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Messages - Jonson26

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46
Calculator C / Re: TIGCC include issue
« on: December 11, 2017, 09:42:36 am »
It's a header for my own project, and you were right i did use <>. But, guess what? It still doesn't work! I'm pretty sure, that it's something with my path variable, since when i placed the absolute path into the include statement it compiled properly. Maybe i'll try it on my winxp machine...

47
TI Calculators / Re: Ndless Port Suggestions
« on: December 10, 2017, 09:22:48 am »
Well, skifree has already been ported onto a ti platform. http://www.ticalc.org/archives/files/fileinfo/216/21605.html
It's not the nspire, but it proves that porting that game to a calculator is entirely possible. :)

48
Calculator C / TIGCC include issue
« on: December 08, 2017, 05:24:16 pm »
So, after a while of testing it seems to me as if my tigcc was unable to locate any files outside of the main file. In other words: i do #include <file>, compiler does: Error :file "file" not found. :(
Does anyone have an idea on how to fix this problem?
P.S.: Here's my path:
Spoiler For Spoiler:
"%GTK_BASEPATH%\bin;C:\ProgramData\Oracle\Java\javapath;%SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\Wbem;%SYSTEMROOT%\System32\WindowsPowerShell\v1.0\;C:\Program Files\Java\jdk1.8.0_144\bin;C:\Program Files\Java\jre1.8.0_144\bin;..;.;C:\Program Files\Skype\Phone\;C:\Program Files\TIGCC"
. I'm running Win7 Pro 32bit.

49
Jumpman 68K / Re: Jumpman Bug Reports
« on: November 25, 2017, 09:52:58 am »
Better dont use Esc-On. It'll be confusing for newbies(example: "How do i exit that game?!") and might conflict with preos's anti-crash shortcut.

50
Jumpman 68K / Re: Jumpman Bug Reports
« on: November 23, 2017, 12:50:27 pm »
Also not a real bug: Due to the 'esc' button being so close to the left arrow key, i sometimes accidentally press it, and lose all my progress. >:( Would it be possible to make some kind of "Really quit? [Y/N]"-menu?

51
Axe / Re: how do i use the gdb
« on: November 22, 2017, 03:08:50 pm »
Odd... I could have sworn there was a link to a tutorial. :P
Anyway, looking at the source code of a sidescroller seems to be your best bet in finding the information you need.

52
Axe / Re: how do i use the gdb
« on: November 22, 2017, 05:48:15 am »
@Jonson26 Since this is in the Axe subforum,
Oh. Sorry,  I might have overlooked it. :P

it is written in axe parser for the ti 83 plus(non silver edition)
Well, in that case I can't really help you much, b7ut it seems to be entirely possible.
You might want to take a lookj at this: https://www.omnimaga.org/ti-z80-calculator-projects/super-mario-bros-2-port-(axe)/.
Since Mario is a sidescroller, you might finde something useful in its code. Also, there seems to be some useful information on that topic.
Good luck!  ;)

53
Axe / Re: how do i use the gdb
« on: November 21, 2017, 11:47:34 am »
On what calculator are you doing this? If you don't specify, it'll be really hard for someone to help you. Also, considering your idea, if you're doing this in TI-BASIC, then your game is going to be EXTREMLEY slow (or, in case of the ti-nspire impossible). Consider learnikng asm or c.

54
Jumpman 68K / Re: Jumpman Bug Reports
« on: November 20, 2017, 05:06:58 am »
Not sure if this is a bug, but sometimes that darn bullet spawns exactly where i stand, giving me no chance to avoid it. Also: What's the "Invasion" level about. Those ships don't seem to do anything...  ???
P.S. How do i make my own levels?

55
Calculator C / Re: Tigcc delay
« on: November 18, 2017, 11:22:08 am »
Thanks. That will surely help!  ;D

56
Calculator C / Tigcc delay
« on: November 18, 2017, 09:21:42 am »
So i've got a little issue: How do i work delay into my program? I don't want it to run too fast, so that the user can see something. Is there lik a library, or do i need a workaround?

57
Jumpman 68K / Re: Jumpman - Resurrected
« on: November 18, 2017, 09:18:25 am »
Wow! You're quick!
I'll dowload it ASAP. :)

58
Jumpman 68K / Re: Jumpman - Resurrected
« on: November 17, 2017, 11:25:26 am »
Looks already very nice to me!
Do you plan to release a public version soon? Possibly by Christmas?

59
Jumpman 68K / Re: Jumpman - Resurrected
« on: November 06, 2017, 03:15:15 am »
I renamed the includerd .89x and .89y files to .92x and .92y and uploaded them on the emulator, but it just sats "Wrong calculato model." when i try to run it. :(

60
Jumpman 68K / Re: Jumpman - Resurrected
« on: November 04, 2017, 06:03:13 pm »
I tried to compile it... I've got more than 2k of errors...  :( Info: I downloaded extgraph, so it is'nt the problem.

Thank you sir. It may work on a TI-92, it will fit within the 60KB limit... However, the game was designed around the TI-89 screen layout. You should try it out and let me know.  ;)
Well, it won't work on my TI92, as i have no darn idea how to get fargo on it, but i recently bought a v200 to run assembly. Could you please make a 92/92+/v200 version? (You don't need to ajust the graphics. In my opinion centering the image and throwing some outline stuff in will do the trick.)

Also... Why do you make your games only for the 89?

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