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Messages - Eeems
Pages: 1 ... 158 159 [160] 161 162 ... 370
2386
« on: January 15, 2011, 05:39:24 pm »
It looks nice  reminds me a little of my old CCI shell project, but not as feature filled, although faster. I guess there is a trade off for not using Celtic III and making it more dynamic  I hope you have lots of fun with this project
2387
« on: January 15, 2011, 04:06:40 pm »
Full 8XU, we have the signing keys after all 
I thought I read somewhere that KOS couuld be installed from an app, I mean. I can't download .8xus directly, because I always transfer things through someone else's 84+, so I was wondering if the beta would have an .8xk installer.
I'm not sure how it would work...The installation time would be horrendous and it would take a lot of tricky coding. Why can't you download .8xu's may I ask? (I'd be willing to give you some help with getting it to work if you want)
2388
« on: January 15, 2011, 01:29:57 pm »
Yeah  Thanks! Oh and I've thought up an awesome stirrings twist that you will have to play the game to find out ;p
2389
« on: January 15, 2011, 01:27:01 pm »
Full 8XU, we have the signing keys after all
2390
« on: January 15, 2011, 03:06:09 am »
Nice
2391
« on: January 15, 2011, 03:04:49 am »
I'm on my phone, and it is difficult to do from here. Would a mod/admin please modify this post and paste in my post from the updates thread? Thanks!
Done EDIT: also, your update makes me so giddy with anticipation
2392
« on: January 15, 2011, 03:03:17 am »
I'm using a standard routine for my text, so doing anything like that would mess up displaying text everywhere else in the same manner, so, interrupts would be needed unfortunately.
2393
« on: January 14, 2011, 08:00:49 pm »
That would be too hard, it would require interrupts, which are harder in assembly then in axe, by a lot. I already have an idea though
2394
« on: January 14, 2011, 06:44:02 pm »
No you wont, it's under the about menu option on the home screen if you watch closely enough at the start of the screenshot you will notice ;P So you only see it if you want to. I'm also thinking of making the background have little graphical representations of each person while you read about them  Thanks!
2395
« on: January 14, 2011, 12:10:14 pm »
No problem
2396
« on: January 14, 2011, 12:06:47 pm »
2397
« on: January 14, 2011, 11:12:22 am »
;Renders the text animation and text box to screen and handles text reading stuffs ;inputs: hl=text_pointer Text_Output: call tobackbuff ___TORevert: push hl rectangle(0,43,95,63,0) box(0,43,95,63,1) ld a,44 ld (penRow),a ld a,2 ld (penCol),a pop hl ___TOloop: call Slowdown ld a, (hl) inc hl cp '\n' jr z, ___TOWrapLine cp '\r' jr z,___TOPage or a jr z, __TOEnd b_call _VPutMap lcdupdate ld a,(penCol) cp 92 jr nc,___TOWrapLine cp 86 jr nc,+_ jr ___TOloop _ ld a,(penRow) push af cp 51 jr nc,+_ pop af jr ___TOloop ___TOWrapLine: push af ld a,2 ld (penCol),a ld a,(penRow) add a, 6 cp 57 jr nc,_ ld (penRow),a pop af jr ___TOloop ___TOPage: push af _: push hl sprite(87,55,8,parse_pause_sprite) lcdupdate call Pause rectangle(0,43,95,63,0) box(0,43,95,63,1) pop hl pop af jp ___TORevert __TOEnd: push hl sprite(87,55,8,parse_pause_sprite) lcdupdate call frombackbuff call Pause lcdupdate pop hl ret ;slows down stuff Slowdown: ld c,$0F _ ld b,$FF _ push bc pop bc djnz -_ dec c ld a,c or a jr nz,--_ ret More code for people to help me optimize, let me know if you need to know any routines called that I haven't listed. I would really appreciate all the help I can get!
2398
« on: January 14, 2011, 11:10:30 am »
don't forget to include _FillBasePageTable (5011h) It's another undocumented one I believe
2399
« on: January 14, 2011, 10:42:36 am »
BREAKTHROUGH: The shop is now fixed :DDDD No more crashes, no more random rectangles even. I am psyched
HOORAY! 
++
2400
« on: January 14, 2011, 10:41:12 am »
Thanks binder!
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