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Messages - jnesselr
Pages: 1 ... 100 101 [102] 103 104 ... 165
1516
« on: December 22, 2010, 10:08:00 am »
If I could work on TAO (*couch* Eeems *cough* oasis *cough*) then I could become a COT.
Anyway, Dj, enjoy your vacation!
What about Spasm/Brass/ZDS? 
Anyway thanks guys.
Yeah, I'm starting with ZDS right now, while trying to do usb stuff. I need to define many enemies, so I need to figure out the story-line exactly. (I have a good idea on how to do that)
1517
« on: December 21, 2010, 10:21:35 pm »
It still amazes me that this thread is 110 pages long.
1518
« on: December 21, 2010, 10:02:51 pm »
Good grief, I feel like mod-ding all those comments out, but since Burr didn't, I won't either.
1519
« on: December 21, 2010, 08:14:49 pm »
If I could work on TAO (*couch* Eeems *cough* oasis *cough*) then I could become a COT.
Anyway, Dj, enjoy your vacation!
1520
« on: December 21, 2010, 06:38:43 pm »
I looked at the source. Java is pretty easily de-compilable.
Anyway, It looks pretty good.
1521
« on: December 21, 2010, 06:32:38 pm »
Fixed quotes on the bot because someone accidentally deleted a quote and the IDs got offset . Sorry for the channel flood.
haha, "someone".
1522
« on: December 20, 2010, 09:27:33 pm »
HOLY NECROPOST BATMAN! That screenie looks good.
1523
« on: December 20, 2010, 04:46:39 pm »
Wasn't Quigibo talking about doing this for multi-page apps anyway?
Making a PC Compiler for Axe Applications?
yes. In the multi-page app thread: http://ourl.ca/8382/154481Read the last paragraph.
1524
« on: December 20, 2010, 03:23:12 pm »
Sweet, i get to serve under the lobster alien!
1525
« on: December 20, 2010, 03:01:12 pm »
what is [NAME], btw? Does that mean you just haven't given them a name? That's exactly what it means.
Can you be more specific with the [NAME]'s, then? Am I yunhua98's second in command, or Netham45's? I am part of LOPN.
1526
« on: December 20, 2010, 01:30:01 pm »
Eventually, I'll have it looping through a list of data whenever a non-zero tile in the collision layer is stepped on in order to find where it links to. For the purposes of this test, it only supports one link. The collision layer is actually how I handle collision and object interaction, and eventually, NPCs. i had a brainthought:
when a tile is stepped on you could have a parser run through the map data left to right, top to bottom from the beginning of your collision layer, adding one to a counter every time a link tile is encountered, and then append the map number to which the player should be directed(as well as the link tile number on that map where he will be appearing) to the end of the map data. it might be a little slow, but it's very small as well and could deal with 256 maps/link tiles per map =D.
Could you explain this a little more, or give an example program. I need something like this for one of my projects.
1527
« on: December 20, 2010, 01:23:31 pm »
When quigibo was doing the axe parser in the beginning, I offered to help with that, but it got complicated, so I didn't ever do it.
1528
« on: December 20, 2010, 01:21:06 pm »
You mean on a computer? Sure, it's possible. All it would do, is replicate the axe compiler, and create the asm file. Also, asm files are .8xp, too.
Yes, that's what I mean, just a PC Compiler.
Okay. The easiest way to do it without Quigibo is to figure out what code turns into what and how the parser treats code. Note that asm programs start at $9D95, and I wouldn't do this without knowing a LOT about asm. That's the reason I'm not doing this. I don't know enough to effectively do this.
1529
« on: December 20, 2010, 01:18:39 pm »
You mean on a computer? Sure, it's possible. All it would do, is replicate the axe compiler, and create the asm file. Also, asm files are .8xp, too.
1530
« on: December 20, 2010, 10:31:30 am »
what is [NAME], btw? Does that mean you just haven't given them a name?
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