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Messages - squidgetx

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1291
Ash: Phoenix / Re: Ash: Phoenix
« 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 :P
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
Humour and Jokes / Re: If TI made a microwave...
« 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
Nostalgia / Re: Nostalgia Origins - Sky's Story
« 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
Art / Re: Picture from computer to calc
« 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
Art / Re: Picture from computer to calc
« on: November 23, 2010, 07:49:36 pm »
Deep Thought: Lol, I haven't and I don't plan on ever doing it ;)

1296
Art / Re: Picture from computer to calc
« 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
Art / Re: Picture from computer to calc
« 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
Art / Picture from computer to calc
« 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
Axe / Re: Executing nostub progs
« 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
Ash: Phoenix / Re: Ash: Phoenix
« on: November 23, 2010, 06:03:01 pm »
Ok, update :) Thanksgiving is coming up which means that I'm going to be getting a lot of time to work on this :)
Updates
  • Merged map engine and battle engine into an app that is only 13kb :D
  • Ingame menu works
  • Saving and loading also works
  • Map engine is faster and less flickery
  • Free RAM requirement dropped to 6288 bytes
  • Character can change direction he is facing without moving
Planned updates for this weekend:
  • Make character sprite 12x24 to make it look better and improve animations (he will bob up and down with each step :D)
  • Battle transitions!!!! (looking at E:SoR for help on this)
  • Improve status screen to display current skills and give option to unequip equipment
  • Move status screen program to external appvar to test the copy-from-appvar-to-program-and-then-run-it-from-app method of circumventing the code limit
  • Fix tiles so they look better (have the dunes pattern 'behind' them to make it look more realistic)
  • Shops/inns

Also behold: the corrupted save file ;D


1301
Axe / Re: Executing nostub progs
« on: November 23, 2010, 11:57:27 am »
Runer: the hex you pointed takes the pointer to the program from hl?

1302
Nostalgia / Re: Nostalgia Origins - Sky's Story
« on: November 23, 2010, 11:39:19 am »
damn, that looks nice. The field of view seems a bit narrow though :P

1303
Ash: Phoenix / Re: Ash: Phoenix
« on: November 23, 2010, 07:18:07 am »
...That is very sexy Runer.

Thanks ;D

1304
TI Z80 / Re: YEONG RPG
« 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
Art / Re: Secret RPG Project
« 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

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