This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - squidgetx
Pages: 1 ... 85 86 [87] 88 89 ... 123
1291
« on: November 24, 2010, 07:12:13 am »
The glitches are actually caused by the loading of a nonexistent save file; it doesn't yet check to see if the save file exists or not The random tiles towards the top of the map look like random pieces of memory, and they are, due to the fact that my mapping engine (to increase speed) doesn't bother checking if you're walking/viewing outside the map
1292
« on: November 23, 2010, 08:47:17 pm »
...because they are too much of a pr0h@x0r company to do anything the normal and sensible way
1293
« on: November 23, 2010, 08:14:08 pm »
man, I have like almost no story for A:P.....I should get on that. Yours is very well thought out, I like it And a series would be epic. I think that once you get the first one done, the others become easier (like DJ said with Illusiat and stuff) since you can just reuse a lot of code.
1294
« on: November 23, 2010, 07:51:37 pm »
It is indeed 3lvl: although I told photoshop to make it 4, it came up with this. That's fine with me though; I assume it will save me a couple bytes or something not having to use 4 lvl gray
1295
« on: November 23, 2010, 07:49:36 pm »
Deep Thought: Lol, I haven't and I don't plan on ever doing it
1296
« on: November 23, 2010, 07:46:25 pm »
@yunhua: yesh: here is a sampling of the title screen w/o text. no way I was going to transfer that by hand anywhere
1297
« on: November 23, 2010, 07:39:54 pm »
Nice....epic title screens and cutscenes ftw..I missed the line in SC that said "and for image conversion, .bmp, .gif, or .png" lol
1298
« on: November 23, 2010, 07:03:57 pm »
hey ppls; If I have a 96x64 image on my computer, how can I get either: A: the hex or B: a full 96x64 TIOS picture file Thanks in advance
1299
« on: November 23, 2010, 06:09:44 pm »
well, I just meant that if I decided to put the hex into a subroutine, I could call it by loading the pointer to the zero-terminated string into the last argument of the routine call (sub(EXC,pointer).....Lbl EXC:Asm(E7EF7C4E):Return)
1300
« on: November 23, 2010, 06:03:01 pm »
1301
« on: November 23, 2010, 11:57:27 am »
Runer: the hex you pointed takes the pointer to the program from hl?
1302
« on: November 23, 2010, 11:39:19 am »
damn, that looks nice. The field of view seems a bit narrow though
1303
« on: November 23, 2010, 07:18:07 am »
...That is very sexy Runer. Thanks
1304
« on: November 22, 2010, 08:13:26 pm »
good luck with the battle engine, especially if it's in Axe. If it is, beware of possible number overflows (at any point during damage calculations, the number that is being worked with can't be higher than 65535)
1305
« on: November 22, 2010, 08:08:45 pm »
it's random memory. I made this shot by quickly copying the hex into a program on wabbit and running a for loop to display them. I didn't feel like countng the sprites or thinking about indices that start at 0 so that's why there's a random sprite drawn there lol
Pages: 1 ... 85 86 [87] 88 89 ... 123
|