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Messages - Hayleia

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16
TI Z80 / Re: My first game
« on: March 19, 2015, 01:30:39 am »
This tutorial can help about appvars. It teaches a lot more but skip parts that are not related to appvars and you'll still be fine :)

17
TI Z80 / Re: My first game
« on: March 18, 2015, 10:19:03 am »
Yeah I wasn't really sure what he meant. Can Axe compile multi page apps?
Also I edited the example because when I did something like that in an emulator it crashed.
Not surprising from your first example. If Axe doesn't add a "Return" at the end of subprograms (and I think that's the case, it probably only adds it to the main source), then your program (before you edited it) was basically this:
Code: [Select]
.A

Lbl A
Disp " HELLO

For(15)
Disp "HI
A()
End
So you have a routine calling itself without any stop condition, and a beautiful stack overflow :P

For those saying I neglected to mention Fullrene: I chose to leave it off because it's proven to be a bit unreliable and doesn't even offer much more space (logarithmically speaking) than an application does.
You neglected to mention CrabCake though.
And another solution can also be to move code outside of the app, in an external program/appvar that you run with DrDnar's RunProgram axiom. You obviously can't reasonably move everything in external programs but you can move your menu for example, or anything that is not related to the main engine.

18
TI Z80 / Re: My first game
« on: March 18, 2015, 07:48:01 am »
You don't necessarily need a label and a call. You can also put some "raw" code in your subprogram and it will be "copy pasted" into the main program at compilation. Which is why your example program doesn't do what you want, you probably should put the "prgmBSRC" at the bottom of the main program.

And using sub sources only solves the problem of having a source too large, not the problem of having a compiled program/application too large.

19
TI Z80 / Re: Tornado (working title)
« on: February 14, 2015, 01:50:00 pm »
I think we are lacking good real-time action RPGs :)
I mean things like Zelda, where you see and fight opponents on the map, not like Pokémon where you don't see nor fight anything on the map but you fight them in a separate screen.

20
Introduce Yourself! / Re: Hi, I'm Ephraim Becker
« on: February 06, 2015, 01:30:53 am »
On the contrary, I don't think learning another language before Asm is a good idea. I think it is only hard when you are used to higher level concepts.

Anyway, welcome to Omnimaga :)

21
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 31, 2015, 01:39:18 pm »
Don't worry about how the camera is written, I planned to change it anyway :P
It uses too much ram and it is not going to improve if it's supposed to follow more than two characters so I have to change it (and I probably know how to do it).

What's planned is:
-put all menus outside of the app
-debug :P

Then, if that's not interesting enough for an update:
-change hitboxes (yeah, still not done :P)
-debug :P

22
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 31, 2015, 12:19:19 pm »
Oh ok. Well I guess I could do something like that but I am not sure what movement could be both natural and not stiff, and I don't know if that would annoy players or not. I'll see what I can do :)

23
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 31, 2015, 02:32:11 am »
Sorry, I didn't understand what you were asking. You want the camera not to always follow the characters ?

24
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 29, 2015, 01:30:11 am »
Did you read the readme ? Because you absolutely don't need FOX.8xp (you actually need nothing that is in the src folder). Or maybe you downloaded a wrong version ? Be sure to use this one, other sources might be outdated.

25
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 28, 2015, 08:23:37 am »
Did you send characters in archive ? Because if you don't have any character in archive, the program probably goes in a loop that runs 65536 times.

26
TI-Nspire / Re: Portal Nspire
« on: January 24, 2015, 06:11:24 pm »
Nah Mate!!!!
I seriously thought for a sec that you somehow added colour to the 8x calculators and played portal on it :P
Well the 84+CSE has colors, and the 84+CE and the 83PCE will have colors too...
Plus, there is a color version of Portal on the 84+CSE in the works by MateoConLechuga.

