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Messages - squidgetx

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1006
Ash: Phoenix / Re: Ash: Phoenix
« on: January 20, 2011, 07:07:25 pm »
So basically, I fixed the battle engine :hyper: Turns out I was making the same mistake that I helped shmibs with a few days ago...stuff->{pointer}+other stuff->{other pointer} doesn't work very well at all XD

Now I have a few minor bugs I want to fix, and then maybe figure out a word-wrapping routine for the NPC engine if it'll fit, and the engine is done :D

edit: Actually, no wordwrapping routine. I thought about it, and it would be extremely difficult/inefficient. Instead, I'll just add a command that skips down to the next line. And I'll also make the text spaced normally like the TI-OS does it (Yes, variable letter spacing and a typewriter effect 8))

1007
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: January 20, 2011, 07:05:05 pm »
here's what I do with maps and stuff in Ash:Phoenix:

If you can avoid it, don't unarchive/archive. Instead, I copy maps to a temp place in RAM (this only works if you don't need to save changes to maps though) Then, when you change areas, (example going from overworld to dungeon) copy the new map to RAM and use that one instead.

1008
The Axe Parser Project / Re: Axe Parser
« on: January 19, 2011, 08:03:36 pm »
finish it all by Axe's 1-year anniversary from the first alpha version (Feb. 1st)
How fitting.
Good luck with all of this (and making sure that future versions can be backwards compatible; that sounds hard :P) What are some of the new changes/features?

edit: woo, 800th post :D
edit2: and 100 respect :O

1009
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 19, 2011, 07:45:49 pm »
That's really weird...but I also noticed another bug with the move-learning thing, and hopefully fixing that will fix that one.

Any other bugs, anyone?

update wise, there has been no new progress so far (only a bit of optimizing and testing to find out what is wrong with the battle engine) <_<

edit: reminder to please vote on the poll, and maybe discuss your opinion too :) I should add that there is virtually no size difference between the two.

1010
TI Z80 / Re: Axalyzer (tentative)
« on: January 19, 2011, 06:28:12 pm »
kk pretty much last update for a while unless you guys have any easy feature requests because I want to get back to Ash:Phoenix.

I'm pretty proud of it now; it now tells you exactly how many and which commands you've used throughout your program: it's good for optimizing out unnecessary functions.

Almost all of Axe's functions are supported, even those annoying 2 byte ones...except for multiline comments. :P

Screeny showing off the 576 lines of the main engine of Ash:Phoenix

1011
TI Z80 / Re: Axalyzer (tentative)
« on: January 18, 2011, 08:02:24 pm »
Woohoo, this does something useful now :D

Now featuring lightning fast analysis (about 4000 tokens per second on an 84+), lots of bugfixes (though still no multiline comments), a sexy GUI, a symbol counter, a command tracker that returns data that appears to be gibberish but is actually accurate (don't worry this will be finished in the next update) and a program selection menu. It only allows you to choose programs that have Axe headers that are in RAM.

Note that if you use a lot of tokens that aren't Axe supported, or have a bunch of syntax errors, it may return nonsensical data.

1012
Official Contest / Re: Cage Match #4: Puzzle with a Plot
« on: January 18, 2011, 07:36:44 pm »
Wow, not a lot of people voted for this one :|

I guess I win :P

btw, post ratings are disabled in this forum, just letting you know :)

1013
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: January 18, 2011, 07:34:20 pm »
NPC triggers and stuff and warp tiles might take up some space. I know in Ash:Phoenix (which will have 1000 "screens" by the way in 20kb :P) that each map file, besides the actual tile data has 186 bytes of npc triggers, warp tiles, enemy types, tileset indices, pointer to map data, etc.

1014
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 17, 2011, 09:18:38 pm »
What happens if you try and use the second stab option?

1015
TI Z80 / Re: Axalyzer (tentative)
« on: January 17, 2011, 09:17:10 pm »
I feel kinda bad about sort of stealing your program (the idea: I actually didn't use any if your code :P) this wasn't really intended to be a variable scanner. It will scan for variables in the same way that it scans for other functions; it's just that for testing purposes scanning variables are the easiest to quickly code :x

Also I realized that probably subroutine arguments aren't accounted for. I will fix these bugs and then I'm going to add the rest of axe's commands: so you can see how many times you use each one. Oh and also I'll add vat scanning so itll work not just on prgmA00A

1016
TI Z80 / Re: Axalyzer (tentative)
« on: January 17, 2011, 07:19:33 pm »
Got some stuff done.

Currently it only checks program A00A...I haven't yet implemented selection of programs (but that's easy anyway)
Variable scanning works flawlessly, and it also counts the number of tokens/lines in the program.

Run with Asm(), if you want you can try and find bugs by entering crap into a prgmA00A (I'd appreciate that ;) )

2 byte tokens, sub(), asm(), axiom(), lbl, goto, [], E, "", and comments are all covered...So far only the transpose tokenizer T and multiline comments are not supported.

Besides "variables" and "quit," none of the other options do anything yet :P

1017
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 17, 2011, 06:45:52 pm »
That's where the end is :P Later, I'll code in a script for the king to "unlock" a door in the palace, through which you can move on.

Thanks for pointing out the item drop bugginess, as well as the move learning thing. Did you say that the new one didn't work though? That shouldn't be happening.

I'm still working on fixing up the battle engine currently, and I've fixed those other bugs. New (and hopefully final) demo release will come out when that's done :P Then I'll start spriting/scripting/mapping the rest of the game

1018
Axe / Re: I: VP tilemap help!
« on: January 17, 2011, 06:35:37 pm »
My enemies don't move in the overworld; the battles are more like pokemon :P

I would probably have a max number of enemies onscreen (lets say 4) then a byte determining what type, 2 bytes for x and y position, maybe a byte for health, and then randomly increment x,y positions. But I thought you were going turn based battle style?

1019
TI Z80 / Re: Gateways: Portals of Time I - Cloud Cover
« on: January 17, 2011, 06:33:22 pm »
I suggest that you make a map editor that produces a string that you can rcl into your program. It will probably save a lot of time in the long run. In Ash:Phoenix, my map editor doesn't even produce hex anymore, it actually makes changes to and saves to the map appvar itself, which is a bit easier than producing hex actually (but it doesn't work if you aren't planning on having an external appvar for maps :P)

1020
The Axe Parser Project / Re: List of all programs made with Axe Parser
« on: January 17, 2011, 12:18:24 pm »
kk, added bomberman, yab, yaar, failflush, cUbEs, and window maze

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