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Topics - Yeong
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76
« on: November 09, 2011, 07:29:40 am »
This is really old game. And this is freeware and I'm allowed to spread it wherever I want This game, all you have to do is bounce a ball to next area. Arrow keys are used to move the ball. Enjoy! (Somebody port this game )
77
« on: November 08, 2011, 12:11:51 pm »
I'm just curious. GameGear is 8-bit (I believe) and since nspire v2 (ndless 2) can emulate NES and GBC successfully, won't it be possible as well?
78
« on: November 08, 2011, 09:33:25 am »
let's share our music in progess here I'll start This music will be called 'The Blue One' I'll upload my progress so far. How is it?
79
« on: November 07, 2011, 07:09:22 pm »
can somebody explain me why the sound gets distorted? Here's the code:
:..MUSIC INCLUDE //prgmMUSEINC :Data(2100r,1990r,1870r,1770r,1670r,1580r,1490r,1400r,1320r,1250r,1180r,1110r,1050r,996r,940r,887r,837r,790r,746r,704r,665r,627r,592r,559r,527r,498r,470r,444r,419r,395r,373r,352r,332r,314r,296r,279r,264r,249r,235r,222r,209r,198r,186r,176r,166r,157r,148r,140r,132r,124r,117r,111r,105r,99r,93r,88r,83r,78r,74r,70r,66r,62r,59r,55r,52r,49r,47r,44r,42r,39r,37r,35r,33r,31r,29r,28r,26r,25r,23r,22r,21r,20r,19r,18r,17r,16r,15r,14r,13r,12r,11r,10r,10r,9r,9r,8r,8r,7r,7r)→GDB0 :0→oCN :2→oCS :4→oDN :6→oDS :8→oEN :10→oFN :12→oFS :14→oGN :16→oGS :18→oAN :20→oAS :22→oBN :Data(8192r,16384r,32796r,65535r)→GDB1 :0→oTS :2→oSX :4→oET :6→oQR
:..ROUTINE //prgmMUSERT :Lbl PM :Freq({24*r2+r1+GDB0}r,{r3+GDB1}r :Return
prgmYSPRITE1 and prgmYRPGSPR4 is a sprite and tilemap datas.
:.ASTEST :prgmYSPRITE1 :prgmYRPGSPR4 :prgmMUSEINC :Data(8,3,2,0,3,2,18,2,2,8,3,2,0,3,2,18,2,2,8,3,2,18,2,2,10,3,2,0,3,2,18,2,2,10,3,2,0,3,2,18,2,2,8,3,2,0,3,2,4,3,2,22,2,2,14,2,2,4,3,2,22,2,2,14,2,2,4,3,2,14,2,2,8,3,2,0,3,2,14,2,2,8,3,2,0,3,2,14,2,2,8,3,2,4,3,2)→Pic1M//Music Data :32→T :Data(0,0,9,10,0,9,10,0,9,10,0,0,0,0,5,5,10,4,4,9,5,5,0,0,0,0,5,5,5,5,5,5,5,5,0,0,0,0,5,5,5,5,5,5,5,5,0,7,0,0,0,0,0,0,0,0,0,0,0,0,25,25,25,25,25,0,0,25,25,25,25,25,0,0,0,6,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)→Str9//Tilemap Data :ClrDraw :0→C :For(B,0,7 //Creates Tilemap and store into :For(A,0,11 //L3 :{Str9+C}→D :Pt-Off(8*A,8*B,8*D+Pic001 :C+1→C :End:End :Copy(L6,L3,768 :40→X→Y :0→Z→P :Repeat getKey(15) //Main Loop :ClrDraw :Copy(L3,L6,768 :Pt-Off(X,Y,8*P+Str100 :DispGraph :If getKey(2) :X-8→X :2→P :End :If getKey(3) :X+8→X :3→P :End :If getKey(1) :Y+8→Y :0→P :End :If getKey(4) :Y-8→Y :1→P :End :PM({3*Z+Pic1M},{3*Z+1+Pic1M},{3*Z+2+Pic1M} //This plays sound :Z+1→Z :Z=32?0→Z //Makes sound loop :End :prgmMUSERT
is it problem with getKey? is there a way to fix it?
