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Messages - squidgetx

Pages: 1 ... 72 73 [74] 75 76 ... 123
1096
Official Contest / Re: [BULLETIN] Cage Matches
« on: January 04, 2011, 07:30:44 pm »
Oi, wait a minute - isn't the 6th this Thursday, not Wednesday?

Woops...

I can't read calendars lol. I also thought that my huge Spanish test today when I actually have it tomorrow. I'm relieved that we still have a couple of days to work on it :) Today I overhauled my entire storyline (keeping the same style and theme though) and I think it's a lot better :D

1097
Axe / Re: Moving a Sprite
« on: January 04, 2011, 05:27:56 am »
Yes I think it's because adding one to hl is faster than loading one into hl.

Did someone accidentally sticky this? I unstickied it :P (actually could have been me, I never know quite what I'm pressing while on a itouch lol)

1098
Axe / Re: The Optimization Compilation
« on: January 03, 2011, 08:31:51 pm »
Just ran some tests:

Code: [Select]
.TEST
For(A,0,50000)
*2*2*2*2*2*2*2*2
End
vs
Code: [Select]
.TEST
For(A,0,50000)
*256
End

The first completed in about 1.8 seconds, in a 50 byte size program
The second completed in about 1.3 seconds in a 45 byte size program

HOWEVER

Code: [Select]
.TEST
For(A,0,50000)
*2*2*2*2*2*2*2
End
completed in 1.8 seconds while
Code: [Select]
.TEST
For(A,0,50000)
*128
End
completed in 2.4 seconds

Seems like that trick only works on powers of 2 that are even?

I don't have much time to run more tests, can anyone confirm this?

1099
Axe / Re: The Optimization Compilation
« on: January 03, 2011, 06:48:45 pm »
updated with discussion regarding +1 over 1 with respect to false expression testing (!If statements)

Again, thanks to Runer112 lol

1100
Official Contest / Re: [BULLETIN] Cage Matches
« on: January 03, 2011, 06:25:21 pm »
Pretty nice, I must say. I went all out on the graphics of mine with 4lvl grey animated tiles :O

How about you, Michael?

Oh, and, @Raylin: when it says Jan 6, does that mean midnight of Tuesday night/Wednesday morning? Or does that mean anytime during the day on wednesday? (The last contestant to accept did so at 12:28 am on wednesday I think) Also, should we post entries here, submit via pm, or email? (since looking back through this thread, all 3 have been done before :P)

1101
Axe / Re: Moving a Sprite
« on: January 03, 2011, 01:13:35 pm »
oh really?

...

fail >.<

1102
Axe / Re: Moving a Sprite
« on: January 03, 2011, 01:10:47 pm »
Actually the main one that I was talking about was changing !If +1:+1:End to !If +1:1:End (or are you talking to qwerty?)

1103
Axe / Re: Moving a Sprite
« on: January 03, 2011, 01:00:25 pm »
I think I just made it a wee bit smaller :D (now it's 362 bytes :o with .4.6)
never mind lol

Code: [Select]
:.SMILE
:[004466000000817E]->Pic1
:DiagnosticOff
:0->X->Y
:Repeat getkey(15)
:ClrDraw
:getKey(3)-getKey(2)+X
:!If +1
:1
:End
:-1
:Pt-On(min(,88)→X,getKey(1)-getKey(4)+Y+(=⁻1)min(,56)→Y,Pic1)
:DispGraph
:End
You could use the DispgGraphClrDraw at the end as well to save speed (idk about size) but I don't have .4.7 :P

Also @qwerty, I think that since this code serves the same purpose (moving around a sprite) its ok :P

1104
TI Z80 / Re: FailFlush
« on: January 03, 2011, 12:52:44 pm »
I like the backgrounds and effects. I haven't tried the game yet though, so I can't give any feedback on the gameplay, but, wow, it looks awesome for a one-sitting program :)
let's hope that we get something as good in the Cage Matches.
<_<

1105
TI Z80 / Re: Axe Cuberunner
« on: January 02, 2011, 05:08:27 pm »
As far as I've seen, it looks fine, but I haven't looked around that much. Cuberunner looked fine while I was testing it under .4.7, as did ash:phoenix. My calc is a few years old, (about three and a half)

1106
Ash: Phoenix / Re: [A:P] Demo Release/Discussion
« on: January 02, 2011, 04:43:15 pm »
Oddly enough, the time I tried the shop, it didn't crash at all, but after I finished the dialogue with the shopkeeper, there as a rectangle that got left on the screen that went away after I moved.
This is what *should* happen (although i don't know where that rectangle is coming from either...but it's quite a lot better than a RAM clear). Now I am twice as confused...why would it work on some calcs and not others?
Also, when I chose 'Stab' in the tower it presented me with the take this spell (yes or no) dialogue a second time.
O.o
that shouldn't be happening but I can't think of...wait...
stab is move #1...and the npc command for yes/no box is 01....aaaaahhhh...i think that is a minor bug in the npc engine..I must not be compensating for the offset of the "learn move" command....although I feel like I had....

Does anyone else have this problem with any of the other weapons/moves?

1107
TI Z80 / Re: Axe Cuberunner
« on: January 02, 2011, 03:22:47 pm »
F.

I guess I'll just recompile with .4.6 w/o the ico and call it 1.21..mergh Oh well, I went back to .4.6 anyway as well. >.> so it's not that much of a hassle.


1108
TI Z80 / Re: Axe Cuberunner
« on: January 02, 2011, 12:09:03 pm »
Hm? Can you post a screenie of what you mean?

edit: offtopic, but look at my posts, then look at my respect  ;D (although it would be a bit more epic if it was 696 posts :P)

1109
Escheron: Shadow over Ragnoth / Re: Escheron: Shadow over Ragnoth
« on: January 02, 2011, 11:03:20 am »
I think he means that the slowdown would occur just in general while looking at/using a menu. I had this issue as well with the bag in Ash:Phoenix; since the game was rewriting all the text every frame, the gray looked really crappy. I ended up writing a separate routine for the inventory menu that would only update the screen whenever a button was pressed, but it cost me a lot of space x.x

1110
Axe / Re: Axe drawing questions
« on: January 02, 2011, 10:51:57 am »
First byte, height. Second byte, width. then the bitmap. So if you wanted to draw an 8x8 black square...
Code: [Select]
Bitmap(X,Y,[0808FFFFFFFFFFFFFFFF])

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