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News / Re: Contest 2013 Calculator Gaming Roots
« on: September 27, 2013, 03:50:18 am »
Where should we make topics for this contest, in the z80 projects forum?
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News / Re: Contest 2013 Calculator Gaming Roots« on: September 27, 2013, 03:50:18 am »
Where should we make topics for this contest, in the z80 projects forum?
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News / Re: Contest 2013 Calculator Gaming Roots« on: September 24, 2013, 03:48:00 am »
Cool, i like this contest idea
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HP Calculators / Re: Let's hack the HP Prime!« on: September 19, 2013, 05:21:44 am »
I'm just waiting to get my hands on one. Finding a way to run machine code is quite a bit over my head, but once we get there i'll be more active
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 16, 2013, 10:56:24 am »
Personally i don't think grayscale is worth dropping 83+ support. Sometimes it looks nice, but in general i think B/W looks much better.
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TI Z80 / Re: HexTok« on: September 16, 2013, 10:53:53 am »
That's how all the old programs that let you use 100 strings/pictures in BASIC programs worked
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 04:53:34 pm »
But.. why would you need different buffers? You can use the same 768 bytes for both. When running the battle engine you won't be running the tilemap engine, you can use the same space for both.
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ASM / Re: Redesigning Menus« on: September 14, 2013, 04:32:16 pm »
I don't know all the fancy terminology, sorry, someone else can probably fill you in on that. Essentially _PutS reads the string from the address in HL, but an application is stored in flash (in the memory bank that covers $4000-$7FFF). When you jump to the bcall, the flash page that was loaded into that memory bank gets swapped out and the page the bcall is on gets swapped in. Thus the string that was in your application is no longer loaded at that address. _PutC draws the character loaded in the accumulator (a) so you don't have to worry about all that. Another option would be loading your string into safeRAM before calling _PutS.
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Coding« on: September 14, 2013, 02:19:17 pm »
Faster and smaller code, apparently.
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ASM / Re: Redesigning Menus« on: September 14, 2013, 07:24:34 am »
I would quit programming on-calc and use spasm or brass to assemble with and TilEm2 or WabbitEmu (or even PindurTI) to debug. What exactly do you need help with? Setting up the hook? Coding the menu?
EDIT: From the information on WikiTI i just built a quick program (well, app) to install a raw keyhook to check if Prgm was pressed. To assemble you'll need ti83plus.inc and app.inc, attached. To assemble you might need to download spasm. Code: [Select] #include "ti83plus.inc" I'd never used hooks before, either, but the information's out there 356
Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites« on: September 14, 2013, 07:16:28 am »
Updating animations while scrolling is probably more trouble than it's worth anyway. It looks nice, though My favorite part of a new project is writing a new tilemap routine
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Sprites« on: September 13, 2013, 08:43:52 am »
I also think the grass moves too quickly, i'd cut the speed at least in half. Btw, are do the animations continue when the player is moving (unaligned)?
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ASM / Re: 82 Parcus documentation« on: September 12, 2013, 10:53:42 am »
I've never heard of the Parcus, is it related to Rom 19.006?
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Other Calc-Related Projects and Ideas / Re: OmniRPG - Main Topic« on: September 11, 2013, 06:10:47 am »
I don't think Xeda meant that tilemapping was difficult to do but rather that their code might be a little difficult to dive into if you aren't already familiar with it and how everything works.
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TI Z80 / Re: G8LIB - 8 level grayscale lib for Axe!« on: September 10, 2013, 05:39:01 pm »
I don't think there's any issue with including Spasm. You'll also see why it's included if you read the readme
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