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Messages - squidgetx

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1021
The Axe Parser Project / Re: List of all programs made with Axe Parser
« on: January 17, 2011, 12:10:51 pm »
updated with tan:f, gateways, 4th dimension, the psyche, eitrix, inferno, and graviter.
edit ; and axe terminal. any others?

1022
Jumpman 68K / Re: Jumpman
« on: January 17, 2011, 11:33:10 am »
Oh my, this is looking great! I especially like the titlescreen's antics with the "n," the UFOs, and the intermediary level transitions are great as well! Keep up the great work! ;D

1023
Axe / Re: application question
« on: January 17, 2011, 11:30:36 am »
Yup. I use this for the stat screen, the battle transitions, the name input screen, and the shop in Ash:Phoenix. It's very handy. Don't forget that you can't use subroutines from the app in the external program though. Also, it's not a bad idea to have the program in an archived appvar, then copy the appvar to a temp program. This way not only is it more user friendly, but also if you need to use this more than once, you can use the same temp program name every time :)

1024
Axe / Re: application question
« on: January 17, 2011, 11:26:28 am »
You'd have to put quotation marks around prgmTITLE..so
Code: [Select]
"prgmTITLE"Asm(E7EF7C4E) or you could store it to a static pointer (say "prgmTITLE" is in Str1):
Code: [Select]
Str1Asm(E7EF7C4E) You may need to put a null byte at the end of the string though if you don't use the string static pointer but i'm not sure:
Code: [Select]
"prgmTITLE"[00]Asm(E7EF7C4E)

1025
Axe / Re: application question
« on: January 17, 2011, 11:22:13 am »
Yes.
Code: [Select]
PointerAsm(E7EF7C4E)where pointer is the name string of the program in RAM you want to execute. Probably the most super awesome way of getting around the code limit. Of course, the program you want to run can't be over 8192 bytes, plus the bigger it gets of course the more user RAM must be available before starting the app.

1026
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 16, 2011, 07:32:18 pm »
Ok, I took a quick look. I didn't manage to fix it, but I noticed a few problems. First off, it seems like you aren't accounting for theta, the x offset. Second, I'm not quite so sure that your array manipulation is right...I could be wrong but there is something strange about it. Maybe it's the fact that you have the hp bar on the side...

You may want to reconsider redrawing the screen completely when you scroll; it might be easier. The grayscale quality might suffer too much, though; in that case you'll have to go back and figure out what's wrong with it. Good luck! I might look at it more tomorrow, but I don't know if I'll be able to for sure :P

1027
TI Z80 / Re: Variable scanner
« on: January 16, 2011, 05:35:19 pm »
Don't forget Axiom() and Asm(). Good luck :)

1028
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 16, 2011, 05:34:04 pm »
That's certainly very strange. How are you doing the scrolling (general description of the process)? It looks like some of the tilemap is getting corrupted and the corresponding tile happens to be FFFFFFFFFFFFFFFF...

1029
TI Z80 / Re: Variable scanner
« on: January 16, 2011, 05:23:05 pm »
I remember you said it checks for strings, but does it check for hex data? Otherwise, most users will probably almost always have A,B,C,D,E, and F marked as "used" :P

Nice job though anyway, this is still going to be definitely very useful :)

1030
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 16, 2011, 05:15:45 pm »
lol, good luck revamping the battle engine! What was the bug with the tilemap?

edit: lol 777 posts :D

1031
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 16, 2011, 05:02:10 pm »
So I just ran some quick diagnostics and tests on the battle engine: apparently you and your enemies are dealing damage in the 1000s D:


There is something....very wrong here lol

1032
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 16, 2011, 03:34:28 pm »
*sneaks a bump :P

btw, has anyone managed to finish the demo? I need a gauge on the difficulty

1033
TI Z80 / Axalyzer (tentative)
« on: January 16, 2011, 03:18:51 pm »
As a side project, I was thinking about creating a utility for Axe programmers that would enable you to run your source code through the program, and it would spit out:

The commands and the number of times they appear in your program.
The variables you use (and how many times you use them)
The amount of data in the program

and possibly....(using Runer112's documentation on Axe command speed/sizes) the iterations per second of loops in your program. (This could get messy, I think maybe I would have the user instead mark off a section of code with special comments and then Axalyzer would return the iterations per second (and Tstates) of that section perhaps)

I have a basic idea of how the program will work and read tokens and stuff: it's a variation on the NPC system of Ash:Phoenix actually :P

Yeah so I'm just starting a topic to gather my thoughts...and you can discuss/request features here. ;D

1034
Ash: Phoenix / Re: Ash: Phoenix
« on: January 16, 2011, 11:27:06 am »
Yeah, turns out that one of my pointers (my suspicions were correct >:) ) was for some reason getting corrupted during the transfer from the main app to the shop routine (although I don't know why...but redefining it at the beginning of the shop routine fixed all the problems :P

Anyway, now on to fixing the battle engine up a little....

1035
Axe / Re: Changing bits
« on: January 15, 2011, 07:27:47 pm »
Documentation has this for reading bits:
Code: [Select]
EXPeBIT# where e is euler's e. Returns BIT# of EXP, where the high bit is bit0 and the low bit is bit 7. Example, 255e0 would return 1.

Writing to bits, you basically have to "or" the bit over; so
Code: [Select]
e^(bit#) or EXP -> EXP As for resetting bits, I forget...

edit: here's a more optimizedish version by runer112; http://ourl.ca/7815/138430

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