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Messages - Cinaed666

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1
TI Z80 / Re: DragonQuest (TI 84+ BASIC RPG)
« on: April 23, 2010, 01:19:07 pm »
That looks really nice!  If you do indeed use Lbl/Gotos in your program, there are ways to fix the memory leak without restructuring code if you really dont want to go through the hassle.  I do recomend it though, if you plan to be adding a lot of more code like battle animations and such, as it can both make your code so much easier to read, and a lot faster.
Yeah, I use tons of lbl/gotos etc, I noticed it slows down for me after a while too. So that's why ?
Also yes I'm planning for a dungeon and another town perhaps. The battle animations seem like a nice idea!
Cool ^^. If I was you, I would probably only have one town if you're gonna have just one dungeon, though, unless the enemy level range suddently increased somewhere in the dungeon and that the 2nd village had weapons the first 1st doesn't

Thanks for all the feedback guys.
I'm bad at tracking down stuff that could possible slow down my code, or fixing those things if I do, so if anyone finds something in my code that can seriously speed things up (or at least get rid of some of the slowdown) let me know :)
Oh, and some storyline ideas are welcome, too.

2
TI Z80 / Re: DragonQuest (TI 84+ BASIC RPG)
« on: April 23, 2010, 01:37:09 am »
That looks really nice!  If you do indeed use Lbl/Gotos in your program, there are ways to fix the memory leak without restructuring code if you really dont want to go through the hassle.  I do recomend it though, if you plan to be adding a lot of more code like battle animations and such, as it can both make your code so much easier to read, and a lot faster.
Yeah, I use tons of lbl/gotos etc, I noticed it slows down for me after a while too. So that's why ?
Also yes I'm planning for a dungeon and another town perhaps. The battle animations seem like a nice idea!

3
TI Z80 / DragonQuest (TI 84+ BASIC RPG)
« on: April 22, 2010, 02:39:34 pm »
Hey people, I'm back with a new project again.
I coded this over a week during class, found it to be a fun project.
There is only one quest, but if people like it, I might work on it some more.

Controls:

Overworld:
Dpad: move around
F1: stats/info
F2: quit dialog
Enter: Ok/scroll through dialog

Battle menu:
F1: attack
F3: Defend
F5: attempt to run away
Enter: Ok/scroll through dialog

Features:
Topdown Overworld view
Pokémon inspired battle menu
Weapon Shop
Inn
Training Hall
Quest
Unlockable (but so far useless) House
'randomized' monsters
Collision detection
Level up system


Seriously sped up preview. (Thanks DJ Omnimaga !!)

4
TI Z80 / Re: TI-Hero
« on: February 12, 2010, 11:38:28 am »
Final version is up, working on something new now.

5
TI Z80 / Re: TI-Hero
« on: February 09, 2010, 05:37:54 pm »
Also if in any case it can be made faster, I would recommend still keeping it a lil slow for begginers, though, lol :D
[/quote]
Well the version up now has an easy/medium/hard mode, which changes the speed, just a short pauze every sequence I implemented which can be adjusted.

6
TI Z80 / Re: TI-Hero
« on: February 09, 2010, 01:32:03 pm »
Just to let you know, I'm rewriting a large part of it, new features when finished:
Pause Function (done)
Pre-rendered, random notes, without any doubles. (done)
Implementing new note system in engine: nearly done.

7
TI Z80 / Re: TI-Hero
« on: February 07, 2010, 06:25:32 am »
I tried altough I sucked pretty bad XD

Not too bad, altough it could probably use some optimization for speed, but everyone has to start somewhere. I hope you continue coding 

Hah, lol.

With optimization, you mean like a setting for the speed?

Did that now ;)
Well I meant like to optimize the code so it runs a bit faster, because looking at the game, I am certain it would be possible to have it run at least 1.5x faster (4x if the notes are pregenerated before song starts and stored in a list, altough that takes a long while to load). However it's a start and I am happy you got back in calc programming again ^^
Any hints on what parts slow it down the most?

