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Messages - squidgetx

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1471
TI Z80 / Re: Xeverion
« on: November 07, 2010, 10:20:06 am »
I tried to compile my code as an app, but there is a strange bug.
I can execute the app just one time, then the program exits by itself after a frame.
Screen and Source attached.


Make sure you aren't writing data to any static pointers like GDBXXX, PicXXX, or StrXXX after they're defined. And make sure at the beginning of the program, you initialize all your variables that you're going to be using--that could be why it quits after the first run.

1472
Other Calculators / Re: Share the Planning Stages of your Game
« on: November 06, 2010, 08:57:27 pm »
I do this all the time :) Cuberunner had no notes for some reason, but Space Dash has about 5 pages of notes and Ash has a whole packetfull. Will post later if I have time

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TI Z80 / Re: Xeverion
« on: November 06, 2010, 06:41:02 pm »
Hmm, looks nice. Gray seems a bit flickery though, is it better on calc? Are you redrawing the tilemap every frame?

1474
TI Z80 / Re: Bomberman
« on: November 06, 2010, 06:32:19 pm »
couldn't I just change the background in the actual sprite since the current background id the only one he is ever going to stand on?

Woops, right. :P I'm currently having a pt-mask phase right now; I don't think I've used a single normal Pt-On/Pt-Off anywhere in Ash lol

1475
I'm only a jack-of-all-trades, master of none with computers.

That pretty much describes me, not just with computers, but with EVERYTHING.

anyway, I like these tutorials. Maybe i'll try getting into asm again sometime soon....

1476
TI Z80 / Re: Bomberman
« on: November 06, 2010, 06:28:41 pm »
It looks great. Are you planning on overlaying the character onto the background to that the space behind them isn't white?

Pt-Mask() ?

1477
Ash: Phoenix / Re: On Calc Dev Tools
« on: November 06, 2010, 03:48:19 pm »
thankee sir :) I knew they'd be useful for somebody

1478
TI Z80 / Re: The Impossible Game
« on: November 06, 2010, 03:46:14 pm »
In order of difficulty, I think (personally) it's Xbox, Fire Aura, Chaoz Fantasy, then Heaven

I still haven't beat Heaven despite getting 71% through and having beat the other lvls :X The beginning looks easy but it's actually harder than it looks. And the part where the stuff flies up is...impossible ;)

1479
Axe / Re: [Axe]Title Screen
« on: November 06, 2010, 12:12:17 pm »
Menu() is the correct command if you want a simple title screen.
Make sure your labels match when you use it though.

I think he wants to know how to do it in Axe. (Axe doesn't support Menu(), does it?)

1480
Ash: Phoenix / On Calc Dev Tools
« on: November 06, 2010, 12:01:31 pm »
Here I will put up all of the oncalc tools that I've written to help with the development of A:P and I think that some of them could be pretty useful if anyone decides to use mainly masked sprites of varying sizes :P Oh, and everything is written in Axe (source included) The included executable is nostub (use Asm() to run)

Sprite editors
Controls of all editors: 2nd: black, Alpha: gray, MATH: white, x-1 transparent, Clear: quit, Enter: save sprite
Hex gets stored to OS Str1, 2, 3, etc depending on how many sprites you make per run.
All editors are masked 3 lvl grayscale designed for use with the Pt-Mask() Axe command.
And here is a good explanation of how masked sprites work if you don't know, because they are really cool : http://ourl.ca/4050/105395;topicseen#msg51271

8x8 sprite editor
Edit at 8x zoom
I think this only supports one sprite at a time, sorry
16 bytes per sprite

12x12 sprite editor
Edit at 4x zoom
Supports up to 4 or 5 sprites stored in Str1, Str2, Str3, Str4, etc. : tap enter to save a sprite, press 2nd to continue or any other key to quit.
64 bytes per sprite

16x16 editor
Edit at 4x zoom
Same as the 12x12
64 bytes per sprite

24x24 editor
Requires 1500 free RAM to run
Edit at 2x zoom
Supports 9 'frames' or sprites per running of the editor: intended for use for animations and such
144 bytes per sprite

32x32 editor
Requires 2400 free RAM to run
Same as 24x24, except at 32x32
256 bytes per sprite

1481
Axe / Re: Smoothscrolling tilemapper
« on: November 06, 2010, 11:45:13 am »
Ouch, the one I'm using for A:P is only 8 fps. Does not redraw every frame, walking up/down is slightly slower than right/left. But mine also uses 12x12 masked grayscale tiles..so that means it's drawing 64 masked tiles per frame walking up and 56 when walking side to side x.x

1482
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: November 06, 2010, 11:35:32 am »
oh i see...so the subprograms will literally be separate from the 'main' program...and the 'main' program will be written in assembly. Gotcha :)

1483
Contra / Re: Contra
« on: November 06, 2010, 11:33:38 am »
sounds fun!
how are you going to manage 9*9 tiles?

I was wondering that too....x.x Ash's 12x12 tiles are actually masked 16x16 where the extra parts are transparent, but I don't think that'll be practical for this

1484
TI Z80 / Re: Rule and Conquer: My Game In Progress
« on: November 06, 2010, 09:49:29 am »
well then you still can't get around the 16k/8k code limit :x

1485
TI Z80 / Re: Bomberman
« on: November 06, 2010, 09:46:02 am »
oooh nice effect yunhua :) Looking forward to this game

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