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Topics - squidgetx
106
« on: November 23, 2010, 07:03:57 pm »
hey ppls; If I have a 96x64 image on my computer, how can I get either: A: the hex or B: a full 96x64 TIOS picture file Thanks in advance
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« on: November 21, 2010, 11:35:54 am »
108
« on: November 19, 2010, 09:32:01 pm »
What's the best and most efficient way to display two buffers on the screen souch that it acts like the ptmask command? As in, if pixel 0,0 on buffer one is 1 and on buffer two it is 0 then a gray pixel will be drawn at 0,0. I tried figuring it ou in advance but apparently I suck at logic commands lol
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« on: November 19, 2010, 07:55:10 pm »
Ok, so I'm looking at these trig routines, and so I see that the period is 256 and that the amplitude is 127. What does this mean? As in, how can I use them to behave the same way as the 'normal' trig functions? I suppose that.....it's like a new 'measurement' of angles, in addition to radians and degrees....?
So if 1 period in radians = 2pi 1 period in degrees = 360 = 180/pi times radian measure
1 period in Axe = 256 = 256/360 times degree measure = 256(180)/360pi times radian measure = 128/pi times radian measure....or 32/45 times degree measure
amplitude in degrees=1 amplitude in Axe= 127 times 1
So does this mean that I should take my number , multiply by 32/45, take the sine of it, and divide by 127? But then, that would probably give me 0 all the time since Axe rounds down...
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« on: November 10, 2010, 05:15:40 pm »
Hello. Well, I'm almost done entering all the data for the move database. But before I finalize it, I figured that maybe some of you guys could offer some suggestions for possible moves for battling. Here are the effects/restrictions we have to work with -Name (max 12 characters) -Class/Type of move : Warrior, Undead, Archer, Mage, Spirit, Shadow -Damage:1 for lowest damage, 15 for highest (0 for no damage) -Boost your..... --Attack --Defense --Magic Attack --Magic Defense --Speed --Luck by 1-3 stages. +3 is the highest (max boost for a 2x bonus in damage) -Lower your enemy's --Attack --Defense --Magic Attack --Magic Defense --Speed --Luck by 1-3 stages. -3 is the lowest (max negative boost for a 0.25x bonus in damage) -Heal yourself. This is in %. Negative %s work too (as recoil) -Damage your MP (straight #- keep in mind max MP at lvl 100 is around 200. also, as with the other one, you can have negative MP damage to restore MP if you choose) -Accuracy- % I will take any and all suggestions (even ridiculously overpowered moves) I'm sure you guys can come up with some really cool stuff. Thanks in advance
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« on: November 08, 2010, 03:30:55 pm »
Whats the smallest way of writing bits? (I don't care if it's Axe or Asm(HEX) type of thing)
So far the only thing I've come up with is {Pointer}±e^(7-Bit#)→{Pointer} Use + for writing 1 to the bit, or - for writing 0 to the bit. The only problem is that writing 0 or 1 to a bit that already contains 0 or 1 respectively, will mess everything up.
Does anyone have any ideas?
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« on: November 06, 2010, 12:01:31 pm »
Here I will put up all of the oncalc tools that I've written to help with the development of A:P and I think that some of them could be pretty useful if anyone decides to use mainly masked sprites of varying sizes Oh, and everything is written in Axe (source included) The included executable is nostub (use Asm() to run) Sprite editorsControls of all editors: 2nd: black, Alpha: gray, MATH: white, x -1 transparent, Clear: quit, Enter: save sprite Hex gets stored to OS Str1, 2, 3, etc depending on how many sprites you make per run. All editors are masked 3 lvl grayscale designed for use with the Pt-Mask() Axe command. And here is a good explanation of how masked sprites work if you don't know, because they are really cool : http://ourl.ca/4050/105395;topicseen#msg512718x8 sprite editorEdit at 8x zoom I think this only supports one sprite at a time, sorry 16 bytes per sprite 12x12 sprite editorEdit at 4x zoom Supports up to 4 or 5 sprites stored in Str1, Str2, Str3, Str4, etc. : tap enter to save a sprite, press 2nd to continue or any other key to quit. 64 bytes per sprite 16x16 editorEdit at 4x zoom Same as the 12x12 64 bytes per sprite 24x24 editorRequires 1500 free RAM to run Edit at 2x zoom Supports 9 'frames' or sprites per running of the editor: intended for use for animations and such 144 bytes per sprite 32x32 editorRequires 2400 free RAM to run Same as 24x24, except at 32x32 256 bytes per sprite
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« on: November 04, 2010, 07:16:33 pm »
Well. Hi. Besides calc stuff, I also swim competitively, play viola, and am working on my Eagle Scout service project. A little about my coding career: I got my first calc in fall 2007. Since I grew up with limited console and gameboy access, I thought graphing calculators were about the coolest thing ever. Soon I went to work programming them, (in BASIC), though you can see from my ticalc.org profile, some of it isn't quite so impressive lol. Oh well, we were all noobs at one point or another. Anyway, I coded up until around early 2009, where my BASIC coding culminated in this. For some reason though, I stopped coding for a while, due to lack of inspiration and due to the combinations of the limitations of BASIC and my own impatience. Once Axe got featured on ticalc.org, though, I found omnimaga and quickly got back into calcs. The rest of it, you guys have been around to see. These days I stick primarily to Axe and have lost what little skill I had in BASIC, though I still know (hopefully) more than the average calc user
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« on: November 01, 2010, 03:10:28 pm »
mmmmmmm...subforum. Btw, "Phoenix" in the board name is spelled wrong. (sorry for the inconvenience)
Anyway.
