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Messages - Hot_Dog

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76
TI Z80 / Re: Slova -- A language-learning game
« on: January 07, 2013, 02:45:03 pm »
*parabolic, whoops :| As in accelerating.

Sorry to bust your bubble...I'm trying to keep it simple and like the original word rescue, so a jump is a jump is a jump.  Although you can control the height of your jump, of course

77
TI Z80 / Re: Thunderbirds v2.0.0
« on: January 07, 2013, 05:40:06 am »
I didn't even see the original game...this is great

78
Gaming Discussion / Re: best snes games
« on: January 07, 2013, 02:19:48 am »
Where's Earthbound?!?
* iNk&Venom walks.

Yeah, where's Earthbound?

* Hotdog stands his ground.

79
TI Z80 / Re: Slova -- A language-learning game
« on: January 07, 2013, 01:51:27 am »
When will we get to test this out? :)

Very soon!  I have a couple of minor tweaks to make, and then I need to add instructions for creating language packs.  There are also a couple more instructions manuals I need to make, but those can wait until a "general release" of the game :)

Don't know if you're still working on it, but you mentioned on the first page you needed to fix jumping distances. Any chance you might make jumping parametric while you're at it? It's just a nit-picking suggestion, but I personally wince a bit at games with really great graphics but small stuff like that.

I actually have no idea what parametric jumping is

80
ASM / Re: Ti-83+ RAM from $8000
« on: January 06, 2013, 02:44:13 pm »
But as Xeda says, many system routines will use ramCode themselves, and could be overwriting your data.

Which did happen, so I solved that problem.  But the problem was the application crashed upon B_CALL _JForceCmdNoChar.

81
ASM / Re: Ti-83+ RAM from $8000
« on: January 06, 2013, 02:35:31 pm »
No I haven't, and that's an impressive list!  I forgot entirely about _fillBasePageTable.

Looking at that list, I've confirmed that my problem was not backing up anything after plotsscreen

82
ASM / Re: Ti-83+ RAM from $8000
« on: January 06, 2013, 01:49:43 pm »
That was a good idea, so I did that.  Apparently it's something else I'm doing wrong, nothing to do with $8000 and beyond.

EDIT:  Apparently my problem was plotsscreen wasn't enough space for a graph buffer.  Chicken Dude's routine requires 1120 bytes of RAM, so I copied anything past plotsscreen onto extra RAM to avoid corruption.  I should have guessed ;D

83
ASM / Re: Ti-83+ RAM from $8000
« on: January 06, 2013, 10:57:15 am »
*bump*

84
ASM / Ti-83+ RAM from $8000
« on: January 06, 2013, 02:27:09 am »
I have some RAM code that takes up 478 bytes, and I'm storing it at $8000.  If I run an application, is there anything from $8000 on that needs to be preserved? 

I'm asking because it seems like exiting the app with JForceCmdNoChar might be causing problems.  It could be another reason, but I don't know.

85
TI Z80 / Re: Slova -- A language-learning game
« on: January 04, 2013, 01:44:16 pm »
I'm done with the boss!  I don't want to give any spoilers, but hopefully I didn't make it too easy or too hard.

86
ASM / Creating AppVars with SPASM
« on: January 04, 2013, 04:00:20 am »
If I have a file with data (.db, etc.) that I want to compile with SPASM, what's the easiest way to make an appvar out of it?

87
TI Z80 / Re: Slova -- A language-learning game
« on: January 03, 2013, 04:33:24 pm »
How do you save the language lists now? When you would make them an appvar, adding a language would be as easy as making a simple list, and converting it to a standarised appvar structure. That way one could easily add languages.

Actually you modify the application.  Source code is included :)  Since one would need to change both the language font and the words to include, I really don't want to mess with appvars.

EDIT:  I take that back for now.  I'll look into the possibility

88
TI Z80 / Re: Slova -- A language-learning game
« on: January 03, 2013, 02:21:50 pm »
My goal is to have this done in two weeks.  Here's what I have left to do.

1. Polish the last 10 levels
2. Program the boss
3. Comment my source code a lot more to make the game easy to modify (personally, I won't mind if people create new levels and/or improve the game)
4. Include instructions on how to customize the game for different languages
5. Make it possible to save games

89
Art / Re: Extent of Copyright Laws with sprites
« on: January 03, 2013, 11:19:57 am »
What precisely constitutes a derivative work can be very vague. If you took the sprites and modified them, then they're probably considered a derivative work, unless you made a lot of changes. If you made your own sprites based on the design of the previous ones, then they may not be a derivative work, depending on how similar they are. In any case, the best option is to get the author's permission. Second best is to do nothing and wait for any copyright violations to be defended.

You can always email the authors of the original game. They've been quite friendly to me, and I don't think many groups would really mind an independent programmer working on a calculator as long as there's credit. If you're still not sure, you could ask them for a little legal agreement.

You were both right!  I got permission because I'm not trying to make a profit.  Although now it's only the gruzzles that I'm copying, I had no problem simply altering the rest of my pixel work to create my own sprites.

90
Gaming Discussion / Guest passes for "Heart of the Swarm?"
« on: December 31, 2012, 10:06:56 am »
Hello friends, is there anyone planning on purchasing HOTS who doesn't know whom to give guest passes to?  If the game comes with guest passes, I would love a guest pass, but only if you don't know who else to give one to  ;D  If and when it happens, please send me a PM with the code.

THANK YOU!

Edit:  I'll reply here if I don't need one so that you can offer it to someone else

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