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Messages - Eeems
Pages: 1 ... 164 165 [166] 167 168 ... 370
2476
« on: January 08, 2011, 02:56:47 pm »
Thank you Ashbad  I'm hoping to get some more work done this weekend, but I have a few other things I am going to work on first (*cough* Minecraft *cough*) as well as I am assisting one of my classmates (who's dad is a teacher so he kinda looks after the school website) with some work on the school website so I might not get more (or anything) done in the next two days, but thankfully I have every day during the week to work on it
2477
« on: January 08, 2011, 01:05:00 pm »
Ah ok good
2478
« on: January 07, 2011, 08:57:15 pm »
I don't like Ashbad's new avatar. Mostly because I lose focus completely when reading a topic. ditto
2479
« on: January 07, 2011, 08:08:12 pm »
SWEET!
2480
« on: January 07, 2011, 08:07:36 pm »
YES!!!! MY NAME WON!!!!
2481
« on: January 07, 2011, 06:47:38 pm »
Yeah it was pretty massive for the first platform  Right now I don't know how I'm going to layout levels, but I'll figure it out soon.
2482
« on: January 07, 2011, 10:51:58 am »
It's just a variable that is being tested for is undefined. Nothing adverse happens other then my console filling up with >9000 errors from it
2483
« on: January 07, 2011, 10:49:24 am »
Haha  Is that a good thing?
2484
« on: January 07, 2011, 12:18:51 am »
Also a way to make sure your poem rhyme properly is to add the word "desu" at the end of every line. ++
2485
« on: January 07, 2011, 12:17:57 am »
I'm thinking barracks and command center, although I don't play starcraft often (don't have it) so I'm not the best person to ask. They look amazing though!
2486
« on: January 06, 2011, 09:17:07 pm »
Hmm, I'm not sure, this is an axe parser specific project...
2487
« on: January 06, 2011, 09:02:05 pm »
Ok, sounds good  Thanks for the offer
2488
« on: January 06, 2011, 08:58:44 pm »
Lol, well since I've moved on to rebooting the project and revamping it with assembly I actually don't need a map making team atm, but maybe later I will. You can feel free to take the old engine and try to fix the bugs, then work on it more if you want.
2489
« on: January 06, 2011, 08:33:38 pm »
Please help me optimize! Here are some of the routines I've made, let me know of any optimizations I could make  Thanks! Keep in mind that I use some special defines, so if you want to know what something does, feel free to ask ;draws a menu based on a table. MenuRoutine: call Flushkey call tobackbuff ;store to backbuffer to save screen push hl ;store input rectangle(5,4,75,61,0) \ rectangle(4,5,76,60,0) ;clear the box beneath the menu largeSprite(4,4,9,57,MenuImg) ;draw the menu item pop hl ;recall the input ld a,6 ;set ld (penCol),a ;x and ld (penRow),a ;y loc call DrawWrappedString ;draw it ld a,(hl) ;get value ld b,a ;store to b for loop ld c,b ;current selected position inc hl ;increase to the string ld a,11 ;store the correct location ld (penRow),a ;to y menudisploop: ld a,16 ;set ld (penCol),a ;x ld a,(penRow) ;get y add a,6 ;go to newline ld (penRow),a ;store y call DrawWrappedString ;draw it djnz menudisploop ;loop until b is 0 ld b,c ;store amount of items back to b ld c,0 ;set c to first item menukeyloop: call menupickdraw ;draw the menu selector lcdupdate ;update the screen call Pause ;wait until key is pressed call menupickdraw ;erase the menu selector cp 04h ;up key jr z,menuup cp 01h ;down key jr z,menudown cp 0Fh ;clear key jr z,menucancel cp 36h ;2nd key jr z,_ cp 09h ;enter key jr nz,menukeyloop _ call frombackbuff ;restore original screen ld a,c ;check to see if c is the first item or a ;skip next loop if so jr z,menujump ld b,c ;b is the selected item menucancel: inc hl ;increase to inc hl ;the next item in the jump list djnz menucancel ;repeat until at the right item menujump: call Flushkey ld a,(hl) ;store the value of the first part into a inc hl ;increate to the second half of the address ld h,(hl) ;store the second part to h ld l,a ;and the first to l jp (hl) ;jump now to the address in hl menudown: ld a,c ;get the current item inc a ;increase it cp b ;if it is the max jr z,menukeyloop ;skip next step inc c ;otherwise actually increase it jr menukeyloop ;then jump back menuup: ld a,c ;get current item cp 0 ;if it is zero jr z,menukeyloop ;do nothing to it dec c ;otherwise decrease it jr menukeyloop ;then jump back menupickdraw: push bc ;don't want to effect push af ;all the registers push hl ;so lets push them onto the stack ld a,6 ;lets now set the correct x location call menusetl ;and y ld b,8 ;and height ld ix,menupicker ;and give it the right sprite call IPutSprite ;draw it now! pop hl ;and now we restore pop af ;all the registers pop bc ;back to normal that we need ret ;routine done! menusetl: push af ;protect af ld a,c ;because we are puttin the current item into it or a ;checking if it is zero jr z,++_ ;if so jump forward two xor a ;otherwise set a to zero for some math push bc ;protect current bc ld b,c ;load c into b _: add a,6 ;add 6 to a until done with b djnz -_ ;loop de loop pop bc ;lets get the original b back _: add a,16 ;add the standard 16 offset ld l,a ;store it all to e pop af ;reset a ret ;done setting e ;outputs the string in HL at penCol and penRow and wraps it on the screen. It also allows for manual newlines with \n DrawWrappedString: ld a, (hl) inc hl cp '\n' jr z, WrapLine cp '\r' jr z, WrapPage cp '\t' jr z,Tab or a ret z b_call _VPutMap ld a,(penCol) cp 92 jr nc,WrapLine jr DrawWrappedString Tab: ld a,(penCol) add a,6 ld (penCol),a cp 55 call nc,Newline jr DrawWrappedString WrapLine: call Newline jr DrawWrappedString WrapPage: lcdupdate call pause clearlcd homeup jr DrawWrappedString ;newline, wrapps screen if necessary ;preserves af Newline: push af xor a ld (penCol),a ld a,(penRow) add a, 6 cp 55 jr nc,NewLine_top ld (penRow),a pop af ret NewLine_top: xor a ld (penRow),a pop af ret
2490
« on: January 06, 2011, 08:16:27 pm »
A bug that has been annoying me for months now, xmlhttp is not defined if (xmlhttp.readyState == 4) OmnomIRC.html (line 55) You should probably add a test to make sure xmlhttp is defined before you do that check.
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