27
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 03, 2015, 05:06:51 am »
I think double posting is fine for an update ?
Well, I fixed multi :D

This was due to the first calc sending right inputs but not writing link inputs at the right place. And the other calc worked fine though.
Please update or you'll get two bytes of corrupted RAM :P
It was fun though, since after playing for a while and quitting, you were able to display "X=..." and "Y=..." at the bottom of the homescreen by pressing ON :P

28
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 03, 2015, 01:44:33 am »
That jigglypuff is looking quite nice. ^^ I still *really* need to try to find the time to work on some characters for you.
Thanks ^^
And don't worry, there's no hurry :P
Just be sure, if you work o a character, to have it well sized compared to Fox, Jigglypuff, Falco and MetaKnight :)

Have you considered hard-coding the movement into the app, using variables in the appvar to control specific speeds and friction? (or is this even possible?)
I don't think I understood what you are asking. Or maybe I am but what you ask is already done :P
It's already the app that checks input and gets characters in some states depending on what keys are pressed (except for specific things such as canceling), using constants in the appvar (exactly such as speed and friction) to have characters not behave the exact same way.

And if you suggested this to save space, I don't think it would really help. It's really sprites that use space. See MetaKnight and JigglyPuff: they can do the exact same moves but MetaKnight's appvar is 4 times bigger than Jigglypuff's because he has some of those huge sprites.

Are you using compression on the character data?
I know that it wont help when it's running and in RAM, but I'm thinking about for space when it's not running.
I don't. Because I use a lot of labels everywhere and it's easier in non-compressed data :P

Could you also put in a debug-like hitbox view option? Just black rectangles wherever hitboxes are?
I probably could. I just need to code the "Options" menu.

edit
Good news ! Seems like Multi is only half broken :D
Basically, if you do what you used to do to play Multi, you'll manage to play, you'll just have one calc be stuck at the "Waiting for other calc" screen but still sending inputs to the other calc so you can play by looking at the other screen.
I have no idea why it does that though. If it manages to send inputs, it means it's out of the initialisation loop so I don't know why it keeps saying "Waiting for other calc"... ???

29
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 02, 2015, 03:44:55 pm »
Thanks all ^^

I'm planning on making a character if I have time.
Well for now, you can only sprite your character since tutorials are not done (and the engine is not done either and might be subject to changes). Be sure to have your sprites sized correctly compared to the already existing characters ;)

I think that jigglypuffs jump should be higher and I agree about it being a little less floaty.
Yeah, I put some random constants as usual :P
I'll change that later. For now, let's have fun with that magic bubble :P

But one thing has always bothered me slightly... the appearance of character sprites when scaled down. [...]
Yeah, I know it's ugly.
And while your idea seems acceptable, it would probably be undoable. Fox is already 4KB large. MetaKnight is already 5KB large even though he has less moves than Fox. And I need to fit in RAM both characters and one map to run the game. This will be worse when items will come or when more than 2 players will be able to play. So I really have to save RAM :/

Anyways, UPDATE !

Will the characters be included in the next release?
Notice that the zip is no longer called "SuperStarFoxOpen" :P

Now for real changes since last update:
-doubly linked list instead of table for object creation/deletion
-added falco's blaster (doesn't do damages but still fires)
-added falco's clone (for testing purposes, will not be in final version so have fun while you can :P)
-moved menu sprites into appvar (be sure to update SSBODATA !)
-limited horizontal airspeed if in a state where we can control speed (probably too restrictive but at least enough)
-added halfpivot for Jigglypuff and MetaKnight's air jumps, and also for regular groundjumps (allows you to dash and jump backwards)
-hitboxes did not want to work so I reverted them back to a state where they worked with a bit of precision loss

Note: I don't know if Multi still works, I don't have two calcs with me at the moment -.-

Download at the same place :)

30
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 02, 2015, 09:53:35 am »
As I said on the previous page, a Jigglypuff was started. Here it is in action, with basic movement.


Might be a bit too floaty, even for Melee standards :P
And I need to remove a column of icons on the character selection menu to fit characters' names on the right -.-

And sorry for not releasing anything, hitboxes still don't work. I wanted to fix them to make an early release before breaking them again and have new hitboxes working but I didn't manage so I guess I'll break them even more and bring new hitboxes later :(

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