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Messages - tr1p1ea

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586
Project M (Super Mario) / Re: Progress of "M"
« on: September 08, 2008, 11:00:26 pm »
Yay first post! This game looks awesome ... w00t vertical scrolling :).

*waits for feather*

587
TI-BASIC / Re: scripts and code snippets
« on: September 07, 2008, 10:31:09 pm »
rlca doesnt effect the z flag, but it wont always multiply by 2 since it rotates the bits left circularly.

588
News / Re: The Ressurection
« on: September 06, 2008, 01:09:39 pm »
and from the ashes rises omnimaga!

589
TI Z80 / Re: Raising The Dead
« on: September 05, 2008, 04:37:53 pm »
WOW! Those screenies are awesome!

590
TI Z80 / Re: The last version
« on: September 05, 2008, 04:36:33 pm »
Got any screneies showing it off?

591
TI Z80 / Ethanderial
« on: December 21, 2007, 07:55:00 pm »
Wow that is really impressive, and fast! :Dbiggrin.gif.

592
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: December 20, 2007, 04:53:00 pm »

 THE POST 13575042
Errr, the masked routine that uses the dark gray layer for the mask *is* only an aligned routine. Thats why it appears the way it does in Jims ... the same as in Duck's. I dont recall the needs for this game, but you may need to write your own masked sprite routine. Even modding the aligned one should be possible :?  


 THE POST    

593
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: December 20, 2007, 03:13:00 am »

 THE POST 13573987
Yeah Jims routines are compatible with Duck's. Although you save space with that masking routine (2-bits/pixel instead of 3) you lose a shade of gray.  


 THE POST    

594
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: December 18, 2007, 01:35:00 am »

 THE POST 13570781
You wont be able to seperate the grayscale active buffers from one another since they interlacing uses an optimisation that relies upon them being together in memory :Swacko.gif.  


 THE POST    

595
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: December 11, 2007, 12:19:00 am »

 THE POST 13560522
Although masks make your sprites 3bpp instead of 2bpp and do require more work by the sprite routine, it isnt really too taxing on everything, especially if this isnt a smooth scrolling game.

So you're not going to have any animated tiles or NPC's or anything in this game?  


 THE POST    

596
Escheron: Shadow over Ragnoth / Lost Legends II
« on: December 11, 2007, 12:16:00 am »
It doesnt matter if you have all of your sprite data in 1 big file or in seperate files really. You will most likely require sprite tables with whatever engine you decide to use anyays.

Probably best to concerntrate on getting the first one done to appease all of your eager fans :)smile.gif.

597
Escheron: Shadow over Ragnoth / Lost Legends II
« on: November 16, 2007, 11:57:00 pm »
Im not sure gameplay would ever be limited to the system as far as this game is concerned. Rarely are RPG's full of massive on-screen action etc. It should fare quite well on the z80 calcs.

598
Escheron: Shadow over Ragnoth / "Lost Legends" for 84+, An ASM RPG
« on: November 13, 2007, 07:07:00 am »

 THE POST 13520548
Like a good plan lol :Dbiggrin.gif.

Looks great and id go with the custom font routine, makes it more authentic.  


 THE POST    

599
News / Omnimaga 6th anniversary
« on: August 31, 2007, 04:35:00 am »
Yay happy bday omni, cool video! :Dbiggrin.gif.

600
Other Calculators / Awesome Calculator Idea, sort of a mod...
« on: June 30, 2007, 04:49:00 am »
Wait, are you SURE its dead? Maybe the batteries are bad or the LCD Contrast is right down?

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