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Messages - NonstickAtom785

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46
Grammer / Re: TokenIDE now supports Grammer programs
« on: January 31, 2020, 03:23:05 pm »
By the way, this is now included (credited to you) in the main download for TokenIDE:
http://merthsoft.com/Tokens.zip
If you make any more updates, let me know and I'll make sure to update the zip :)
Thanks for your work on this!

Hey I updated it with the newest token hook data. The file is below.

47
TI-Nspire / Re: Minecraft 2D for TI-Nspire
« on: January 31, 2020, 11:49:04 am »
Hello, where can we find mods ?
The only way you can is if you modify the game yourself.

48
TI-BASIC / Re: New-style Program Editor for TI-83+?
« on: January 30, 2020, 08:58:40 am »
Honestly, the most difficult part for me has been just displaying the content efficiently, and scrolling accordingly. The other difficult part (that I was able to do) is creating the routines for moving around memory to insert/delete/overwrite. All the fancy stuff like tokenizing (i.e., turning the text "Line(" into the "Line(" token) and re-tokenizing (i.e. displaying "WLine(" as "WhiteLine(") are pretty easy, but tedious. Making menus is difficult, but I already have some pretty general-purpose menu routines, so that is also just tedious.

Hmm so it was like a road block when creating the mem editing routines. All I'm thinking about right now is how Mimas works. You can choose what type of assembly program to compile for. Why not just make it so that you can just input the type of program and when you type a word it tokenizes it accordingly? Like a source editor/compiler. That would save the having to use the OS Tokens.(My main thought here is with Grammer. I don't know how hard it would be to imput the tokens according to text into an actual basic program :| )

49
TI-BASIC / Re: New-style Program Editor for TI-83+?
« on: January 30, 2020, 08:36:02 am »
I see. Both points. Thanks for the comments. Maybe when I'm more experienced in writing assembly I'll take a look at your font routines Zeda.

What would be the steps to creating a good editor for programs? Does anyone mind dumbing it down a bit?

50
TI-BASIC / Re: New-style Program Editor for TI-83+?
« on: January 29, 2020, 03:16:15 pm »
Hey again my friend. Here is the fixed version of spasm-ng for windows.

https://ourl.ca/22728


Also a question for the "pro's". Would it be possible to write a font hook that makes the whole OS run on small font? That would be quite entertaining and also very useful.

51
ASM / Spasm | App Name Bug Fix | Windows
« on: January 29, 2020, 02:54:30 pm »
Hey everyone. I've been trying to compile a fixed version of spasm-ng for windows for about 2 weeks. I tried everything except for VC(saved that for last) because that seemed the most difficult. But as it turned out that was the most easiest. So after all that time I finally have a fixed version of spasm-ng compiled for Windows. :angel:

The bug causes an error any time an app name isn't 8 bytes long. :banghead:

Code: (error) [Select]
exporter: error SE504: Name field missing

If you want the fixed version for linux you'll have to compile it yourself. The steps are quite simple as long as you install all the required libraries first. You'll
have to clone this branch of the repo first. If you do not know how to clone a specific branch check this forum for details.  :w00t:






EDIT 2: Okay after some trial and error I finally got the build to work without any dependencies. Thanks to @Geekboy1011 for testing the build out. Enjoy.

52
TI-BASIC / Re: New-style Program Editor for TI-83+?
« on: January 24, 2020, 09:37:59 am »
I thought about creating one with lowest level funtions such as adding tokens and basic menu to put stuff in the program, in Axe, when I got the chance to actually learn it. I also thought about making a basic program that does it too. But the basic program would have to use libraries to do it. What's your knowledge with assembly?

53
News / Re: Slack now also linked to IRC
« on: January 23, 2020, 01:30:04 pm »
Can you remake the invite link?

54
TI-Nspire / Re: Calling all Linux Kernel developers!
« on: January 22, 2020, 08:58:59 am »
What CX are you talking about?

55
TI Z80 / Re: [Grammer] Another Tilemap Editor!
« on: January 21, 2020, 12:10:47 pm »
I like this. I just made a small editor for basic map editing myself. But I might as well switch over to yours. (Once again you have beat me to making something ?new.)

56
ASM / Re: Graphics demo
« on: January 16, 2020, 09:25:06 am »
Omg. That looks sick! I can't wait for you to complete it. Is it in Axe or in straight assembly.

57
TI Z80 / Re: Making an RPG for Grammer
« on: January 15, 2020, 10:23:01 am »
Grammer has a screen shifting command. I just don't know if it shifts the tile map too.

I know how screen shifting works. I just don't know how to draw the tile map when the screen gets shifted.

58
TI Z80 / Re: Making an RPG for Grammer
« on: January 15, 2020, 10:12:12 am »
Hmm, well, the easy parts will be making the tools for tilemaps and sprites. To view, say, inventory menus, Grammer's Menu(' command will be very handy.

As for storyline, maybe a classic hero quest? Badguy happens, hero is summoned to save the day, hero has various struggles/trials to get to the Big Fight.


I agree with the tools. I'm in the process of making a sprite editor where I can just use augment to add another sprite to the sheet and sub to take one away. Plus I'm making a tilemap editor. I think I'm going to put the sprite data and the tilemap data all in the same appvar eventually. My only question since I've never dabbled with screen scrolling is how do I screen scroll. Does Grammer take care of all of that for you? Because if I display the tile map and I scroll the screen, do I have to redraw the tile map and will the tile map be shifted?

As for your story line idea. I'm thinking about making it a post apocalyptic game with cool password cracking quests and having to gain clues to access more parts of the map. All while fighting bad guys. The hero could be a popular person. He could be part of the new world illuminate who took over after all the governments fell. I don't know. I write poetry. Lol. I think I was ranting.

I'd just make a very generic storyline at first. You should focus on getting the engine working before worrying about making an interesting story. Make sure you know what kind of features you want first (like chests, special scripted events etc)

Yah. The easy part will be the engine. The harder part will be using logic to identify what things are available and what things aren't. I'm thinking I'll have to use some type of appvar for the logic. Like how flags work. If a bit is on then this feature is active, etc...

59
TI Z80 / Making an RPG for Grammer
« on: January 15, 2020, 09:29:11 am »
Hi there. I've never made a real RPG before, but I've finally found the inspiration to make one. Grammer has become my favorite programming lanuage at the moment with it's slight limitations that allow me to think for myself to create what I really want. All credit for this app goes to @Xeda112358 . Atm I'm just trying to make an outline to how the game will look and what type of RPG it will be.

List of things to be made:
  • Sprite Sheets
  • The Tile Maps
  • Story Line

So I want some feedback about how the story line should play out. And if anyone could come up with some art I would appreciate it. And I will give you proper credit when the project is done.

60
Grammer / Re: GFNTEDT-- Grammer Font Editor
« on: December 20, 2019, 10:23:43 am »
I'll report any bugs. I'm sure there's none tho.

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