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Messages - squidgetx

Pages: 1 ... 91 92 [93] 94 95 ... 123
1381
TI-BASIC / Re: need help with spanish letters
« on: November 15, 2010, 06:22:59 pm »
also here's a version that has only the spanish-exclusive letters :P

1382
TI-BASIC / Re: need help with spanish letters
« on: November 15, 2010, 06:07:51 pm »
hola como estas?

Um, these letters are in the calc but they can't be typed the normal way.

Something like this could help. Run the program and it stores all of the normally unusable letters to Str2. Then you can recall Str2 in your program and use its contents:)

1383
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: November 15, 2010, 06:00:07 pm »
Maybe I can learn something from your walking engine...I can post mine if you want when i'm done making the planned changes to it :P

1384
Art / Re: Availability/Skill level of artists
« on: November 15, 2010, 05:39:18 pm »
oh um I'm pretty good (ish) and maybe I can work on this for you when I have some spare time :P I don't have anything on hand that I've drawn recently that I can post here tho :P

1385
Axe / Re: Routines
« on: November 15, 2010, 02:31:43 pm »
Speaking of fade in/out effects, here's a variant that doesn't mess with the contrast (the ones that do always look weird to me, I don't know why :P)

Code: [Select]
RecallPic
DrawInv ʳ
For(E,0,15
DispGraphʳ
End
Clrdraw
DrawInv
For(E,0,10)
DispGraph
End

1386
Bomberman / Re: Beta Releases and Bug Reports
« on: November 15, 2010, 02:22:45 pm »
Cheat codes maybe :P If you do, don't document them.  Make people look for them :)

1387
Metroid: Chozo Mission / Re: Metroid Chozo Mission
« on: November 15, 2010, 02:21:03 pm »
Tilemap plus physics plus collision detection=chaos :(

(at least for me :P this is why I'm making an RPG now ;D)

1388
Ash: Phoenix / Re: Ash: Phoenix
« on: November 15, 2010, 02:19:39 pm »
you ninja'd me across two threads :o

edit: actually maybe I'll make it 64x64 instead...

1389
Axe / Re: Smoothscrolling tilemapper
« on: November 15, 2010, 02:17:48 pm »
Thanks ;) That little bit of support has now convinced me to change it around. Ironically this will lessen the amount of free RAM I need since I will be changing map sizes from 100x100 to 50x50, and even with the change from nibbles to bytes that still means we're going from 5000 bytes per map to 2500 :)

edit: actually maybe I'll make it 64x64 instead...

1390
Ash: Phoenix / Re: Ash: Phoenix
« on: November 15, 2010, 02:12:48 pm »
Actually I am working fine (right now) with 16, but I think extending that would be helpful ;)
My main problem is size/speed issues with the walking engine :( (detailed further in the smoothscrolling tilemapper thread)

1391
Axe / Re: Smoothscrolling tilemapper
« on: November 15, 2010, 02:11:22 pm »
My problem is that I'm actually thinking about sacrificing the +100% in data size in exchange for the small amount of speed and executable size gain. It would also make my code a bit more flexible too, so I'm not sure :P

1392
TI Z80 / Re: Xeverion
« on: November 15, 2010, 07:10:13 am »
The best way to fit things into the app page is to pretend that you still have an executable code limit; and therefore try to have as much data as possible. Then you can move that data outside of the app to archived appvars.

1393
Axe / Re: Smoothscrolling tilemapper
« on: November 15, 2010, 07:06:36 am »
Are byte-based tilemappers faster than nibble-based mappers?

1394
Ash: Phoenix / Re: Ash: Phoenix
« on: November 15, 2010, 07:04:20 am »
Max size of an individual map is 100x100 right now, but I'm thinking about shrinking it to 50x50 and using whole bytes instead of nibbles...

1395
Bomberman / Re: Beta Releases and Bug Reports
« on: November 14, 2010, 08:46:14 pm »
no, I'm gonna replace it with a better one later on.  my policy has always been Do it now, spice it up later.  ;)
That's a nice policy :) I do that to some extent but never in between updates/releases. (for example the transition effect in Ash wasn't there for a while and I only just added it a couple hours ago :P)

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