I need to know what the community thinks is the best option for death consequences. I am currently completely on the fence about these two choices. Please vote, discuss other options and the available options here. Thanks!
Option 1: Load at last save point Advantages: very easy and small, most people end up doing this in RPGs that use option two merely by just shutting the game off w/o saving Disadvatages: Can ruin games where you forgot to save, can trap players in dungeons (think saving in the middle of the Elite 4 in pokemon; it means that if you can't beat them, you have to force yourself to whiteout)
edit: I should mention that the save points are user defined. You can save wherever you want, whenever you want, as long as you're not in the middle of a cutscene, a conversation, or a battle
Option 2: Pokemon Style Advantages: Classic, doesn't trap player if they die in a dungeon Disadvantages: Getting half (or even three quarters) of your money stolen isn't much of a punishment for dying
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« on: October 26, 2010, 04:37:13 pm »
Just wanted to point out that in the member level thing, for level 5 members it says Next: 350, while I believe that level 6 is only at 300 posts (ASHBAD_ALVIN and thepenguin77 are both lvl 6 with <350 posts)
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« on: October 25, 2010, 03:42:21 pm »
Well, this is what I've been working on since Cuberunner: Ash:Phoenix--an RPG Storywise, I won't reveal too much, since I'd like the story to unfold as you play through the game. I will say that the main objective driving the storyline is to find the legendary bird of fire: the pheonix. You'll only have 1 character throughout (differing from other RPGS) , and all the battles will be 1 on 1 (like pokemon). Also, instead of having a list of spells, you'll have a list of (up to 8 ) different 'techniques,' some of which will be regular attacks, and others will be spells. There will be about 40 different total techniques, some of which are unlearnable depending on what class you choose to be at the beginning of the game. (There will be 6 classes: warrior (melee based), archer (melee based), mage (magic based), spirit (magic based), undead (mix), and shadows (mix) ) Techniques will have varying effects including boosts/drops to stats, recoil/healing, and regular damage The map engine uses 12x12 tiles and your character is masked. All of the sprites I'm using right now are just temp ones that I threw together...(except for equipment ones: those turned out nice): the others will probably be redone sometime. So far the map engine is partially done, and the item and stat screens are pretty much wrapped up. The battle engine I have on paper, but coding it on calc is turning out to be...difficult. Updates to follow throughout! I won't let this die (hopefully)
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« on: October 20, 2010, 03:23:55 pm »
Ok...after spending an hour on my battle engine for my current project, I have a lot of questions that I hope I can get some help with. Thanks in advance 1. Files: Does having a file open cause any significant issues? It seems to me that if you can't call subroutines with file open...and that they make the program rather glitchy in general. Is there a way to "close" files? 2. Lowercase letters: Let's say you want to create a database for the different items in a game. So let's say you wanted the first few bytes to be the name of the item, then how much it raises your HP by, and then how much it costs in the store. Example Data(TN,TE,TT,TH,TA,TM, 9000r, 9000r, TT,TI,T-,T8,T4,T+, 42r, 1337r)->GDB1 So then to display the name of your item if the item # is in variable I, you'd write For(A,0,5) Text(A*5,0,{I*12+A+GDB1}>Char End
But now let's say that you want to use lowercase letters, which are two-byte tokens. I tried this: Data(TNr,Ter,Ttr,Thr,Tar,Tmr, 9000r, 9000r, TTr,Tir,T-r,T8r,T4r,T+r, 42r, 1337r)->GDB1 ... For(A,0,5) Text(A*5,0,{I*18+(A*2)+GDB1}r>Char End
..except it didn't work. Any ideas? edit: looking at the documentation again and thinking about the >Tok command. That might be it and 3. This whole data and code limit thing. So let me know if this is right, because I'm really confused: Nostub: only up to 8192 bytes of executable code. Data isn't code, but since Axe mixes subroutines and code, it's possible that your >9000 byte program with 2kb of data won't work. Shell: only up to 8811 bytes of executable code. Data isn't code, but since Axe mixes subroutines and code, it's possible that your >9000 byte program with 2kb of data won't work. App: only up to 8811 bytes of executable code. As much data as you can fit into the app is OK
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« on: October 17, 2010, 11:38:24 pm »
Hex Sprite Editorhttp://www.omnimaga.org/index.php?action=downloads;sa=view;down=587wooooh...sprite editor for simple 3 lvl gray, made it really quickly for my own use but decided it was actually pretty good. Intended for use with Axe, though I guess you could use it for other projects as well. The hex gets stored to Str1 : the first 8 characters are the monochrome layer's and the second 8 are the grayscale layer's. Readme for controls inside. Currently rather limited features, I might update later once I finish up some other stuff Written in axe, source included edit: has some bugs, i have to fix it tomorrow, sorry
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« on: October 07, 2010, 04:44:38 pm »
Space Dash 1.2http://www.omnimaga.org/index.php?action=downloads;sa=view;down=581A fun, extremely addicting sidescrolling platformer. Jump and shoot your way through the levels, avoiding crashes! Featuring parallax scrolling, 3lvl gray, high score saving, custom fonts and more. Source and more documentation included <this is the auto created thread made when a file is added to archive>
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