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Messages - chickendude
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76
« on: February 25, 2015, 10:37:08 pm »
But that would also slow down the engine some as i'd have to switch keygroups i'm skanning
Sorunome, switching key groups is like... 30 or maybe 40 t-states with the delay. You won't even notice that. You could switch groups a hundred times and probably still not even notice it If you were switching t-states in the inner loop of your fastcopy routine, then maybe you'd notice it. But in the outermost layer of the main game loop, it'd be fine. Also, you could prefix the appvar with a space so that it appears hidden. And i agree, exiting mid-battle shouldn't have the quick-save option.
77
« on: February 25, 2015, 10:22:56 pm »
Those are all really cool ideas!
78
« on: February 17, 2015, 07:51:49 pm »
79
« on: February 17, 2015, 06:52:14 am »
Wow, tons of changes. I wish you'd released this a week earlier as i've had several long bus rides the past couple weeks. Anyway, congrats on the release!
80
« on: February 17, 2015, 06:47:17 am »
I tried the download link but i guess it's just a placeholder? Any screenshots?
81
« on: February 17, 2015, 06:39:43 am »
The ceiling textures staying static does look a bit odd, but it still looks really pretty. Alternating textures would definitely look even nicer, though. Also, i really like the idea behind this game. I think i played a similar game years ago, an old pseudo-3D RPG written in QBASIC called Legend of Lith. These types of games amazed me back then, it'd be really cool to see something similar for the TI calcs EDIT: Also, would it not be possible to decompress the textures into RAM when you load a level? I'm not sure how big the textures actually are (or how well they'd compress), but it might be worth looking into if you've got enough RAM (_InsertMem) for it. That way you could store them compressed and it'd just take a split second to decompress them when you load a level.
82
« on: February 17, 2015, 06:15:15 am »
Just watched the video, and in the intro it says "Naw, what i wanna know is what that rainbow runs run." Should that be "runs on"?
It's still looking absolutely beautiful!
83
« on: January 28, 2015, 11:10:47 pm »
Very cool, i just compiled it for Linux and everything worked great. Thanks, calc84/Alberthrocks!
84
« on: January 28, 2015, 04:46:37 am »
Um.. have you even tried to assemble that code? Don't you have the other necessary portions of the program already written to be able to check if the code works or not? I'm not sure why you're working on this if the other portions of the code haven't been written yet The code you gave won't compile, there are several invalid instructions. The only 8-bit register that can read from/write to an address is a, so you can't do "ld b,(addr)" or "ld (addr),l". You have to load the value into a first. This: ld a,(priorAngle) ld b,(playerDirection) cp b jr z,rc_loop_angle ld a,b ld b,5 add a,b ld (angleStop),a ld b,-10 add a,b ld (angleCurrent),a
Could be: ld a,(playerDirection) ld hl,priorAngle cp (hl) jr z,rc_loop_angle add a,5 ld (angleStop),a sub 10 ld (angleCurrent),a
That does what your code does (and will actually assemble). But i'm not sure if you really wanted to be using playerDirection to add those values to or priorAngle. Probably priorAngle. Shouldn't you at least try to assemble your code first? I can't comment on the code as a whole because i don't really understand raycasting or what you're trying to do, sorry...
85
« on: January 28, 2015, 04:32:15 am »
Yeah, i think your version looks even prettier
86
« on: January 28, 2015, 04:30:06 am »
It looks really cool, i especially like the little flip the guy does! I still think it's a little slow, though. Also, it seems like there's a small glitch in the routine to draw the enemies, when you jump they all move up one pixel. If you could find a way to speed up the tilemapper (i think that's what's slowing it down), it would be really cool. Anyway, i'm really impressed by everything you've added so far.
87
« on: January 27, 2015, 02:40:56 am »
It stands out much better with the border, i didn't even notice it before the first few times i saw the screenshot. Btw, while it's a small detail, what would you think of removing the corner pixels from the box to make it look less.. square?
88
« on: January 26, 2015, 11:14:36 pm »
Wow, that looks really cool, i like it! I always thought that the screen was small enough without limiting the range of view even more, i think the new darkness looks better and will be a bit less frustrating
89
« on: January 26, 2015, 11:12:07 pm »
Wow, that all sounds really cool. Do you have any screenshots?
90
« on: January 24, 2015, 08:58:13 pm »
It's great! Hard, but great! And just for you i cleared some space out on my 83+ to play it in full 6MHz glory
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