Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - yunhua98

Pages: 1 ... 83 84 [85] 86 87 ... 184
1261
TI Z80 / Re: Gateways: Portals of Time I - Cloud Cover
« on: January 11, 2011, 04:42:02 pm »
I'll have a screenie as soon as I fix the collision detection bug and finish the animated part of razing.  :P

Merged (yunhua98): I can't edit on a phone so...
Anyway, I changed my mapping routine, which made the game a tad bit faster and allowed for bigger maps.  (hopefully, I haven't tested it out fully yet)

1262
TI Z80 / Re: uPong
« on: January 11, 2011, 04:36:00 pm »
nice!  although it may be better if the paddle only went up by one pixel maybe?

1263
TI Z80 / Re: Starcraft: Zertaul -- Eye Candy
« on: January 11, 2011, 04:34:53 pm »
Correlation, its a proof of concept.  ;)
I wish we could do that in BASIC.  :P

1264
Other Calculators / Re: Axe Avalanche 1.0
« on: January 11, 2011, 04:33:58 pm »
I think he only checks the pixels right above the sprite, right?

1265
Ash: Phoenix / Re: Ash: Phoenix
« on: January 10, 2011, 09:28:16 pm »
That looks amazing!  Btw, how are you doing he scrolling?

1266
TI Z80 / Re: Gateways: Portals of Time I - Cloud Cover
« on: January 10, 2011, 06:38:35 pm »
Thats why my RPG is split into 3.  ;)
I may just end up using appvars for maps lol

1267
The Axe Parser Project / Re: Bug Reports
« on: January 10, 2011, 06:31:07 pm »
that reminds me, one time I compiled a program it threw a Block error, and then when I pressed program, it showed the last lines of my code, which contained a for loop.  That loop was incomplete and everything after it was gone.  I had a backup though.  ;)

1268
TI Z80 / Re: Gateways: Portals of Time I - Cloud Cover
« on: January 10, 2011, 06:27:18 pm »
well, it depends, other than the sprites, how are you storing your data?

1269
TI Z80 / Re: Gateways: Portals of Time I - Cloud Cover
« on: January 10, 2011, 06:25:55 pm »
lol, don't worry, I won't have many sprites besides tiles, and since my routine only needs the pointer to the first tile, I only need one pointer per room.  ;)  And no, the rooms won't all be 12x8.  :P

1270
TI Z80 / Re: HexFrom8xp
« on: January 10, 2011, 05:40:12 pm »
well, maybe you can look into the Mirror of 38-IT and see if you and see the Programmer's Stone.  ;)  :P

1271
TI Z80 / Re: HexFrom8xp
« on: January 10, 2011, 05:34:22 pm »
so its like this?
asmtools.omnimaga.org
anyway, nice job.  ;)

1272
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: January 10, 2011, 05:32:46 pm »
1135.  You want to post the sign with your post count.  :P

1273
Axe / Re: Image Variables
« on: January 10, 2011, 03:28:07 pm »
Why does everybody suppose I'm talking about Basic in the Axe forum?
well, i knew you were talking about Axe cause I told you there were more than Pic0-9. but since you said Picture variable when usually, people refer to them as pointers.  ;)

EDIT:  since they are pointers, you could also use Str1 instead of Pic1, but since its more sensible to use Pics for sprites and strs for Text and GDBs for data, we just do it that way.  ;)  I think the Axe documentation elaborates on that a bit more.  ;)

1274
Axe / Re: Image Variables
« on: January 10, 2011, 03:26:01 pm »
You can also use xLib, Celtic III, etc, to access more pic variables through TI-Basic.
I know this is in Axe Forum, but how many extra pics in tibasic could be accessed?

1275
Axe / Re: Image Variables
« on: January 10, 2011, 03:23:11 pm »
not in BASIC, but for AXE parser, you can have Pi0-Pic9 plus any combination of two more letters/numbers.

examples: Pic1A, Pic1B3, Pic5Y, Pic099...
although you can only have 153 static pointers max, you can use relative referencing, so this:
Code: [Select]
[0000000000000000]->Pic1
[FFFFFFFFFFFFFFFF]->Pic2
Pt-on(0,0,Pic1
Pt-on(0,8,Pic2
Dispgraph
is the same as
Code: [Select]
[0000000000000000]->Pic1
[FFFFFFFFFFFFFFFF]
Pt-on(0,0,Pic1
Pt-on(0,8,Pic1+8
since they're pointers

Pages: 1 ... 83 84 [85] 86 87 ... 184