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Messages - squidgetx
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1246
« on: December 01, 2010, 07:06:41 am »
Continuing the slightly offtopic discussion, yeah, I'm using that method as well. It's actually just a very short asm() command, (4 bytes, I think?) that takes the pointer to the program's name. You can just copy the program from an appvar in archive to a temp program in RAM and run it. I'm using that for small-ish things like my stat screen and the name-input screen for Ash.
1247
« on: November 30, 2010, 08:09:40 pm »
Woooh, pseudo-update Most battle transitions are done, along with the stuff I wrote at the top of this page There are 9 different battle transitions (shown in screenie here) Title screen and stuff are all done, and next up is working out enemy generation (currently is showing a garbage enemy; that's why the sprite is all corrupted). Map engine has been improved tremendously, although I still have to fix some of the tiles Stat generation, while broken in the screenie, works now thanks to Runer's help
1248
« on: November 30, 2010, 06:15:07 pm »
It's not a bug. There are 65536 bytes in RAM, which can all be accessed with a 16-bit pointer, but there are twice as many nibbles. Because of this, you cannot access every nibble in RAM with a 16-bit argument, so it is split into two commands. nib{} will return a nibble from ᴇ8000-ᴇFFFF, and nib{}ʳ will return a nibble from ᴇ0000-ᴇ7FFF.
Now I feel stupid Thanks Runer!
1249
« on: November 30, 2010, 06:09:23 pm »
I have a (fairly large) bug report: Try this code compiled to no-shell: ([01234567])*2→A For(E,0,7) Text(E*10,0,nib{A+E}>Dec) End
It will do what it's supposed to, which is display 01234567 in a row. Now try compiling it to an app. It'll display some numbers that are *not* 01234567
1250
« on: November 29, 2010, 06:40:28 pm »
I'll change the factor from 16 to 12 for now; but hey, this is what the demo'll be for: feedback on bugs/balance issues I actually have an update I want to post too, but I'm really busy tonight so maybe tomorrow
1251
« on: November 29, 2010, 05:46:52 pm »
Hmmm...for an enemy of even skill...does ~24 battles seem like too much? (that's the way it is set up right now, but it could change later ) And I think one month is sufficient to finish up the engine: then I can use you guys as beta testers/bug finders
1252
« on: November 29, 2010, 07:18:45 am »
I think it's possible to change your vote...
1253
« on: November 29, 2010, 07:17:33 am »
Augh, the dreaded max symbol error Is using the (semi) new inline data feature a valid way to reduce the symbol count? Text(0,,"Hi") instead of "Hi"->Str1:Text(0,,Str1)
1254
« on: November 28, 2010, 04:53:41 pm »
nah i'm good; besides, I'm only using 3 lvl gray and 12x12
1255
« on: November 28, 2010, 04:29:26 pm »
I hear RPGs in asm are fairly difficult (text, page swapping, etc.)...good luck btw I like your grass tiles
1256
« on: November 28, 2010, 04:22:51 pm »
I don't really have anything screenie-worthy atm I'm setting a demo release date: Jan 1 2011. At the very least it will have the first couple areas of the full game, and the engine should be fully complete by then
1257
« on: November 28, 2010, 04:20:55 pm »
Axe or asm?
Zelda/Verdante Forest style scrolling or Pokemon/E:Sor/A:P style scrolling?
1258
« on: November 28, 2010, 04:11:55 pm »
I'll try to use the equal increase method then, since that way when you level up I can show by how much every stat increases (which will be important later ) and I'll try to make up the extra space with moar optimizations edit: although I see the poll shows an overwhelming majority for heal on level up...
1259
« on: November 28, 2010, 02:28:53 pm »
Defrag=garbage collect except for App pages. Same process, different area of memory. Occurs automatically whenever you delete an app
1260
« on: November 28, 2010, 11:56:07 am »
933: When you're writing an essay and you use parentheses, you feel guilty and attempt to reword the sentence so it doesn't need parentheses 934: You do all your math homework using Axe left-to right order of operations
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