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Messages - simplethinker

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391
TI Z80 / Re: Illusiat 13: The Lost Chapter
« on: March 31, 2009, 03:17:17 pm »
This is awesome!

Quote
Anyway, now with the game features, I know some people wants me to make an xLIB/Celtic III RPG in the future since I didn't do any so far, but this will not be now (if it ever happens).
It may have ASCII graphics, but the graphics are great and the characters you're using for the tiles were chosen very well :)

I do have one minor little suggestion though:  Have you thought about anything similar to Final Fantasy's Fat Chocobo for storing items?

392
TI Z80 / Re: Game Info & Progress
« on: March 29, 2009, 07:10:24 pm »
Congrats on being one of the top Google search results! ;D  (It's kinda funny how it shows you exactly what you're looking for and then asks if you typed it wrong)

[edit] The search phrase "Omnimaga" gives us as the first result.  Unfortunately, for "ti-83+ RPG", Omnimaga appears on page 5 :( (but this Omnimaga has only been around for 8 months).

393
Other Calculators / Re: The Legend Of Zelda: Dark Link Quest
« on: March 29, 2009, 03:48:42 pm »
i will be a less active member of the forum, only commenting, not requesting. i hope this never happens again.
You don't need to do that.  Some of your comments were starting to get annoying and you didn't seem to be letting up at all.  When someone first joins an online community it's hard to tell what's appropriate from what crosses a line (I still shudder when I think of what I did to people when I first joined a forum :o), and the only way any of us can learn where that line is is from participating and getting to know everyone else :)  We recently had a bad experience with a former member who never cared where that line was and so many of us are on edge.

Feel free to PM any of the staff if you have any questions or concerns ;D

394
TI Z80 / Re: screen grab spriting // pq fom starting again
« on: March 29, 2009, 12:11:30 pm »
Yeah you will need to have an emulator I suggest wabbitemu it's a easy to work with emulator but the pain in the but is if you have a 84 then you have to use rom8x to get the rom.
I've actually found that for any of the 83/84 series Rom8x is the easiest way to get a ROM dump.

395
Other Calculators / Re: The Legend Of Zelda: Dark Link Quest
« on: March 29, 2009, 11:57:53 am »
I'm not quite sure if you're old enough to remember this, but there used to be a time before cheatplanet, before cheatcc, and before gameFAQs when people would keep playing and tried to figure out what to do if they got stuck (it was a dark, dark time.  I still have nightmares!).  It's a barbaric practice, I know, but I think that's what you'll have to turn to :o.

Also, in most cases a calculator (programmer's) forum isn't the best place to find walkthroughs.  We make games.  This means we know how to search through the code to find the part responsible for saving/loading data.  This means we know where the save data is located and how it is stored.  This means if we get stuck we can magically un-stick ourselves :D

396
TI-BASIC / Re: Ideas and Help
« on: March 29, 2009, 11:19:17 am »
While many subprograms can be annoying, you have to realize that the person who said "good things come in small packages" didn't have just 20kB of RAM to work with.

397
TI Z80 / Re: Game Info & Progress
« on: March 29, 2009, 11:16:42 am »
nice necropost (altough this is far from being as bad as my 5 years necropost on UTI)
It was only 4.5 years, not 5 :P

On an unrelated, off-topic side-note, I hope Nyaar gets finished as well ;D

398
ASM / Re: OTBP++ errors
« on: March 28, 2009, 05:31:17 pm »
If all else fails (and as long as the program isn't too massive) you could always assemble by hand.  With enough practice it's actually possible to assemble at a pretty decent speed.

399
ASM / Re: OTBP++ errors
« on: March 28, 2009, 03:20:58 pm »
um hello.... does any body happen to know where to download spasm? anyone? going once? going twice?
Here

400
Here's the Top 20

401
TI Z80 / Re: Demos
« on: March 27, 2009, 04:32:34 pm »
I'm curious on how you did the green switches (that toggle walls), traps, and the teleports.  For the toggle walls I just change the pic it uses.  With teleports I have a matrix with the new location calculated by the position and direction you're facing.  For traps I have a matrix with switch location vs. trap location and check if the corresponding switch has anything on it.  Are they anything like yours?

402
TI Z80 / Re: Demos
« on: March 27, 2009, 01:46:44 am »
That's a nice idea.  So you would execute the action program, which was just If:Then:End blocks and each block used Return to go back to the main program?  Wouldn't it still take a while if the action was the last (or near the end) in the program?  (It would go through all If statements).

I actually just had an idea (I was trying to sleep).  This would add a considerable number of subprograms, but if I just can't get the speed right I might have to resort to this (actually, I haven't done any testing at all so this might just be a useless over-complication).  The code for each action would be in its own subprogram, the name would be something like "ZXX" where XX would be the number.  I could just use a sub( to get the corresponding name with the given action number, then real(10 (or something similar) to run it.  Keep in mind that this idea was thunk of when I was 3/4 asleep.

403
Web Programming and Design / Re: Very Old Project
« on: March 26, 2009, 11:24:11 pm »
(altough I might start doing libs too and in the general projects section I might make sub forums for major non rpg projects in the future)
*cough* Celtic3 and/or CaDan *cough*

404
TI Z80 / Re: Demos
« on: March 26, 2009, 10:52:27 pm »
Glad you did not take that as a insult, I should post up my 3 year old code of chips to show a different route to take in having actions.
Yes.  Yes you should :)  I tried about three systems and this seems to be the most efficient so far.  Any ideas are welcome :)

405
TI Z80 / Re: Demos
« on: March 26, 2009, 09:54:21 pm »
This is nice, just a little on the slow side. There are many optimizations, but this is true to all we do ;). Great work!
Finally someone who agrees with me :D (about the speed).  Most of it's just pieced together, and the only part I've spent a lot of time on optimizing is ZMOVE (pretty much the only time-sensitive part).  I'm still looking for the optimal way to organize the tiles and the messiness of that program shows it.

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