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Messages - squidgetx
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541
« 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
« on: August 02, 2011, 10:18:38 am »
Wow, I never thought of doing it that way either I can try and help. Did you want me to post demo code or something? .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
« 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
544
« 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.
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
« 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
« on: July 28, 2011, 04:45:30 pm »
W00000000000000000000TTT!! welcome back
547
« on: July 26, 2011, 08:56:10 pm »
Awesome. Good luck getting sound to work (?)
548
« 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
549
« on: July 19, 2011, 07:11:47 pm »
Haha you are more than likely to win Gratz to everyone, and be careful not to edit people's posts when you want to quote them
550
« on: July 18, 2011, 03:20:00 pm »
Updated with Ashbad's two new tutorials
551
« 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
552
« 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
« on: July 17, 2011, 07:17:07 pm »
Latest screen: 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)
554
« on: July 17, 2011, 03:26:08 pm »
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
« on: July 16, 2011, 09:30:59 pm »
^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 Also I'm sad that it's 15mhz, running my batteries down =/
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