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19 May, 2013, 01:39:37 *
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31  Calculator Community / ASM Language / Re: The Z80 Files (A tutorial) on: 26 June, 2012, 16:26:41
I have PM'd him. If he's away, he's away. Its just that we did kind of a tradeoff. I do some maps for him and he does some Zelda finishing touches for me. I'm not really concerned about Zelda atm, but I do want to get the maps I made him to him. He may not like the fact that I've only done 3 (the last set is actually a double), but I do work over the summer. lol.
32  Calculator Community / ASM Language / Re: The Z80 Files (A tutorial) on: 25 June, 2012, 02:24:43
Hey, guys. Is Hot_Dog still away?
33  Calculator Community / ASM Language / Re: The Z80 Files (A tutorial) on: 19 June, 2012, 17:20:44
Ok Smiley Will write a part about that.
Is it ok to write it this way: [general error description part blah blah] Here are some common errors and how to fix them [error][caused by][howtofix]?
Perfect.
34  Calculator Community / ASM Language / Re: The Z80 Files (A tutorial) on: 19 June, 2012, 14:51:00
nonreal ans, syntax error, divide by 0 Smiley

i think those are the most important ones Smiley

Argument, Non-real Ans, Syntax, Divide by 0, Dim Mismatch, Domain, Invalid.
35  Calculator Community / ASM Language / Re: The Z80 Files (A tutorial) on: 18 June, 2012, 18:08:56
KK. Thanks.
36  Calculator Community / ASM Language / Re: The Z80 Files (A tutorial) on: 16 June, 2012, 15:26:45
It starts off with things that the average non-programmer can use, then breaks off into three more units on Z80 programming.

Sure, you can throw in error messages somewhere.
37  Calculator Community / ASM Language / The Z80 Files (A tutorial) on: 16 June, 2012, 03:25:16
I got Unit 1 of my comprehensive z80 tutorial up at Google Docs. The link is below. It is open to revision by all, so feel free to edit away. I actually want it to be longer.

https://docs.google.com/document/d/16kb_uChpEkaDiLcn2bz_FHQMGJtsLLa2MgvrZ9YX5Kk/edit
38  Omnimaga / News / Re: Release of TilEm2 on: 08 June, 2012, 17:17:11
I'd like to make a request. When you guys officially get the Mac working, please distribute it as either an installable package or as a .APP file, not something you have to do...


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./configure
make
sudo make install

...on. Smiley I hate those.
39  General Discussion / Computer Projects and Ideas / Re: Tile-Cat Map Editor on: 02 May, 2012, 16:46:33
It would be great if someone could actually create a Linux/OS X build for this that we can just run.
40  Calculator Community / ASM Language / Re: Bit Math on: 29 April, 2012, 18:56:14
Oh, and so to do 2-byte multiplication, you can simply change the counter to 16, and then the input registers to 16-bit ones?

and yeah, the division routine would be great.
41  Calculator Community / ASM Language / Bit Math on: 29 April, 2012, 18:19:12
Just wondering.... Is this the correct way to Multiply numbers, using bit shifting. Modify as needed. And how would you do division?


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ld c,a
$: rl a
rr b
jr c, +$
jz nz, -$
$: or c
push af
ld a,b
or b
ret z
pop af
jr -2$
;Your next command, upon returning, should be pop af.
42  Calculator Community / TI Z80 Calculator Projects / Re: Dev Team for Zelda on: 27 April, 2012, 15:38:43
Well, we have ground enemies...

Forest - collision attack
Water - collision attack
Ice - ranged freezing attack/collision attack
Fire - ranged fire attack/collision attack
Spirit - collision attack (enemy class invisible without Lens of Truth)
Shadow - ranged poison attack/collision attack (invisible as well)
Ganon's Castle - collision attack

As well as Regular, Ice, and Fire Keese.
Bosses are a separate enemy class.
43  Calculator Community / TI Z80 Calculator Projects / Re: Dev Team for Zelda on: 26 April, 2012, 19:49:47
It is an APP. I'll post up the RAM available asap.
44  Calculator Community / TI Z80 Calculator Projects / Re: Dev Team for Zelda on: 26 April, 2012, 17:59:04
Ok. I need an AI programmer to do the enemy AI and someone experienced with bullet code. Just two things left. Yay!

It doesn't matter to me what method or system the AI uses, as long as it is moderately challenging.
45  Calculator Community / TI Z80 Calculator Projects / Re: Dev Team for Zelda on: 25 April, 2012, 23:59:50
And so this is how my head explodes.

Technically, when moving pixel by pixel, the only legal directions are horizontal and vertical. Wink
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