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Messages - chickendude
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91
« on: January 24, 2015, 12:11:30 am »
I just noticed the timer that pops up after beating the boss. I think it could use a box or something around it rather than just an empty mask. Also, the smooth walls feature makes a big difference, in my opinion.
92
« on: January 20, 2015, 07:09:03 pm »
I love the flashing and explosion! I've just downloaded the new beta and will let you know my thoughts later. Great work
93
« on: January 18, 2015, 11:11:54 pm »
Really cool! That will make going through the levels a bit easier. The options screen is really nice, too Also, a suggestion which might be more of a headache than it's worth, but the options screen would look nicer in my opinion if you got rid of the "MORE OPTIONS..." option and had it scroll up/down. Another alternative which would be easier to program in is to have a right arrow to show that there are more options, then pressing [ Right ] or [ Graph ] or [ Alpha ] or something would take you to the next screen of options. Pressing [ Left ] would take you back to the first set of options. To give you an idea, i've attached a screenshot from one of my projects. There's a right arrow to see the next set of data, then a left arrow to return back to the first set.
94
« on: January 18, 2015, 07:08:38 pm »
This should probably be under the asm help section. If you have the coordinates of your objects, you just need to establish what your field of vision is (based on how far away they are) and check whether the coordinates fall in line.
95
« on: January 18, 2015, 04:04:34 am »
I highly doubt it will be backwards compatible, but i think it shouldn't be too hard to port old programs over to the new calc (with the exception possibly of TI-Boy, which who knows what crazy hacks calc84 used). Also, the lack of an I/O port means that Steins;Gate won't have sound. I'm also really excited about the ez80 (and have been reading through the ez80 manual the past couple days). I'm also a little worried about the screen, but either way we'll still be much better off than with the CSE. I think this is the calc the CSE should've been. I'm also really looking forward to it and will definitely pick one up as soon as it gets released (and one's listed on Taobao).
96
« on: January 17, 2015, 12:23:21 am »
I think it can only be an improvement from the CSE, though. Also, it seems to have been confirmed to be an ez80!
97
« on: January 15, 2015, 07:53:06 am »
Ok, i just loaded this up. I'm really impressed with everything so far, though one thing that would be nice to have is "soft corners". I'm not sure what the right word is, but basically if i'm trying to go right but there is a ledge in front of me, automatically move up (or down) so that i can get past it more easily. Basically, it helps you get around corners so that you don't have to be exactly aligned. Another thing is that the keys are a bit inconsistent at times it seems, sometimes [2nd] is used to advance, sometimes [Enter]. The same with [Mode] for going back. On the ingame menu screen it might be nice to have a confirmation before quitting, since i hit [Clear] a couple times to get back to the game (:cry:). I really like the flashing text at the bottom of the menu, though i think it could maybe be a bit slower. It's really great, it's fast and smooth, really pretty (i especially like the animated tiles), though i have a tendency of continually respawning enemies. It feels like i should be playing a GameBoy (sans sound)
98
« on: January 15, 2015, 05:38:48 am »
+ APD issue is fixed (the game would sometimes switch off during the menus, space pong, etc. Don't tell me you were using _GetKey :O
99
« on: January 15, 2015, 05:07:02 am »
Hayleia probably has some input on this, i think the scaling in SSBO is based off of Badja's code. tr1p1ea probably is also pretty knowledgeable on this, especially with all their 3D demos and stuff.
For number 2, of course there's a way! I couldn't tell you how to do it though. At the very least you could do something like i believe Anarchy and Lotus Turbo Challenge did.
100
« on: January 14, 2015, 09:10:13 am »
For what it's worth, i like the look of it a lot better than the CSE, it reminds me a bit of the HP Prime. I'm also hoping it's not just an emulated z80 or that, at the very least, we'll have access to run native (probably ARM?) code. If it's emulated then they could've just tossed TilEm2 on there to make Kerm's TI-87 Lack of the 2.5mm port will be missed, but it's really not the most used anyway apart from niche features like sound or multiplayer. I'd guess the only program (at least that i can think of off the top of my head) that that really affects on the CSE would be calc84's Steins;Gate game.
101
« on: January 12, 2015, 06:59:31 pm »
That all looks a whole lot better in my opinion. It's simple, but fits in a lot better with how polished the rest of the game is.
102
« on: January 10, 2015, 06:07:00 am »
What about changing the final "xor a"s to "ld a,kQuit"?
Menu: res indicRun,(iy+indicFlags) res appTextSave,(iy+appFlags) ld hl,rawKeyHookPtr ld de,appBackUpScreen ld bc,4 ldir ld a,(flags+34h) ld (de),a ld hl,cmdShadow ld de,appBackUpScreen+5 ld bc,128 ldir ld hl,structStart ld de,ramCode ld bc,structEnd-structStart ldir ld hl,dialogCallback in a,(6) bcall(_DialogInit) bcall(_RunIndicOff) bcall(_StartDialog) ; bcall(_CursorOff) ; bcall(_ClrLCDFull) res appCurWord,(iy+appFlags)
ld hl,appBackUpScreen+5 ld de,cmdShadow ld bc,128 ldir
ld hl,cmdShadow ld de,textShadow ld bc,128 ldir ld a,kQuit ; homescreen ld (cxCurApp),a ld hl,appBackUpScreen ld de,rawKeyHookPtr ld bc,4 ldir ld a,(hl) ld (flags+34h),a xor a bcall(_GetDialogNumOP1) ld a,9 bcall(_DispOP1A) ld a,kQuit ret dialogCallback: ld a,kQuit ret
103
« on: January 10, 2015, 05:49:01 am »
I think DJ would be a perfect candidate for this
104
« on: January 09, 2015, 11:45:44 pm »
Do you think you could share the code that loads the hook?
105
« on: January 09, 2015, 08:31:27 pm »
Congrats on Program of the Year, Sorunome! Well deserved, in my opinion! For me it was a toss-up between Legends, Pokemon Battle Factory, and Reuben Quest.
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