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Messages - squidgetx

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1261
Ash: Phoenix / Re: Upon Levelling Up
« on: November 28, 2010, 09:45:47 am »
^Ideally that's what I'd like too, but they way my stat formulas are set up, doing it that way would be kind of annoying (hence why I didn't put it as an option) :P

I like the healing version because then when I want to do a full heal (like at an inn) I don't have to write a separate routine; i can just call the stat calculation one

1262
Axe / Re: 4-level grayscale sprite editor
« on: November 28, 2010, 09:40:12 am »
Garbage collect/defrag in order?

1263
Ash: Phoenix / Re: Upon Levelling Up
« on: November 27, 2010, 08:30:19 pm »
at 0:46 ;D

Wow that was a lot of votes :P I'll go with healing then :)

1264
Ash: Phoenix / Upon Levelling Up
« on: November 27, 2010, 08:25:52 pm »
Which choice would you prefer? discuss, thanks :)

1265
Axe / Re: 4-level grayscale sprite editor
« on: November 27, 2010, 08:14:38 pm »
I think that it would be really cool if each individual menu comes up with F1, F2, F3 or something (Like 2.53 MP :P) That way we can look at the sprite and the menu at the same time. (especially necessary for the Draw menu commands)

As for Clockwise/CC vs Right/Left, Right/Left is probably better

1266
Other Calculators / Re: [RPG] What damage formulas do you use?
« on: November 27, 2010, 08:10:53 pm »
I like to make the attack and defense a ratio and then use that as the base for calculations. For example, the one I'm using right now looks like

(Attack+Weapons)/(Defense+Armor) * (power of move) * (level of attacker)/(some constant)+1

'Some constant' usually varies depending on what number range you have for power and attack/defense and level.
The +1 is there in case of 0 damage (So that level 1 stuff fighting each other won't turn into an endless battle :P)

1267
tiDE / Re: tiDE
« on: November 27, 2010, 08:03:10 pm »
*nose bleed*

I get it XD

Looks great, Sir!

1268
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: November 27, 2010, 07:18:29 pm »
holy...finaleTI what's IN there???

although this isn't the quite the best place to discuss that lol :P

1269
Ash: Phoenix / Re: Ash: Phoenix
« on: November 27, 2010, 06:29:19 pm »
Both an update and a way for me to keep track of what I've done/have to do

Completed:
  • levelup/xp/gold gain
  • Dying loads data from $8000 into the save file
  • Map engine is almost done
  • Worked on world map/story a bit
  • Command [08] in the NPC engine does a full MP/HP restore and saves the save file to location $8000
  • Stat formulas done
  • prompt for character name when starting a new game
To Do:
  • Shops
  • Learning new moves/weapon XP
  • Enemy Generation
  • Reformat map data filesystem
  • Redraw the tiles for the wasteland tileset
  • Make cutscene routine
  • Finish entering data for items, moves, enemies, and battle animations
  • Make some maps
  • Make NPC's face you when you talk to them
  • Finish revamping the status screen
  • Fix stat formulas

1270
The Axe Parser Project / Re: Axe Parser
« on: November 27, 2010, 06:20:13 pm »
^nice.

Since my full mem clear two days ago, the only apps I have on my calc are Axe and a bunch of Ash:Phoenix builds :P

1271
TI Z80 / Re: Xeverion
« on: November 27, 2010, 03:11:29 pm »
Yeah I think he did not want multiple appvars either, though. But then, even with an app, he still ends up with them.

If Axe ever was gonna have multiple app page support, then Aichi would be in for even more trouble, because apparently switching between pages is a major PITA. You would need to ask Iambian to confirm, though.

On a side note is it possible to create appvars directly in the archive and have them be larger than 24 KB?
DJ, it might be possible, but you wouldn't be able to unarchive them :P
On a more serious note, they would still be usable. I think it is in fact possible; I remember statements that there are bcalls that allow the creation of appvars directly in the archive.

If anyone has more info on this I would be extremely interested

1272
TI Z80 / Re: Xeverion
« on: November 27, 2010, 02:24:18 pm »
Aichi: You can avoid multiple subprograms by keeping the programs as appvars, then copying them from archive to a temporary program created in RAM then executing it from the app using the b_call ExecuteProgram with the hex code Asm(E7EF7C4E)

More info here

1273
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: November 27, 2010, 01:18:22 pm »
Menus aren't too bad if you make a generic menu subroutine; that's only like 500 bytes or less in Axe, but you still have to hardcode all the different options which could take up a lot more space :x

1274
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: November 27, 2010, 12:40:47 pm »
896: you're the only one in your school that has a program list on their calc.

I didn't have a program list for about 12 hours two days ago...:(

And LOL Deep Thought

1275
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: November 26, 2010, 08:10:33 pm »
Yeah, the only problem with large programs is that if you're in Axe/assembly, there is a size limit on code :( Is this Axe, assembly, or hybrid BASIC?..I forget but I seem to remember that it's Axe, right?

edit: right, it's Axe

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