8
TI Z80 / Re: TI-Hero
« on: February 06, 2010, 04:57:03 pm »
Wow, looks nice.  I'd really like it uploaded in a .zip format, as then I could try it. :)

This is a pretty nice first attempt.  Great job!
Check the file, I already re-uploaded it in a zip version ;)

9
TI Z80 / Re: TI-Hero
« on: February 06, 2010, 05:26:07 am »
I tried altough I sucked pretty bad XD

Not too bad, altough it could probably use some optimization for speed, but everyone has to start somewhere. I hope you continue coding  

Hah, lol.

With optimization, you mean like a setting for the speed?

Did that now ;)

10
TI Z80 / Re: TI-Hero
« on: February 05, 2010, 05:42:04 pm »
I tried to try it, but I couldn't as it's not in the .8xp format.  Can you upload it just as a program please?  I can't wait to try it.  Welcome back! :D
It's an archive, this file contains two files, GH.8xp and ppop.8xp, you need winrar or 7zip to extract it.

11
TI Z80 / Re: TI-Hero
« on: February 05, 2010, 12:24:42 pm »
Aaaw that sucks :( but I guess it can't really be as interesting for everyone, not to mention programming can be quite a challenge by itself (and requires motivation)
I think I was kinda annoyed by the fact my TI is one batch too young to be able to play the GB emulator xD

12
TI Z80 / Re: TI-Hero
« on: February 05, 2010, 12:15:57 pm »
Heya welcome back, where did you go? D:

I will try this when I get a chance
Guess I got out of TI programming for a while, but somebody challenged me to do this, so I did ^^

13
TI Z80 / TI-Hero
« on: February 05, 2010, 11:53:25 am »
Hey guys, I haven't been on here for a while, but I thought I'd share this program I made today.
It's basicly a guitar hero clone for the TI-84+

It generates random notes, a little big buggy perhaps. ah well.

Use keys F1 - F4 to play.

To play, run GH. Oh, and please do look at my horrible coding. ;)

UPDATE:
* Cleaned up some code
* Easy/medium/hard selection (speed).
* Uploaded in ZIP

ANOTHER UPDATE (FINAL)
*Highscore
*No more doubles
*Pause function (f5)

It's pretty slow, since I made an error I couldn't find, so I had to patch it up with some slow code.
So even hard is pretty slow. Ah well, HAve fun ;)

Sorry it's 3 files, I just like to keep it modular.

14
Introduce Yourself! / Re: Not really new, but...
« on: October 18, 2009, 10:16:43 am »
Yaaay another dutch guy !

Welkom op het forum =)

15
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: October 12, 2009, 05:11:27 pm »
I wonder what CPU a NES and which speed it runs, though, since it's older than the GB. NES came out in 1985 and GB in 1989

For its central processing unit (CPU), the NES uses an 8-bit microprocessor produced by Ricoh based on a MOS Technology 6502 core. It incorporates custom sound hardware and a restricted DMA controller on-die. To save some space on the silicon, the Ricoh CPU omitted the 6502s BCD (binary coded decimal) command. NTSC (North America and Japan) versions of the console use the Ricoh 2A03 (or RP2A03), which runs at 1.79 MHz. PAL (Europe and Australia) versions of console utilize the Ricoh 2A07 (or RP2A07), which is identical to the 2A03 save for the fact that it runs at a slower 1.66 MHz clock rate and has its sound hardware adjusted accordingly.


The NES contains 2 KB of onboard work RAM. A game cartridge may contain expanded RAM to increase this amount. It also has 2 KB of video RAM for the use of the picture processing unit (PPU), 256 bytes of sprite RAM and some palette RAM. The system supports up to 32 KB of program ROM at a time, but this can be expanded by orders of magnitude by the process of bank switching. Additionally, cartridges may contain 8 KB of SRAM and 8,168 bytes (nearly 8 KB) of address space reserved as "Expansion Area." Expanded Video memory (VROM or VRAM) may also be available on the cartridge. (on-cartridge mapping hardware also allowing further Video expansion past 12 KB)

 ;)

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