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Messages - FinaleTI
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1816
« on: June 19, 2010, 09:45:37 pm »
@Art_of_Camelot: Thanks!
@DJ: I don't think we'll have a problem with the magick names, as to my knowledge, E:SoR is using the regular elements, while I'm using Light, Dark and Star. But I will keep an eye out for similarities, so thanks for the heads up.
1817
« on: June 19, 2010, 09:18:39 pm »
Thanks!
1819
« on: June 19, 2010, 07:38:15 pm »
For my hybrid BASIC Pokemon game, Pokemon TI, I need some custom spriting help. I would like battle sprites for a female character I'm adding to the game who is based off Green from the Pokemon Special manga.
Essentially, I need Green facing away from the screen (back sprite) and her front sprite. These need to be in 4 lvl greyscale.
For reference I've attached the standard male trainer's front and back sprites, as well as a custom Green sprite I found online (I can't use it because it was made for the Gameboy Advance).
For the front sprite, the maximum dimensions are 32x56; while for the back sprite the max dimensions are 32x32, though I would prefer the dimensions be closer to 28x28 so they're like the male trainer's.
1820
« on: June 19, 2010, 06:37:10 pm »
78 - You freak out more when you misplace your calculator, than when you do your cell phone.
1821
« on: June 19, 2010, 06:35:42 pm »
Thanks!
Yeah, the bar on the right is essentially the turn order thing, and can possibly be influenced by magick, I'm not sure yet.
(Yes, I'm calling it magick for anyone wondering, cuz it sounds cool.)
Also, I found the font in a topic in this sub-forum. I think Zera posted it and said that anyone could use it, so I figured I might try to use a custom font, since I can actually get decent speed and size from it with Axe.
1822
« on: June 19, 2010, 06:23:08 pm »
Tentative battle mock-ups. Please let me know what you think.
1823
« on: June 19, 2010, 12:01:43 pm »
30 - If you were in a spelling bee, you would say {Str1+X}= before every letter as you spelled your word. (X being the number of the letter you're on minus one)
1824
« on: June 19, 2010, 11:56:58 am »
Here is the ASCII scrolling engine in OS v2.53 MP.
It doesn't seem to be any slower to me.
1825
« on: June 19, 2010, 11:22:54 am »
11 - Every time you watch a video, you expect a rick-roll.
1826
« on: June 19, 2010, 11:20:53 am »
Well, right now I'm pretty sure the compiling is just in the test stages, so why would you want to wait 10 minutes to sign a potentially bad app on calc, without even knowing if compiling works successfully?
Plus, the point of the this closed beta is to make sure compiling works. Once it works, I'm sure Quigibo will provide a way to sign apps.
1827
« on: June 19, 2010, 09:20:25 am »
Has no one offered to test on a 83+? If no one does, I'd be glad to try it, but I'm not sure how regularly I'd use it, so I don't know if I'd be a prime candidate.
1828
« on: June 18, 2010, 10:08:41 am »
You shouldn't need the >Dec when calling the sub, I'm pretty sure that's just for displaying.
1829
« on: June 18, 2010, 09:31:29 am »
Honestly, I can't remember how I got the Finale part of my name, cause I can up with a long time ago, before I even knew there was a massive online TI community.
I do remember that my name used to be Finale83, cause I only had an 83+ at the time, but after I got my 84+ SE, I decided to change it to FinaleTI.
1830
« on: June 17, 2010, 07:43:34 am »
@Magic Banana: Perhaps something from a later Final Fantasy would work if you wanted, as that the really the only (true-ish) Final Fantasy port for the TI-83+/84+ to my knowledge. @Quigibo: I remembered that from an earlier post (below), so I'll have to try that. Right now I'm trying to see if there is a less memory intensive way of storing the text than I already am. Right now the text is compressed as either a hex or binary sprite, which is then OR'ed over the text box when the screen is displayed. Only problem is that it's ridiculously memory intensive compared to just storing the text in a string. Yet, if I use the TI-OS's Text( routine or even Celtic III's identity(10 routine, it's slower to display than what I would like. So I'm not sure what to do.
If you set the buffer flag when displaying text, the text is drawn to the buffer instead of the screen which is much much faster. And then, when the screen is updated, it displays it all at once instead of that scrolling effect. You can write an external assembly program (or even an Axe program) that toggles the flag for you. You would only need to call it once in the beginning and then once at the end to set it back to normal.
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