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TI Z80 / Re: IES: online Axe, BASIC, and Grammer editor
« on: January 14, 2013, 11:52:13 pm »
yes. it's a part of the sprite data.
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TI Z80 / Re: IES: online Axe, BASIC, and Grammer editor« on: January 14, 2013, 11:52:13 pm »
yes. it's a part of the sprite data.
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TI Z80 / Re: IES: online Axe, BASIC, and Grammer editor« on: January 14, 2013, 11:41:44 pm »
I meant as it ignored "?"s when it was displaying as code.
so one of the line was supposed to be :????????LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b) but only got :LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b) 93
TI Z80 / Re: [Contest] Illusiat 11 Grammer Port« on: January 14, 2013, 10:12:23 pm »
Uhh... apparently calling one more labl causes massive slowdown lol
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TI Z80 / Re: [Contest] Illusiat 11 Grammer Port« on: January 14, 2013, 07:08:36 pm »
so far I think i have only 5 subroutines (programs were getting too long to scroll O.o )
I havent worked on greyscale tilemap yet, even though it'll be really easy to apply once I have the sprites. 95
TI Z80 / Re: [Contest] Illusiat 11 Grammer Port« on: January 14, 2013, 04:41:10 pm »
It seems like my program is running slower and slower
![]() If this continue, I might have to kiss ti-83+ support goodbye '^' (battle engine started to flicker a lot) 96
TI Z80 / Re: IES: online Axe, BASIC, and Grammer editor« on: January 14, 2013, 03:45:12 pm »
DT I just tried it with Grammer program and it seems like it ignored all the "?"s
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TI Z80 / Re: [Contest] Illusiat 11 Grammer Port« on: January 14, 2013, 02:19:41 pm »
Err I'm thinking about that. probably a list of pathway will do.
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TI Z80 / Re: [Contest] Illusiat 11 Grammer Port« on: January 14, 2013, 02:16:40 pm »
of course the events will be hardcoded but it wont be a problem with scrolling map since all the locations are numbered just like how i handled event in dat rol3 port thingy. so event handling will be quite fast because all i have to do is if number=variable:do something
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TI Z80 / Re: [Contest] Illusiat 11 Grammer Port« on: January 13, 2013, 11:41:48 am »
yes. Also, I forgot to mention that i excluded pic file from that 800 bytes
![]() EDIT: now defining map only takes 5 variables! Yay 100
TI Z80 / Re: [Contest] Illusiat 11 Grammer Port« on: January 13, 2013, 10:36:28 am »
So now tilemap generator and moving and scrolling works. Entiire chapter 2 maps + engine is less than 800 bytes!
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TI Z80 / Re: [Contest] Illusiat 11 Grammer Port« on: January 12, 2013, 05:30:40 pm »
indeed. 4k data vs 768 is quite knowledgeable.
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TI Z80 / Re: [Contest] Illusiat 11 Grammer Port« on: January 12, 2013, 12:11:25 pm »
All right. Since I'm running out of time, for the mapping, I'll just generate from picture file just like how dj did.
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TI Z80 / Re: [Contest] Illusiat 11 Grammer Port« on: January 11, 2013, 09:43:37 pm »
So I'm glad to say that battle engine is done except the graphic part. For now, I'll be speedcoding the maps and storylines
![]() EDIT: anyone interested? ![]() |
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