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Messages - squidgetx

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541
Miscellaneous / temp leave of absence
« on: August 03, 2011, 06:11:18 pm »
I'm going to Philmont Scout Ranch on the 11th (yay!) Unfortunately that means I have a load of work to do until then (summer hw, college apps) because after I come back I'm getting dragged off the New England for college visits :(

So basically that means I'm not going to be around for the rest of August  <_<

Bai guys for now...

542
Blaster Master / Re: Blaster Master!
« on: August 02, 2011, 10:18:38 am »
Wow, I never thought of doing it that way either :o

I can try and help. Did you want me to post demo code or something?

Code: [Select]
.Removing an element from the list
.Let's say the list element is 8 bytes long and held in L1
.Let's say the amount of entries in list is held in variable A
.Let's say the entry number to be deleted is held in var B
Copy(A*8+L1,B*8+L1,8)
A--

Or something like that...What was your problem exactly?

543
The Axe Parser Project / Re: Features Wishlist
« on: August 02, 2011, 10:16:16 am »
In response to the poll, I'd rather have the smaller size for file reads. I don't know when anyone would be using time-critical file reads. In any case, it's always easier to copy a tilemap or level into RAM anyway since then it can be modified, etc.

Actually, just kidding. I can think of maybe a couple situations where a fast file read time could be nice. (Tiny Wings lol) Err, would it ever be possible to do both? I'm not very helpful, am I? lol :P


544
Axe / Re: Particular Explosion Tutorial
« on: August 01, 2011, 03:46:11 pm »
Some basic optimization for ya. Nothing runer couldn't beat but a bit easier to implement haha.

Code: [Select]
Repeat getKey(15) //Our container code. Keeps repeating until user hits Clear
L1->r6                                  //Initializes the pointer held in r6
80
While -1->r1 //Runs this loop 80 times
{r6}{r}+{r6+4}{r}->{r6}{r} //Increments the x-position by the x-velocity
{r6+6}{r}+4->{r6+6}{r} //Increments the y-velocity due to gravity. I find 4 to be a nice number.
{r6+2}{r}+{r6+6}{r}->{r6+2}{r} //Increments the y-position by the y-velocity
Pxl-On({r6}{r}/256,{r6+2}{r}/256) //Draws the pixel
r6+8->r6                                //Moves the pointer in r6 up 8 bytes aka now it points to the next particle
r1
End
DispGraphClrDraw         //Displays and clears the screen so that the next set of updated particles can be drawn.
End

545
TI Z80 / Re: StickNinja (Contest Entry)
« on: July 29, 2011, 01:47:11 pm »
Oh squiddy just saying in Stick Ninja if you break too many of those glass boxes the particles accumulate and eventually overrun and crash the program, so you might want to limit that.

Also is the last level even frickin possible? I got to the bit where two opposing conveyer belts smash you into a spike, but I don't know where to go from there.
Unless...you're supposed to drop down?
* leafiness0 goes to check

Ah, I thought I put a check in for that. i guess it doesn't work too well... No comment regarding the two opposing conveyor belts, hehe

only every second time you can load your old saving.
If you've lost the appv (deleted), it'l be a ramclear or a strange, funny level, where you'll have 32 lives.

I still don't know why this bit happens (about the saving). I'll have to check again I suppose. At the least I'll make it so that it won't run if the appv isn't detected..

546
News / Re: Farewell
« on: July 28, 2011, 04:45:30 pm »
W00000000000000000000TTT!! :D
welcome back

547
TI Z80 / Re: Nyan Cat
« on: July 26, 2011, 08:56:10 pm »
Awesome. Good luck getting sound to work (?)

548
Other Calculators / Re: Explosions that Look Good
« on: July 26, 2011, 08:49:51 pm »
Hey, cuberunner/space dash explosion routine does more than random data explosions ;) It uses sprites in the mono layer and random data in the gray layer ;)

I like particle explosions best but sprite explosions are easier in most cases :P

549
News / Re: Five new Coders of Tomorrow hired
« on: July 19, 2011, 07:11:47 pm »
Haha you are more than likely to win XD

Gratz to  everyone, and be careful not to edit people's posts when you want to quote them :D

550
Axe / Re: Specific Tutorials List (Axe)
« on: July 18, 2011, 03:20:00 pm »
Updated with Ashbad's two new tutorials

551
Ash: Phoenix / Re: Ash: Phoenix- Reboot
« on: July 18, 2011, 10:05:16 am »
Well, it'll be smaller for one thing. And I'm thinking about handling NPCs differently. Instead of being part of the tilemap, maybe I'll have them separate like in Pokemon :D

552
The Axe Parser Project / Re: Invalid token?
« on: July 17, 2011, 08:38:04 pm »
You can't have labels beginning with a number in Axe 1.0.0 or later.

553
Ash: Phoenix / Ash: Phoenix- Reboot
« on: July 17, 2011, 07:17:07 pm »
Latest screen:


Spoiler For Old Screenshots:


The latest screenshot, source (A.8xp, screenshift.asm), and build (build.zip) will be attached to this post. (Note you don't need screenshift.asm to compile, it just holds the original asm code if you wanna look at it)

Installation instructions:
Send build.zip to archive, and run Phoenix.8xp with asm() or whatever shell you want


People I have to remember to credit:
chickendude (tilemapping help, asm help)
runer112 (debugging/asm help/help for everything)
jacobly (asm help/optimizing mask routine)
calc84 (asm help, optimizing decompression routine)
thepenguin77 (bugfixes, asm help)
Spoiler For original post:
Ok, I'm rewriting this game (almost) from scratch.

Before you kill me, let me give a few reasons:

1. I really want to optimize. Severely. Axe 1.0.0 provided updates (like getting label addresses) that could make some things SO MUCH BETTAR!
2. I want to make the battle engine more dynamic. Again, Axe 1.0.0 makes this possible. Say hello to unique move effects?
3. I found a severe bug that has to do with program structure. If I could understand my own code, it would still be pretty hard to fix. But I can't.
4. My calc won't turn on atm. I'm assuming that if I can get it to ever function again, the archive is done for anyway.
5. Axe 1.0.1 won't compile it currently, mainly because I have a lot of labels that begin with numbers.

Edit: After reinstalling the OS and using the safe-boot, I've revived my calc. The archive got wrecked though. I have backups, but I don't think I'll use them much.

554
Sigh...why is my entry so buggy? I really don't know why, as my calc seemed to handle it perfectly fine, as did Wabbit =/

555
^Like if the total file size comes to ~30k haha. If I had time for compression I might've been able to fit StickNinja all in the app though, hmmmm

Leafiness0; You should make Tag smoothscrolling. That way you could use 8x8 graphics :D Also I'm sad that it's 15mhz, :( running my batteries down =/

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