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Messages - squidgetx

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1456
Axe / Writing to bits
« on: November 08, 2010, 03:30:55 pm »
Whats the smallest way of writing bits? (I don't care if it's Axe or Asm(HEX) type of thing)

So far the only thing I've come up with is
Code: [Select]
{Pointer}±e^(7-Bit#)→{Pointer}Use + for writing 1 to the bit, or - for writing 0 to the bit. The only problem is that writing 0 or 1 to a bit that already contains 0 or 1 respectively, will mess everything up.

Does anyone have any ideas?

1457
Ash: Phoenix / Re: Ash: Phoenix
« on: November 08, 2010, 07:13:33 am »
^There will only be 1 enemy per battle (i would like to add more, but a) screen size limitation and b) space limitation) So each enemy sprite has 2 layers, since its grayscale, and each layer is 24x24. (or 9 8x8's) so in total that is 18 8x8's. Each enemy has its own "getting hit sprite" that is the same size. Hence, each enemy's sprite data totals 36 8x8's, or 288 bytes.

On a completely unrelated note, I've begun working on the NPC engine that I talked about on the other page, and so far I've finished the basic text display and the simple control structures. :D

1458
TI Z80 / Re: Simul v1.0
« on: November 07, 2010, 08:58:23 pm »
It's Axe against ~12 other programs, anyway, and most of the authors who made those other programs are going to vote for Axe :)

Yup ;)

1459
Ash: Phoenix / Re: Ash: Phoenix
« on: November 07, 2010, 08:56:07 pm »
Augh, that's a lot of space

You won't like the numbers for the battle animations then :P :)


1460
Ash: Phoenix / Re: Ash: Phoenix
« on: November 07, 2010, 08:36:30 pm »
2 enemies per fight or 2 sprites per enemies?  Right now the enemies are much more than 2 sprites ???

oh, by 2 sprites I meant 2 24x24 sprites. So I guess total 36 sprites lol

1461
Ash: Phoenix / Re: Ash: Phoenix
« on: November 07, 2010, 08:32:37 pm »
Wait, so, will the battle engine support multiple sprites? I don't mean at once, but different enemies. It seems like that would take up a whole lot of space. Or, are you planning on having one per type? That would make the most sense to me.


2 sprites per enemy (one for a taking damage sprite. The Troll's taking damage sprite in the screenie is lame so it's kinda hard to see, but look carefully and you'll find it) ;) Yes that takes a lot of space, but it'll be all in an archived appvar that'll be *only* 14k in size

Cool to hear, don't rush yourself, though :)

Engine wise I am quite close to being finished actually :). Only NPC stuff, a lot of data, and map switching needs to be added and I'm ready to piece together a demo :)

1462
Ash: Phoenix / Re: Ash: Phoenix
« on: November 07, 2010, 06:08:57 pm »
Looks nice! I can definitely see the pokemon influence. =)
*edit* I missed the animation for the character taking damage at first glance. I REALLY like it.
*edit2*I can't shake the feeling that the character looks like Harry Potter... Did you "borrow" the sprite from a Harry Potter game? :D

Actually the sprite came out of when I was raging at my sprite editor and drew random lines. Then he ended up with a cape type of apparel that I thought looked cool.
Woah, so great looking, especially the animations and layout (I like the HP/MP bars). You really did a great job so far and I am glad you finished the engine. I hope you made a backup because it would really suck if your calc RAM/Arc cleared on you X.x

I can't wait to play it when it comes out :)

made a backup today on PC :)

Hopefully I should be able to get out an engine demo in a month or so, then an alpha with a bit of real storyline after that. Glad to see everyone likes it so far :)

1463
The Axe Parser Project / Re: Axe Parser
« on: November 07, 2010, 06:06:45 pm »
random question: how many bytes is a name string? is the appv token 1 byte? are lower case letters 2 bytes still?

so for example: how large is this name string: "appvAbcDE"

and also: can you open a file 'over' another file

ie if you had appvar 1 open in Y1, can you call GetCalc(Str2,Y1) and have the appvar pointed to in Str2 now open as Y1?

1464
KnightOS / Re: KnightOS
« on: November 07, 2010, 05:26:51 pm »
I just wish the nspire could have a part in this victory :'( I want KnightOS too! Is there any chance Ndless could install it, even if it was only once per reboot?
Mride, they would probably accuse you of sticking an 89 in there :P

lol teachers. If my calc teacher knew I had symbolic on my calc she'd get mad. (Un)fortunately, we never use calcs on tests so it doesn't really matter :P

1465
Axe / Re: Smoothscrolling tilemapper
« on: November 07, 2010, 05:22:50 pm »
Come to think of it, 8 fps is quite nice with having to draw over 50 tiles per frame with Pt-Mask() as opposed to Pt-On() or Pt-Off() and with 3lvl gray. Maybe I should try regular 8x8 monochrome and see how fast it gets :P

1466
Ash: Phoenix / Re: Ash: Phoenix
« on: November 07, 2010, 05:15:55 pm »
*drumrolls*
THE BATTLE ENGINE IS FINISHED
 ;D

Featuring...
-Your character sprite changes depending on what weapon you have
-Unique enemy 'hit' sprites
-Moves that have recoil, heal, and change stats of you or your enemy
-Moves with varying class-associations; super effective and half-effective damage
-unique and complex damage formula
-armor, shields, weapons, necklaces, boots, and hats
-fully functional item use
-running away
-....and some other stuff.

random changes:
-your bag now holds 50 items instead of 25
-you only get 6 moves instead of 8. however, the first 2 (which I call 'skills') change with what weapon you have. You can level up weapon types and gain better and more powerful skills with your weapon.


Current Specs: 10500 byte app ; ~15000 in archived appvars, requires 4000 free RAM to run.
* squidgetx breathes.

I know some of the sprites look a little wonky (especially the slashing animation), but those are just for demonstration purposes; they won't look as crappy upon release.

I need to optimize a little bit (already used up 63% of my app space), but otherwise, I am ready to move on! Battle Engine 0, squidgetx 1 ;D

1467
Other Calc-Related Projects and Ideas / Re: Battlefield
« on: November 07, 2010, 05:04:57 pm »

1468
Axe / Re: transform an image displayed in hexadecimal String
« on: November 07, 2010, 01:13:01 pm »
transforms an image displayed in hexadecimal text then I record in a string.

Sorry, I don't quite know what you mean. Do you mean like converting a picture into hexadecimal text that is stored into a string? Something like this or this?

Maybe you can write it in french and someone can translate

1469
TI Z80 / Re: [Platformer] Pyyrix's Most Excellent Adventure
« on: November 07, 2010, 01:08:01 pm »
lol yeah, no I wasn't dissing your game at all. It looks good so far; are you planning to add smoothscroll?

1470
TI Z80 / Re: [Platformer] Pyyrix's Most Excellent Adventure
« on: November 07, 2010, 10:41:32 am »

Overall: 9.5/20  Great game so far!  :D


:P

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