80
« on: November 07, 2011, 01:02:08 pm »
so this is an axe source file: prgmASRC :.MPREV :prgmMUSEINC :GetCalc("varN")→A :GetCalc("varO")→B :GetCalc("varP")→C :float{A}→N :float{B}→O :float{C}→P :PM(N,O,P :prgmMUSERT
prgmMUSEINC contains the list of wavelengths and Lbl PM contains the routine that plays the note accordingly. It works if I run it on homescreen, but not in this program(TI-BASIC) {data.....}→L1 For(G,0,15 L1(3G)→N L1(3G+1)→O L1(3G+2)→P Asm(prgmMPREV End
It seems to skip asm program What's wrong with this?
81
« on: November 04, 2011, 07:46:07 am »
82
« on: November 01, 2011, 07:50:22 pm »
EFBD4C (also, EF3380,EF3680,EF3980,EF3C80,EF3F80,EF2A4F,EFA750) EF9E50 EF9244 Maybe 2nd and 3rd one have some use, but wtf 1st one EDIT: something that you shouldn't run without protection EFFC80 only for 84s EF4252: kinda useless
83
« on: October 31, 2011, 07:25:47 pm »
so I got how to store floating points: .db pos/neg, digits, numbers in hex ...
so the question: how do I multiply/divide?
84
« on: October 31, 2011, 05:56:16 pm »
I just can't draw it So... 1. Warrior that facing right 2. Have a sword 3. Teenager looking 4. Prefer greyscale (monoscale is fine too) EDIT: 5. Male Thank you in advance
85
« on: October 30, 2011, 09:08:07 am »
In my opinion, this should work. After I compile it, it worked for while and it sharted to go haywire and crashed my calc. What did I do wrong?
.org userMem-2 .db $BB, $6D BCALL ClrLCDFull CALL INITCOOR LD HL,PIE BCALL PutS LOOP: BCALL getKey CP kUp CALL Z,GOUP CP kDown CALL Z,GODOWN CP kRight CALL Z, GORIGHT CP kLeft CALL Z,GOLEFT CP kClear RET Z BCALL ClrLCDFull CALL INITCOOR LD HL,PIE BCALL PutS JR LOOP PIE: .db "pi_symbol",0 COOR: .db 0,0 INITCOOR: LD HL,COOR LD A,(HL) LD (CURROW),A LD HL,COOR+1 LD A,(HL) LD (CURCOL),A RET GOUP: LD HL,COOR LD A,(HL) DEC A LD (HL),A RET GODOWN: LD HL,COOR LD A,(HL) INC A LD (HL),A RET GOLEFT LD HL,COOR+1 LD A,(HL) DEC A LD (HL),A RET GORIGHT: LD HL,COOR+1 LD A,(HL) INC A LD (HL),A RET
86
« on: October 26, 2011, 05:28:58 pm »
I'm porting this game because somebody requested me to do so so, this is how far I got so far: I got the sprites done so all I have to do is that cannon shoots teh poor kitty. Cruelty FTW
87
« on: October 26, 2011, 07:20:04 am »
89
« on: October 23, 2011, 01:28:45 pm »
It's a simple platformer game that I made with grammer. I had to type all the thing in sourcecoder because the link is malfunctioning 2nd to jump, do not fall down or touch the ceiling. Somebody post screenshot for me. Enjoy! EDIT: if it doesn't work, tell me. I'll type&post again (sigh) EDIT2: Link fixed! It's a working version now EDIT3: Final release at: http://www.omnimaga.org/index.php?action=downloads;sa=view;down=733
90
« on: October 22, 2011, 09:05:53 am »
If I change 32nd note to 16th, you can edit 2 measures at one time. However, If I do that, you can't use 32nd. So, what should I do? The tracker in question: http://ourl.ca/13530/254690
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