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Messages - chickendude

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586
TI Z80 / Re: [Axe] Robbox
« on: October 29, 2012, 02:00:14 pm »
Did you ever see Jim E's pokémon demo? It was very similar in style to yours, smoothscrolling but aligned to a grid (only his was 16x16, not 8x8). He had a quick way of filling in/shifting the screen. I'm not sure how you handle it, but in asm it's pretty easy just to shift the whole screen one (or two) pixels to the left shifting in the missing pixels from a buffer with the last shift of the row of pixels. I guess with grayscale you'll have to do it for two buffers, but it's still much quicker than redrawing the map. That way you can also have a very optimised map routine since your sprites will all be aligned, you can just ldir (copy) them directly without needing to use any special sprite routine to handle shifting, etc.

587
TI Z80 / Re: YYAHG (H4X0R GAME) (Yes Yet Another Hacker Game)
« on: October 29, 2012, 08:59:56 am »
What exactly is it? It's got the old "DrugWars" feel to it, which i also really enjoyed when i was younger. They were like simple RPGs and often times really funny.

EDIT: The first program i ever made was a DrugWars ripoff and still embarassingly available on ticalc :P

588
TI-BASIC / Re: Getting a program to unarchive another and then run it?
« on: October 29, 2012, 08:44:40 am »
You might want to talk to Kerm about adding that option, MirageOS had it, and i can't imagine it would be difficult to implement (basically just don't call the code to copy the program back into archive). I don't know how Axe programs are handled, but how do you know none of the routines use SMC? Or is there a compile-time option to use only non-SMC routines? Many routines use SMC because it's generally faster and smaller than loading content from locations in SafeRAM, and for some things it's hard to imagine how to go about it without using SMC.

589
ASM / Re: TI82 sound [UPDATE: TI 1-bit Pack released]
« on: October 27, 2012, 10:44:22 pm »
Wow, that sounds really cool. I've never played with sound before but that sounds amazing :D If something like that could fit behind a program that'd be really cool. Is there an emulator that can emulate sound? WabbitEmu? I used to use the old radio trick to listen to sound.

590
Other Calculators / Re: Good Calculator Rpgs?
« on: October 27, 2012, 10:33:34 pm »
Resetting your RAM isn't usually a big deal, your programs will all be archived and it's a small price to pay (losing unarchived lists/graph variables/etc.) for what it offers, i think ;) I can't help you apart from keep trying and are you sure you the download is good? I used the TI-GraphLink for as long as i could (until i got a laptop that had no serial port), TI Connect always seemed pretty buggy to me. I don't know how difficult it is to set up TILP under Windows, but it could also be worth a try.

591
Other Calculators / Re: Good Calculator Rpgs?
« on: October 27, 2012, 12:53:07 am »
I think BrandonW made a program that installs a hook that pretends to reset your memory when you go to do a mem reset and then hides your programs afterwards.

592
Other Calculators / Re: Good Calculator Rpgs?
« on: October 26, 2012, 03:03:03 am »
What do you mean? MirageOS has an interrupt (i think it's [ON]+[MODE]) that quits directly to the homescreen, though depending on how large the program is (and if it's in archive) it might take a couple seconds to do that. There's also [ON]+[CLEAR] to directly quit the program to the MirageOS shell main menu. Or did you want something that hides your programs (a fake reset) so that your teacher thinks you have nothing on there?

And just a personal opinion: If you want to pay attention or not in class is up to you. If you think you shouldn't play games in class that's fine, but personally i don't see anything wrong or immoral about it. The worst that will happen is that your grades drop, and that's a personal decision ;) I played games all through middle school and high school and don't regret it one bit. The value of a high school class is pretty subjective, besides.

As for other games, there are tons of amazing games out there. Mario was always a lot of fun, and before that, Sqrxz, Phoenix (the classic), or even Phantom Star (a sort of spiced-up Phoenix), Pacman, Amidar which is like Pacman but i think more fun (it has some extra features like jumping), James Vernon's new Alien Breed 5 (or even version 3 or 4, for that matter), etc. There are plenty of great games!

593
Blast Labs / Re: Blastlabs [Axe]
« on: October 25, 2012, 09:55:38 am »
It's basically runer's super optimized code. It uses a particle system that emits with a random velocity in a range of values for x and y, then deletes those particles after a certain period of time.
Ah cool, thanks. I guess it's not as complicated as i thought. I think it could be pretty cool for an explosion effect or something along those lines, too. At first it seemed like the particles were slowing down each frame. I really like it though :D

EDIT: And i'm sure it's been said before, but the running animation is amazing (just that you can't tell what it is when the player is stopped).

594
Other Calculators / Re: Good Calculator Rpgs?
« on: October 25, 2012, 02:32:58 am »
I started converting it to an app since it's just too big to fit comfortably in RAM (and it lets me have a big buffer in RAM :D).

595
Blast Labs / Re: Blastlabs [Axe]
« on: October 25, 2012, 02:29:43 am »

596
Other Calculators / Re: Good Calculator Rpgs?
« on: October 25, 2012, 12:28:40 am »
Another really good (amazing, possibly the best) RPG is Robot War by DigiTan. I started porting it to the 83+ but haven't finished it. I'm not sure how much of it will play but it's very likely that it'll crash and you'll lose your savegame.

597
Blast Labs / Re: Blastlabs [Axe]
« on: October 24, 2012, 01:45:49 pm »
Leafy, how do you handle the dust/urine? It looks really cool but i have no idea how you could handle that.

598
ASM / Re: Calculating angles?
« on: October 24, 2012, 11:47:54 am »
So i wrote out a little routine to calculate all of that and it worked nicely, i realized later that the problems with my first routine weren't (completely) due to that part of the code but rather an error in the main draw/update coordinates loop where i had reused 'd' to set some other registers to 0 when 'd' wasn't 0. After that i rewrote another routine which ignores X velocity (it's always +/- BULLET_SPEED) but is much faster (no square root, only one multiplication/division call) and i think works fine enough :)

EDIT: ;)

599
Other Calculators / Re: Good Calculator Rpgs?
« on: October 24, 2012, 02:19:12 am »
Also, i don't know how i forgot it, but there's also "Marc: The Superkid Quest"! And does Shadow of Nárkemen really not have an 83+ version? Wasn't it part of that Detached Solutions app contest in 2000 or 2001? Ahhh Kerey, why didn't you release the source?!

600
ASM / Re: Calculating angles?
« on: October 24, 2012, 02:05:04 am »
Thanks, i figured that out later. I was confusing dX/Y with velX/Y. :)

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