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FATE RPG
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Topic: FATE RPG (Read 17539 times)
0 Members and 1 Guest are viewing this topic.
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
FATE RPG
«
Reply #30 on:
April 21, 2006, 02:57:00 pm »
Yeah, well I think the reason why it's the same speed is due to the fact it draws 4 8x8 tiles to make the 16x16.
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spengo
Guest
FATE RPG
«
Reply #31 on:
April 21, 2006, 02:57:00 pm »
omg, that's freaking awesome! O_O and this is running this fast on a regular 83+??!!
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kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
FATE RPG
«
Reply #32 on:
April 21, 2006, 02:58:00 pm »
He has said it is a few times
, I think it's shaping up quite nicely..
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JFISH
Guest
FATE RPG
«
Reply #33 on:
April 21, 2006, 03:01:00 pm »
QuoteBegin-kalan_vod+Apr 21 2006, 08:57 PM-->
QUOTE
(kalan_vod @ Apr 21 2006, 08:57 PM)
Yeah, well I think the reason why it's the same speed is due to the fact it draws 4 8x8 tiles to make the 16x16.
aah i see, word yo...thx peeps
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kalan_vod
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Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
FATE RPG
«
Reply #34 on:
April 21, 2006, 03:30:00 pm »
I am not too sure if it would be the same speed or be slower, but I will ask tr1p1ea soon.
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Spellshaper
LV10
31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
FATE RPG
«
Reply #35 on:
April 22, 2006, 05:43:00 am »
QuoteBegin-xlibman+Apr 22 2006, 03:54 AM-->
QUOTE
(xlibman @ Apr 22 2006, 03:54 AM)
it scrolls 16 pixels instead of 8 unfortunately
there's always real(4
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Dragon__lance
Guest
FATE RPG
«
Reply #36 on:
April 22, 2006, 10:35:00 am »
about how big are ur maps then? they're probably very large :ph43r:
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kalan_vod
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Posts: 2715
Rating: +10/-0
FATE RPG
«
Reply #37 on:
April 22, 2006, 12:44:00 pm »
They look really large, but yeah SS is right about using the Real(4 command, but it isn't as easy to work right with the tile mapper~!
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JFISH
Guest
FATE RPG
«
Reply #38 on:
April 22, 2006, 02:49:00 pm »
Ma tilemaps are 16*16 wit 8*8 tiles....
hrrm real(4? the scroll thing? eh... i dunno like u said it prolly wouldnt work right with the mapper... i cant really picture real(4 with this map in ma head.... AHA... hmm
i was thinkin maybe an asm utility? hm? dat would speed it up... but i dont think it would werk... (like something that actually calls real(2,etc. increments variables, and returns upon various types of key presses fer interaction or the menu..............hrm...the only thing im stumped with...is how to call real in asm.......is dat possible?...) agh brain cramp...
peace
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Madskillz
LV6
Super Member (Next: 500)
Posts: 488
Rating: +32/-2
FATE RPG
«
Reply #39 on:
April 22, 2006, 04:36:00 pm »
Wow this game looks awesome, another great BASIC game to look forward too!
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tifreak
LV11
Super Veteran (Next: 3000)
Posts: 2708
Rating: +82/-3
My Kung Fu IS strong...
FATE RPG
«
Reply #40 on:
April 22, 2006, 05:36:00 pm »
QuoteBegin-JFISH+Apr 21 2006, 03:06 PM-->
QUOTE
(JFISH @ Apr 21 2006, 03:06 PM)
QuoteBegin-xlibman+Apr 21 2006, 07:39 AM-->
QUOTE
(xlibman @ Apr 21 2006, 07:39 AM)
...How long have you been programming for calculators btw?
hmm.... ti proggin'... *counting*... 5 years yo... i jes neva really "release" anythin'... (ok i did release sumthin a while back...but it sucked... i was totally n00bing out.... dont dload it man NOOO NOOOOOOOOO)
anyways how bout u xlib? (actually how bout everyone... how long u peeps been jammin on calcs?)
I have 7 years under my belt, though didn't release anything until 2002...
looks like this game is gonna rock.
Can't wait to see it finished.
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Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Spellshaper
LV10
31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
FATE RPG
«
Reply #41 on:
April 22, 2006, 11:32:00 pm »
QuoteBegin-JFISH+Apr 23 2006, 03:49 AM-->
QUOTE
(JFISH @ Apr 23 2006, 03:49 AM)
Ma tilemaps are 16*16 wit 8*8 tiles....
hrrm real(4? the scroll thing? eh... i dunno like u said it prolly wouldnt work right with the mapper... i cant really picture real(4 with this map in ma head.... AHA... hmm
i was thinkin maybe an asm utility? hm? dat would speed it up... but i dont think it would werk... (like something that actually calls real(2,etc. increments variables, and returns upon various types of key presses fer interaction or the menu..............hrm...the only thing im stumped with...is how to call real in asm.......is dat possible?...) agh brain cramp...
peace
the Asm(-54125+command actually slows things down...
That's why xLib was changed from Asmprgm to App in the first place
real(4 wouldn't work right with the mapper? just make all border pixels white via real(12 before using real(4, that's it
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kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
FATE RPG
«
Reply #42 on:
April 23, 2006, 05:10:00 am »
But what if the boarders need to be tiles! It would look a little choppy to draw a white boarder, move 16 pixels, and then draw the tile map over it + it would be time comsuming. I think it's fine until tr1p1ea makes it do 16.
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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
FATE RPG
«
Reply #43 on:
April 23, 2006, 06:54:00 am »
i doubt that would be that bad, but personally I like when game use the whole screen, unlike dying eyes. Maybe sticking with 8x8 maps would be a better idea, unless you are really running out of memory
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JFISH
Guest
FATE RPG
«
Reply #44 on:
April 23, 2006, 08:55:00 am »
**UBER POST**
QUOTE
the Asm(-54125+command actually slows things down...
That's why xLib was changed from Asmprgm to App in the first place
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FATE RPG