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Messages - yunhua98
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1276
« on: January 10, 2011, 03:05:07 pm »
that's what I'm doing. I store a bunch of Hex into a GDB and then use the first one plus something*16. But I just realized I don't need a pointer after the first one for all the tiles. EDIT: also, I've finished the map for the player's house and am working on the part where the assassins raze your house.
1277
« on: January 09, 2011, 07:57:01 pm »
Yeah, but I can't spoil that for you yet.
1278
« on: January 09, 2011, 06:38:26 pm »
Okay, so besides the intro, I'm going to have 3 episodes. I'm working on the first one, which takes place with the rich nobility. Gateways: Portals of Time I - Cloud Cover The Regulus family has always been devout believers of the Alpha, and have been spreading the news about his return. However, the ruling empire doesn't wish this to be told, they have sent their top two assassins to raze your house and kill the family. You however, by lucky chance, escaped. You have set out to avenge your family, before you stand up to the threat of The Evil Spirit's reawakening. what'd ya'll think? EDIT: Credits DJ_O - House Sprite from Rueben's Quest.
1279
« on: January 09, 2011, 09:24:36 am »
Well, I'm probably going to make a separate program for each world, and paurse number messes up grey
1280
« on: January 08, 2011, 08:54:05 pm »
darn... What if you displayed the pic without a pointer? like Pt-on(0,0,[FFFFFFFFFFFFFFFF])?
1281
« on: January 08, 2011, 08:49:16 pm »
Axe has a maximum allowance of 150 labels and static pointers by the way.
also, is it 150 static pointers and labels together or each?
1282
« on: January 08, 2011, 06:18:28 pm »
thanks, and also, its 12960. EDIT: aww...
1283
« on: January 08, 2011, 06:12:03 pm »
sorry about that... Great poem though. also, is that why she hasn't been coming online lately?
1284
« on: January 08, 2011, 06:11:01 pm »
those aren't BASIC vars, they're pointers, so you can also store inside Str's and GDB's. plus you have names from Pic1-
add a letter or number, so there are effectively 1080 pointers for sprites and you can use the RAM for sprites too...
You have saved my life.
No problem.
1285
« on: January 08, 2011, 06:05:21 pm »
those aren't BASIC vars, they're pointers, so you can also store inside Str's and GDB's. plus you have names from Pic1- add a letter or number, so there are effectively 1080 pointers for sprites and you can use the RAM for sprites too...
1286
« on: January 08, 2011, 06:02:53 pm »
yeah, so the bigger are just multiple 8x8 sprites.
1287
« on: January 08, 2011, 06:00:03 pm »
yeah, I know, I was designing tiles on an 8x8 editor, and I was lazy, so I didn't edit it after the tiles didn't fit right, same with the completely disproportionate house as viewed from the out side: look at the line the door.
1288
« on: January 08, 2011, 05:58:28 pm »
it was? the first page said Axe... * yunhua98 is cunfuzed...
1289
« on: January 08, 2011, 05:57:20 pm »
oh yeah... I really gotta stop remembering the wrong things... When Scout said it was ASM on the first page and this: well, instead of RandC. Yes, though axe to be precise. By the time I get that silverlink cable I'll have like 5 game to upload to omni O.o
Discuss further.
1290
« on: January 08, 2011, 05:54:53 pm »
yeah, it doesn't do that on the calc, but I've been trying to find a way to slow it down.
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