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Messages - NanoWar

Pages: 1 2 3 [4] 5 6 ... 10
46
ASM / Re: So what next?
« on: January 11, 2012, 10:21:16 am »
Just saying it in other words: In ASM there are no named variables, only registers (very limited set) and memory locations. But there are compiler "variables" like labels and defines. But those only exist before compile time in your code. By doing "Ypos = 26", you define the memory location 26 to a compiler variable named Ypos.

Hardware thinking in ASM!

47
TI Z80 / Re: Swords 2
« on: January 09, 2012, 07:34:04 am »
Single letter numbers should be right aligned. The lock symbol should be 5 pix high, but could be 6 pix long. You should remove the grey dots in the four corners of the selection rectangle. 2ct.

Edit: Cool jump method you have! :)

48
CaDan SHMUP / Re: Yet another shooter
« on: December 08, 2011, 08:19:20 am »
I don't think you need a cursor to go through the letters. If you choose a letter, the cursor automatically jumps one to the right. Like in most name input screen in Gameboy games or like this: http://img.photobucket.com/albums/v626/bublnsqeek/tutorials/nameinput.gif :) .

49
ASM / Re: Streamlined Asm routines
« on: December 08, 2011, 07:45:22 am »
If you don't want to look up the instruction bytes and are too lazy to write out labels, you could also use relative labels (with Spasm):

_ ld b,107
_ halt
  djnz -_
  dec a
  jr nz, --_
  ret

50
News / Re: DJ Omnimaga changes his avatar
« on: December 02, 2011, 06:43:08 am »
Haha, I like how you used every color available except orange :P

51
TI Z80 / Re: Swords
« on: December 02, 2011, 06:41:22 am »
The controls are so hard (and I am so bad), I can't even beat level one...

52
News / Re: DJ Omnimaga changes his avatar
« on: December 02, 2011, 03:16:06 am »
Hmm, I think you forgot orange in it!

53
Other Calculators / Re: BEST OMNIMAGA RPG?!
« on: November 25, 2011, 06:38:15 pm »
http://i.imgur.com/mKwBx.png

Oh my god. GEMA saved me. This is the first time that this institution is helpful... haha.

54
TI Z80 / Re: [ASM] Legends
« on: November 24, 2011, 07:57:01 am »
Well I don't know how to test it, but yeah I think this is possible. It's a multiplayer game after all!

There should be a CALCnet add on for wabbitEmu!

55
TI Z80 / Re: [Contest] Grammer Avoid!
« on: November 23, 2011, 05:00:42 am »
If you can do off-screen tiles at the bottom, why not at the top?

56
Grouping by popularity helps when you're posting, but not when you're reading.
I would like to browse a forum that has one topic rather than totally unrelated topics that happen to just be equally popular (ASM <> Basic), because I read by category.

57
TI Z80 / Re: Legends
« on: November 22, 2011, 07:59:26 am »
It's a nostub program. You can run it with Asm(Legends), old school.

So what exactly is it?
It's a spell-caster game. Each player chooses one spell per round that will be cast "against" the other player's spell. E.g. one player casts Fireball, the other casts Counterspell. Fireball gets countered, next round. Not all spells can be cast every turn. To differentiate the spells, each spell has certain characteristics that determine how often it can be cast (power). That power loads up every turn... Complicated game engine, but easy play.

58
I meant, it's likely that many lawyers visit your site frequently :P on behalf of e.g. TI.

59
Hope this doesn't get shut down like almost ALL his other projects :P . Love it!

60
Miscellaneous / Re: Why did you learn how to program?
« on: November 20, 2011, 08:49:34 am »
I started because a friend of mine made his own (really ugly) dice-game. I wanted to make it more beautiful and extend it's features... That's how it always goes I guess.

The first program I had was http://www.ticalc.org/archives/files/fileinfo/209/20993.html. I unlocked the code via MirageOS and tried to search in it for the "Menu(" command I knew from Ti-Basic... haha...

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