Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - pimathbrainiac

Pages: 1 ... 50 51 [52] 53 54 ... 125
766
Axe / Re: Help Request - ERROR INVALID TOKEN
« on: December 04, 2013, 01:11:24 pm »
Dude, feel free to ask. I too asked some obvious questions when I was first here.

767
Axe / Re: Help Request - ERROR INVALID TOKEN
« on: December 04, 2013, 12:55:12 pm »
To add on to that, if you are filling GDB1 with data that is all 5, then you should just create a buffer GDB1, and then use Fill( to fill it with 5s

Like so:

Code: [Select]
Buff([wanted size of GDB1 in Bytes])->GDB1

Fill(GDB1,[size of GDB1],5)

You can even simplify it to:

Code: [Select]
Buff([wanted size of GDB1],5)->GDB1

I suggest you read the commands.html in the axe zip. It's really helpful once you understand the basics!

EDIT: :ninja: 'd by Omar

768
TI Z80 / Re: VVVVVV
« on: December 04, 2013, 12:37:37 pm »
TheMachine: Yeah, I'm working on that.

I made a few slight changes to the menu based on Kenoi's suggestions on IRC, and some other stuff that I think will look better.

Also: there are a few bugs that I noticed when I was playing having to deal with some problems with the map.

New update tonight!

769
TI Z80 / Re: VVVVVV
« on: December 03, 2013, 04:06:24 pm »
Bump Update!



It has a menu now! :w00t:

As you see, there will be more options in the menu later, as there are slots for them to fit later.

Zip attached, enjoy!

770
TI Z80 / Re: VVVVVV
« on: December 03, 2013, 01:46:21 pm »
What's the problem with the menu ? If you know how to move a character on the screen, you know how to move an arrow on the screen that would indicate the current choice ;)

I just haven't done a fancy one before

That said, I have one in the making, and I should have it done by tomorrow.

771
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: December 02, 2013, 09:52:30 pm »
6255:

772
TI Z80 / Re: VVVVVV
« on: December 02, 2013, 06:51:50 pm »
*Whelp* I need to work on the menu now, but I seriously don't know how...

773
General Discussion / Re: Watcha Been Listening To?
« on: December 02, 2013, 04:44:37 pm »
For those with Spotify:

https://play.spotify.com/album/744i0LypfMwHHrKhzsqAx0

These guys ^^^

774
General Discussion / Re: Watcha Been Listening To?
« on: December 02, 2013, 04:33:47 pm »
This:



I love old Muse.

775
Hum, cos/sin already outputs fixed point ... it's just divided by 2.

so wait, if I multiply by 2, I get an 8.8 ranging from -1 to 1?

776
Well, I'm working on a secret project atm. In order to make this project work, I need both a sine and cosine function that outputs an 8.8 fixed point number from -1 - 1.

My attempt in pure axe is this:

(sin(theta)*256)//128.0->Sine Answer
and
(cos(theta)*256)//128.0->Cosine Answer

The problem is that it only will work for positive sine and cosine answers.

So: does anyone have the hex for a sine and a cosine function for angles 0-255 (as in 256 = 0) that will output an 8.8 fixed point answer to HL and a positive/negative (1=neg,0=pos) flag to where ever axe's r6 (argument 6) is stored.

Thanks in advance!

777
TI Z80 / Re: VVVVVV
« on: December 01, 2013, 06:47:25 pm »
Hey, it's a work in progress. What can I say ;)

That said: I really don't plan on making this a direct clone of the original. It's probably possible, but also probably out of my reach.

EDIT: I also prefer taking concepts and ideas and expanding on them then just putting them in different words (or in this case, platforms)

778
TI Z80 / Re: VVVVVV
« on: December 01, 2013, 06:31:19 pm »
Keoni/Soru: I'm glad I didn't let it die.

Also: Those sprites might take me two updates to add to the game. It depends on how I feel (lazy, or not lazy) when I am working on the next few updates.

779
TI Z80 / Re: VVVVVV
« on: December 01, 2013, 06:15:58 pm »
HOLY NECROPOST BATMAN UPDATE OF DEATH!!!!!!!!!

So, after all that trouble, I decided to restart the maps from scratch and change a few lines of my code to work with the more traditional tilemap format that I'm using. These are not the same maps as before, and you MUST replace all files, delete PIMAP.8xv and delete VVVSAV.8xv from your calculator before you play.

Without further ado: the screenies:



I plan on implementing Keoni's sprites later, but for now, these are the sprites being used. Also: as you see, not all of the map has been redone. I'm going to change the maps from this point forward from the old ones.

Planned features/levels (in no particular order):

A menu
Multiple saves (maybe)
Shiny trinkets
Veni Vidi Vici
Some non-linear gameplay, but no overworld (sorry).
And most importantly: Custom Maps!

(I also have an idea for a multiplayer gameplay mechanic, but I'll need some time before I can guarantee that this may indeed happen)

Zip attached! Enjoy!

780
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: November 30, 2013, 12:27:20 pm »
3233: You want to do 100 reasons in one post
3234: You decide against it

Pages: 1 ... 50 51 [52] 53 54 ... 125