDIT: i guess for non-aligned sprites, it probably is.

293
TI Z80 / Re: ORG: online Z80 IDE and assembler
« on: January 14, 2014, 07:44:23 pm »
I just copied/pasted the map and all the sprites into a text file just to be sure :D

294
TI Z80 / Re: Pixelscape: online sprite and tilemap editor
« on: January 14, 2014, 07:38:22 pm »
Is a flood fill planned? I've been playing around with Pixelscape a lot today and that's something that would be super useful for the tilemap portion, especially since moving sprites around messes up the entire tilemap. It would also be nice to be able to show a larger portion of the map at a time (as it is you can only see about 14/15 tiles wide/tall) and to see more sprites.

As a whole it's really nice, i just hope it gets back online soon and my tilemaps/sprites haven't been erased :D

EDIT: i also noticed that the z80 source export feature adds an extra row of 0s to the bottom of the map.

295
TI Z80 / Re: ORG: online Z80 IDE and assembler
« on: January 14, 2014, 07:28:51 pm »
I've been playing around with Pixelscape the last couple hours, i hope all my sprites/tilemaps aren't lost  :-\

296
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 13, 2014, 10:55:44 pm »
Wow, i love the new stuff. Well, maybe minus the one-on-one battles, but even that could be interesting if different characters (side-kicks?) have different effects, perhaps some occasionally block for you, or do damage, or heal you, etc. I also like the new screens, i've always been more a fan of B&W, so... :D

EDIT: And also please feel free to post more often! :P

297
TI Z80 / Re: Particle Engine (Buffer Based)
« on: January 11, 2014, 04:06:47 pm »
That looks really cool, nice work Xeda :D

298
ASM / Re: Unable to open Apps in WabbitEmu created on Org ide
« on: January 11, 2014, 03:49:59 pm »
An online emulator would be great. Also, can you import .bmps? Or is there an online image editor (that supports sizes other than 8x8) that you can use with ORG?

299
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: January 11, 2014, 03:14:08 pm »
Matrefeytontias, another amazing project. It looks amazing! I can't wait to play it :)

300
TI Z80 / Re: [Axe] Piko Piko
« on: December 11, 2013, 01:00:27 am »
Wow, i love the menu!

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