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Messages - c.sprinkle

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46
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: March 22, 2011, 05:21:42 pm »
Of course, you get rusty after a break that long. :P I'm working on it now.

SCREW THIS!!! My code is really messed up. If anybody would be willing to take a look at it I would be greatly indebted. My engine is messed up.
CODE:
Spoiler For Spoiler:
.IVP Inferno: Valani's Promise
DiagnosticOff
ClrHome
ClrDraw
ClrDraw r
"vIVPmap01"→Str1
[FF83878F8F9FBFFFFFFFBF9F878381FFB5FF7BDEFF6DFFB65F80A629419610EB]→Pic0
[FFFFFFFFFFFFFFFF0000000000000000]→Pic00
.Up Down Right Left
[183C3C183C5A2424182424183C5A24240C1A120C1E0C0A123058483078305048]→Pic1
[A5A55A242418243C→Pic3
GetCalc(Str1,140)→V
Data(1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,0,1,0,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,1,1,0,1,0,0,0,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,0,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,2,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,1,1,1,1,1,1,0,1,1,1,1,1,1,0,0,0,0,0,0,0,0,0,0,1,1,0,0,0,0,0,0,0,0,0,0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1)→V
0→C
ref(0,0,95,63) r
For(A,0,7
For(B,0,23
If {V+C}=1
Pt-Off(B*8,A*8,Pic0
Pt-Off(B*8,A*8,Pic0+8) r
End
If {V+C}=2
Pt-Off(B*8,A*8,Pic0+16
Pt-Off(B*8,A*8,Pic0+24) r
End
If {V+C}=3
Pt-Off(B*8,A*8,Pic3
End
C+1→C
End
End
8→A
24→B


0→O→θ→Z

.Main loop
Repeat getKey(15)
sub(DS
If getKey(2)
If (pxl-Test(A-1,B)+pxl-Test(A-1,B+7)=0
Pt-Off(A,B,Pic00+8
24→O
A-1→A
If A=1
Z-1→Z
sub(RD
A+1→A
sub(DS
End
End
End
If getKey(3)
If (pxl-Test(A+8,B)+pxl-Test(A+8,B+7)=0
Pt-Off(A,B,Pic00+8
A+1→A
16→O
If A=87
Z+1→Z
sub(RD
A-1→A
sub(DS
End
End
End
If getKey(4)
If (pxl-Test(A,B-1)+pxl-Test(A+7,B-1)=0
Pt-Off(A,B,Pic00+8
0→O
B-1→B
If B=1
θ-1→θ
sub(RD
B+1→B
sub(DS
End
End
End
If getKey(1)
If (pxl-Test(A,B+8)+pxl-Test(A+7,B+8)=0
Pt-Off(A,B,Pic00+8
8→O
B+1→B
If B=55
θ+1→θ
sub(RD
B-1→B
sub(DS
End
End
End
End
ClrDraw
ClrDraw
ClrHome
DelVar Str1
Return

Lbl DS
Pt-Off(A,B,Pic1+O
DispGraph r r
Return

Lbl RD
For(Q,0,7
For(R,0,23
{Q*24+R+Z+θ+V}→I
Pt-Off(A,B,Pic1+O
Pt-Off(R*8,Q*8,Pic00) r
Pt-Off(R*8,Q*8,Pic00+8
If I=1
Pt-Off(R*8,Q*8,Pic0
Pt-Off(R*8,Q*8,Pic0+8) r
End
If I=2
Pt-Off(R*8,Q*8,Pic0+16
Pt-Off(R*8,Q*8,Pic0+24) r
End
If I=3
Pt-Off(R*8,Q*8,Pic3
End
End
DispGraph r r
End

47
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: March 21, 2011, 05:24:16 pm »
I am going to rework this, but at least I finally have a chance to continue. I have no idea how this will go, but watch for any new developments.
I am planning 1-pxl scrolling next.

48
TI Z80 / Re: [Platformer] Pyyrix's Most Excellent Adventure
« on: March 21, 2011, 05:21:29 pm »
I did. My parents banned me from calcs and Omni for 2 months. It helped win Necropost, though. :P

49
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: March 21, 2011, 05:20:30 pm »
Yikes! That's a lot of code.
(Hi Ashbad)

50
News / Re: IRC Channel -i Again
« on: March 20, 2011, 12:36:51 am »
I do hope you bring back the post update feature; that was really nice.

51
TI Z80 / Re: [Platformer] Pyyrix's Most Excellent Adventure
« on: March 20, 2011, 12:34:29 am »
Nice! You finally rebooted this project. I hope it turns out as well as you are planning for it to.

52
Official Contest / Re: [BULLETIN] Cage Matches
« on: January 18, 2011, 11:52:00 am »
I might try. . . :thumbsup:

53
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 18, 2011, 10:46:47 am »
Alright, thanks. That's easier than a crazy pxl-test xor * {FBQ^8+X*24} thing. ._.

54
Axe / Re: I: VP tilemap help!
« on: January 18, 2011, 10:44:54 am »
Yep, I always use the {ptr}->indicator var so I don't have to type it back in and leave more room for things I have to change in case of size increases of the tilemap, etc. The beautiful thing is that my enemies only have to have a few bytes. So:
byte0- type
byte1- x
byte2- y
byte3- direction

The enemy collision will be part of the normal check. The stats are loaded by the battle engine.

55
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: January 18, 2011, 10:26:44 am »
WHAT?!?!?!?!?!?!?! :o :crazy: O.O  :o :crazy: O.O
400 screens? How can you store that much data oncalc?
Aside from that, this looks sweet! I think your title screen is really neat.

56
TI Z80 / Re: Inferno: Valani's Promise- A new RPG project
« on: January 18, 2011, 10:18:11 am »
*BUMP*
Here's a problem: I want to have different terrains (lava!) that you can only go into or across if you have a special item (lava boots!). However, I can't do all that checking for terrain and items in the movement engine because it would slow it down too much. . .

57
Axe / Re: I: VP tilemap help!
« on: January 18, 2011, 10:10:36 am »
I am using a turn-based system, but I was just wondering whether to have enemies move around and attack or not. Then you go to the turn-based system. If they don't move, it would probably be too easy to get around them.  :-\

58
Axe / Re: I: VP tilemap help!
« on: January 17, 2011, 06:10:53 pm »
Just wondering:
Ashbad, Squidget, how do you do the enemy moving routines?
I have an idea, but I'm not sure if it will work. . .  ???

59
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: January 17, 2011, 06:06:07 pm »
I know. My demo tilemap is only 1s and 0s for a 24x16 map, but the mapping is painful. Especially on-calc. O.O >:(

60
Humour and Jokes / Re: Funny #omnimaga quotes (NSFW)
« on: January 17, 2011, 04:59:06 pm »
grrrrrr. I lost, but. . .
 :hyper: (Think of the smiley!  >:D)

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