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Messages - dinosteven

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61
Portal X / Re: Portal Prelude
« on: December 28, 2012, 07:47:36 pm »
WHAT??? That's how I solved it and I just spent an hour looking for another way... Only way I've found besides that is pressing [Alpha]...

62
Axe / Re: Variable locations?
« on: December 27, 2012, 08:30:28 pm »
Yeah, should've got a camera... Anyways, I had the second one copied; I tried Runner's 1st code and it worked. Thanks for the help!

63
Axe / Re: Variable locations?
« on: December 27, 2012, 06:30:54 pm »
Ok. I did it again, but something's not right. With a Data(18,24,16,9,6,8,15,19) - locations on a 5x5 grid, I extracted that from appvar to S to the variables.
But only the second one (24) is correct, and it looks like (it's an amalgam of sprites on top of each other) everything else is on 6 and 18.

64
TI Z80 / Re: Flow
« on: December 27, 2012, 08:43:42 am »
I suppose I could possibly generate random levels, but the original game has level packs.  I also have no idea where to start in making a random level generator.

65
Axe / Re: Variable locations?
« on: December 27, 2012, 08:06:35 am »
Ok... didn't know you could create commands like that! Is the -1 a negative sign or a minus sign?
I used a minus sign (probably wrong); and when compiling, Axe 1.1.2 gave me "ERROR: WRONG # OF ARGS" and proceeded to crash. (This has been a recurring problem with my Axe; upon finding compile errors, it screws up my calc.)

66
Axe / Re: Variable locations?
« on: December 26, 2012, 04:11:48 pm »
How are you using "Select()" and "Store()"? I don't understand...

67
Axe / Variable locations?
« on: December 26, 2012, 12:30:17 pm »
I have this:
{S}^5->C
{S}/5->D
{S+1}^5->E
{S+1}/5->F
{S+2}^5->G
{S+2}/5->H
{S+3}^5->I
{S+3}/5->J
.......on until {S+7}/5->R.
There's gotta be a way to optimize this; I know the variables are in some memory location... Can someone explain how to do this?

68
TI Z80 / Re: Flow
« on: December 25, 2012, 09:46:30 pm »
https://play.google.com/store/apps/details?id=com.bigduckgames.flow
Flow is a super-addicting game where you connect things of different colors with pipes. You can play it on a computer here: http://moh97.us/flow/
I looked at ztrumpet's Jump! code and found some text input code. It works.
So after I get the name string, how do I access the data from it? You have to store something like "appvTITLE"->Str1 and then GetCalc. I know how to do that - I used it in my Bounce game - but how do I add the "appv" part?

69
TI Z80 / Re: Flow
« on: December 25, 2012, 09:27:47 am »
Thanks! Does anyone know how to input an appvar name? I'm planning on having that level default and let people load their own level pack. Can I use the input command or do I need some other text input system? (Never used input command)
EDIT:
For my own use:
Red = Pic1 = CDEF
Yellow = Pic2 = GHIJ
Blue = Pic3 = KLMN
Green = Pic4 = OPQR

70
TI Z80 / Re: Flow
« on: December 25, 2012, 08:26:02 am »
Sorry that this is a double post; anyways, I think I can make 8 byte levels, so a 20 pack should be 160 bytes, plus some for the name - ~200 byte level packs and a ~4000 byte game.
Time to reorganize my code!

71
TI Z80 / Flow
« on: December 24, 2012, 10:06:45 am »
You might have played Flow, one of the most popular games on Android and idevices.
https://play.google.com/store/apps/details?id=com.bigduckgames.flow
I decided to make a port of it.  :)
Now, there's only 1 level in it now, hard coded. (The first 5x5 level on the Bonus Pack.) I'll make a level editor later and ask for people to help me make levels.
The game is for 5x5, and I used different sprite shapes for lack of color.

I can't make a screenshot now (haven't got tilp working yet). To anyone who has time to download this and compile it with Axe and make a screenshot of it, please do so and post a screenie! Please!
I only included the source, you'll have to compile it with Axe.

EDIT: Of course I forget about controls and additional details. That's just me.
Arrow keys to move around, [2nd] to select something, then you can move its line w/ arrow keys. You can't move outside, into another line, or into the base blocks. [Alpha] to release. You release either above, below, right, or left of the block to complete it. It autocompletes.

72
TI Z80 / Re: [Axe] KarRace
« on: December 20, 2012, 07:43:43 am »
I agree with Hayleia. Multiply by the # of bytes a frame takes.
In Axe, the "^" is a modulus, the remainder, not a power.

73
TI Z80 / Re: [Axe] KarRace
« on: December 19, 2012, 10:34:39 pm »
I've never used animated sprites, but it should be fairly simple.
[FE134RANDOMSPRITEINFO]->Pic1
[next animation2]
[next animation3]
[animation4]
Through the loop, have a counter go up by 1 - say variable I.
Instead of Pt-On(X,Y,Pic1)
do
Pt-On(X,Y,I^4+Pic1)

Something like that.

74
Portal X / Re: Portal Prelude
« on: December 13, 2012, 11:06:58 pm »
YES YES YES! Finally FINISHED!!! lol, leafy failed in #1...

75
General Calculator Help / Re: Kryolpto password
« on: December 12, 2012, 09:55:04 pm »
Yeah, maybe. Because my password was still "3.14159" - unchanged, even though it wouldn't work upon startup... Likely one of the hooks got corrupted or something... Changed password either way.

But because I resent the OS, that means I have to redo thepenguin77's mods, right? Anyone got links to his mods?

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