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The Axe Parser Project / Re: Axe Parser
« on: October 29, 2010, 07:50:24 pm »Code: [Select]Lbl 22
Return *22
Wow...didn't know you could do that. Thanks!
And also; what if I didn't need the r? Would it make a difference?
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. 1531
The Axe Parser Project / Re: Axe Parser« on: October 29, 2010, 07:50:24 pm »
Wow...didn't know you could do that. Thanks! And also; what if I didn't need the r? Would it make a difference? 1532
Other Calc-Related Projects and Ideas / Re: Animations« on: October 29, 2010, 04:01:28 pm »
Don't type in the // and the stuff after it; those are his comments
...ninja'd 1533
TI Z80 / Re: The Impossible Game« on: October 29, 2010, 03:54:19 pm »I really wanna TAS this....Since it scrolls at a uniform rate wouldn't all successful runs be completed at the same time? 1534
Other Calc-Related Projects and Ideas / Re: Animations« on: October 29, 2010, 03:53:03 pm »
Put a For(A,0, somenumber): End where you want to pause. For 1 or two seconds I think try like 100 or 200 for somenumber (I forget exactly)
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Ash: Phoenix / Re: Ash: Phoenix« on: October 29, 2010, 03:50:29 pm »
Yes, damage can go up to 65535....if you hack your appvar to get jacked stats lol. The damage formula's highest amount of damage possible (normally) I think is around 35000 though.
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The Axe Parser Project / Re: Axe Parser« on: October 29, 2010, 03:48:07 pm »
random question: is it worth it to put this code in a subroutine?
<exp>*22+GDB0+<constant>..... so it looks like sub(0r,<exp>,<const>).....lbl 0 : r1*22+GDB0+r2 I would almost always need the r when calling this routine, and I suspect that the size of calling sub(lblr) with two arguments to be loaded might be bigger than just typing it out every time. Can anyone confirm? Also, I will be using this snippet of code only around 15 times throughout 1537
Other Calc-Related Projects and Ideas / Re: GONE: Lost from the light« on: October 29, 2010, 03:26:49 pm »
Looks epic. Looking forward to it
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Ash: Phoenix / Re: Ash: Phoenix« on: October 29, 2010, 07:15:54 am »
Well I tried as much as I could to keep it under. level 100 max attack/weapon/magic boosts (896 atk) vs something with less than 21 def with the best technique (15 power) would cause some overflow errors. However, 1) the residual damage (ie, if calculations reach ~70000, calculating off of ~5000) is usually enough to kill something that weak anyway and 2) it is very very hard to get max attack (255). I'm using something similar to the pokemon EV system which means that your stat gains are affected by what you kill. So unless you only kill certain types of monsters for the whole game, your attack will be much closer to 200 at lvl 100 which lowers the chances of overflows. Oh and 3) damage is always positive. No negative damage; I'm using a different set of code for healing/recoil techniques
speaking of which, most of the side effects of moves are now done including healing, stat boosts, recoil, and class advantage bonuses, although getting the turn rotation to work is being annoying. Hopefully I'll get a screenie showing off some animations by this weekend 1539
Ash: Phoenix / Re: Ash: Phoenix« on: October 28, 2010, 06:15:17 pm »
mmmm double post but AAAAAAHHHHH I GOT THE DAMAGE FORMULA TO WORK!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
my excessive happiness might seem...excessive but this is a major breakthrough (for me anyway). Coding the battle engine is all downhill from here 1541
Other Calculators / Re: Simple yet useful virus« on: October 28, 2010, 04:15:42 pm »What do you mean by autorun? 1542
Anime and Manga / Re: Bleach« on: October 28, 2010, 03:57:39 pm »
kinda necropost but....
what do you guys think about the new chapter this week? where is kubo taking this...i mean Spoiler For Spoiler: 1544
Ash: Phoenix / Re: Ash: Phoenix« on: October 28, 2010, 03:20:00 pm »
Well I'll definitely be using an app, no questions about that. The battle engine with item/stat screens as subroutines currently sits at 6kb with estimated 1 kb of data that may be moved to appvars later. The map engine sits at 3kb with 500 bytes of data that will be moved to appvars later. NPC text, the rest of the sprites/tiles will be in external appvars as well, so I guess that leaves around 7 or 8k left for the rest of the battle engine, trigger tiles (NPC convos and bosses), warp tiles (doors, entrances etc.), and some menu stuff (which might involve a custom input routine :X ). Maybe I will be able to get to 8 dir. mvt after all
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TI Z80 / Re: The Impossible Game« on: October 28, 2010, 03:13:38 pm »
awesome game thepenguin77!
51% on lvl 2; 44% on lvl 3 |
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