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Messages - epic7

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1411
Axe / Re: Axe Q&A
« on: December 14, 2011, 05:55:59 pm »
getcalc(something,bytes)
Creates a new one but
getcalc(something)
Checks its existance.

I noticed Statues' game board was a bit distorted when doing a RecallPic but was fine in Axe. So, I'll go put together that program :D

1412
Axe / Re: Axe Q&A
« on: December 14, 2011, 05:49:02 pm »
Sounds similar to Yeong's program

:Return!If GetCalc("Str1",148)→S
Does that mean there must be a Str1?
Or does that create a str1?

Also when doing a recallpic after loading my pic, it is distorted...
It seems... stretched and makes it demented.
Dimentions 96x64.

1413
TI Z80 / Re: Grappler!
« on: December 14, 2011, 05:40:41 pm »
So do I :P
I'll probably need more enemy sprites, one of it about to eat the player, and one of it eating the player.


1414
Axe / Re: Axe Q&A
« on: December 14, 2011, 05:38:27 pm »
Nope, thats out of the loop
(same conversation's going on in grappler topic :P)

I'll go get code I guess

Fill(L5,5,0)
8->{L5}
24->{L5+1}
GDB1->C
Repeat getKey(15)
   ClrDraw
   0-({L5}^8)->{L5+2}
   For(N,{L5}/8-1,{L5}/8+11)
      0-({L5+1}^8)->{L5+3}
      For(D,{L5+1}/8-1,{L5+1}/8+11
         If {D*24+N+C}->{L5+4}
            Pt-On({L5+2},{L5+3},{L5+4}-1*8+Pic0)
         End
         {L5+3}+8->{L5+3}
      End
      {L5+2}+8->{L5+2}
   End
   If getKey(41)
      {L5}++
   End

Any visible major unoptimizations?

1415
TI Z80 / Re: Grappler!
« on: December 14, 2011, 05:37:38 pm »
Lolnope. I'll have a lot of that stuff O.O
I don't even put it in the main program.
I made a library 8xp to store all the data which is put in before the main loop.

1416
Axe / Re: Axe Q&A
« on: December 14, 2011, 05:35:36 pm »
Like what?
I don't think its displaying the entire tilemap at one time, but just what will be on the screen.

1417
TI Z80 / Re: Grappler!
« on: December 14, 2011, 05:34:51 pm »
You mean like
[FFFFFFFFFFFFFFFF]->Pic1
[345647835678465]->GDB1
Type of stuff?

1418
Axe / Re: Axe Q&A
« on: December 14, 2011, 05:24:24 pm »
I think
appvBLAH->W
{W}r->A
{W+2}r->B
{W+4}r->C

I think
appvBLAH->W
{W}->A
{W+1}->B
{W+2}->C
Works with 1 byte tho


ALSO
Are tilemaps usually slow?
The speed of the program is about 25-35% the speed of what it was before <_<

1419
TI Z80 / Re: Seeker
« on: December 14, 2011, 05:02:11 pm »
Planning on making a double sized head?

1420
TI Z80 / Re: Grappler!
« on: December 14, 2011, 04:48:05 pm »
So, go to heck yes.avi now :P

I hope my tilemapping will work. I'll compile and see how much it screws up, which it usually does on my first try of things :P
* epic7 compiles

EDIT:
Ok tilemapping works, but not done.
The speed is about a quarter of what it was before, so..........
Screenie

Enemy is there :P
I might want to make the guy actually walk :P
But maybe if I speed it up again, it'll blur enough like it did before to make the player not really notice XD

1421
Axe / Re: Axe tile mapping! HELP!
« on: December 14, 2011, 04:33:48 pm »
Changing S and T by 1 increments by 1 pixel at a time, right?

And width of map in tiles?

1422
Axe / Re: Axe Q&A
« on: December 14, 2011, 04:26:39 pm »
Well, I need to find another way for 24x24s

Putting them into a pic and uploading to calc distorts it :/
Jacobly converted one of my big sprites but I don't want to bother him with another :P
Or if I write down the binary for the 576 pixels then use a hex converter, but 576 seems like a lot :P

1423
TI Z80 / Re: An Exercise In Futility [Contest Entry]
« on: December 14, 2011, 04:09:05 pm »
Face cube to jumping bean to lightning cube :P

1424
TI Z80 / Re: Grappler!
« on: December 13, 2011, 09:37:30 pm »
Using the right dimentions?

ALSO I got it to work with jacobly's hex! :D

1425
TI Z80 / Re: Grappler!
« on: December 13, 2011, 09:31:11 pm »
... yep

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