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Messages - TsukasaZX

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421
News / Re: Eeems goes away for a while
« on: September 24, 2009, 11:45:32 pm »
Darn.... How long is this going to be for? A week? Two? A month?! o_o

Also, remind me to teach you my ninja tricks for not getting caught staying up past bed time. They work 100% of the time so long as your parents don't check in on you while you sleep (which parents shouldn't be doing if you're in your teens)

422
TI Z80 / Re: the Tale of Lost Map
« on: September 24, 2009, 11:41:05 pm »
Looking great so far! :)
I like the Turn Gauge concept. That's pretty nifty. At least, that IS a turn gauge, right? :O

423
Well then, grab your calculator, pull up tibasicdev.wikidot.com, and learn! ;D
Oh, and since you're the graphics guy, I may have to come to you for sprite help later on :)

424
Nice site :)
That "Mr. Geek" game sounds fun. Can't wait to see more of that one.

425
TI Z80 / Re: the Tale of Lost Map
« on: September 23, 2009, 04:19:04 pm »
Curse you Calc84maniac and your addicting Chip's Challenge! :O
jsj795, your game looks and sounds amazing so far. I can't wait to see more screenshots of it. :D
Good luck with the graphics engine :)

426
News / Re: Chips Challenge released for the TI-83+
« on: September 22, 2009, 03:42:10 pm »
I know I'll be carrying my calc around with me everywhere I go like the good old days again :D
Epic win!

427
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: September 22, 2009, 12:06:24 am »
Ah, Pokemon Red. Good game. Sadly, according to TI's site specs, the Silver Edition only has about half that in Archive space (about 1.5 MB) so that's still a no-go.

However, if you're willing to wait an indefinite amount of time, our good pal tifreak8x is working on his own BASIC-with-some-ASM port of the first generation Pokemon games called "Pokemon Purple".

Check it out:
http://ourl.ca/2766
http://cemetech.net/forum/viewtopic.php?t=3387
(Those are two of the however many threads I know of off the top of my head)

428
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: September 21, 2009, 11:55:27 pm »
Yeah.... that's just a tad too much for a regular 84+. Out of curiosity, just what were you intending to port to TI-84+?

429
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: September 21, 2009, 11:42:56 pm »
How big is the file you're trying to send over? If it's larger than your 491,520 bytes (480KB I guess?), it's not gonna fit without more free ARC space.

430
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: September 21, 2009, 11:35:07 pm »
a .8xk is an application, which resides in your calculator's archive. You don't have enough archive space (2nd - Mem - 2, look at ARC FREE) for the file so you'll have to delete some applications off of it.

Game files are incredibly huge so you'll have to clear a lot of space off for them. It's even possible, being a regular 84+, that you don't even HAVE enough space for certain games  :(

431
TI Z80 / Re: Metroid: Return to Maridia
« on: September 21, 2009, 05:31:03 pm »
That'd work quite nicely, {AP}! :D
I could use one matrix for the map. Each cell would correspond to a room on the map, its value would be used to grab room data in the form of another matrix from a subprogram and load it with real(2).

DJ: Ah, mk. I'll try to remember that about tiles although I'll probably have a white background for a while until I can get a better grasp of sprite masking.

[edit]
Is there a way to get the coordinates of a given value in a matrix? For example, if the room value is "2", is there a way to find the coordinates of "2" in the matrix (given that no two cells have the same value)?
Redacted: silly question was silly

[edit]
Started work on the room drawer. Here's a screenshot of it in action as part of a map exploring program:


Note that these aren't necessarily the final rooms. As I continue to expand and modify the map (and get a decent water effect going), they will probably change. But at least you have an idea of how the game will look  :)

Also, DJ/{AP}, how would I go about adding some sort of transition between rooms?

432
TI Z80 / Re: Metroid: Return to Maridia
« on: September 21, 2009, 04:11:16 pm »
Thanks y'all! ;D

However, that's about the only easy part of the game ^^;
Now comes everything else :O

First up, the map/room system. Initially, the original ASCII game used a pretty simple system. A matrix would serve as the game map where each matrix cell corresponded to a room and the code would use the value of that room cell to get the room contents string from a subprogram and display it. It worked somewhat.

But, since I'm using xLIB graphics now, I don't really think that old code will work anymore. I'm pretty much stumped :/
DJ, your Metroid game uses xLIB, how'd you go about displaying rooms?

433
News / Re: Miotatsu joins our ranks
« on: September 21, 2009, 02:48:13 pm »
Excellent... the mole is in...
J/k, congrats Tatsu.

434
Miscellaneous / Re: Post your desktop
« on: September 21, 2009, 01:05:40 am »
My awesome desktop :D
Link

435
TI Z80 / Re: Chip Preview
« on: September 20, 2009, 05:06:52 pm »
You have just won the internet, good sir! I love Chip's Challenge and I'm glad I can finally play it again and on a portable scale at that!
Good job, calc84maniac, good job. I tip my hat to you :)

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