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Messages - calc84maniac

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106
ROM Hacking and Console Homebrew / Re: Petit Computer
« on: September 09, 2013, 07:49:54 pm »
BUt not everyone can pay something online. I remember having troubles to buy Minecratbefore having my own credit card...
Well, you can also buy eShop cards in stores, but those are usually at minimum $20 if I remember correctly.

107
ROM Hacking and Console Homebrew / Re: Petit Computer
« on: September 06, 2013, 10:01:33 am »
You should both post videos of your programs by the way, for people who don't have Petit Computer. :P
I guess that might be a good idea... but then again, I just have a phone to take video with, which isn't optimal. I'll consider doing it, though. :P

Edit: Also just got this project up on the Petit Computer Wiki. http://petitcomputer.wikia.com/wiki/Steins;Gate_8-bit

108
ROM Hacking and Console Homebrew / Re: Petit Computer
« on: September 05, 2013, 05:26:16 pm »
Oh I was asking because I didn't update my copy in a long while.
I'm not sure if DSiWare titles even support updates. But yeah, pretty sure 2.2 is the only version release in North America. (2.4 for PAL regions)

109
ROM Hacking and Console Homebrew / Re: Petit Computer
« on: September 05, 2013, 04:56:43 pm »
Darn I should try this at one point. Will it work on all versions of Petit Computer?

Also I need to compare Petit Computer and HP Prime BASIC syntax at one point because if it's somewhat similar, I could maybe try to port certain of my future games to it. :P

You mean the slightly newer version released in PAL territories? I don't think there would be any problems, but I can't really test it.

110
ROM Hacking and Console Homebrew / Re: Petit Computer
« on: September 05, 2013, 04:21:47 pm »
Mega necropost here, but I've finally finished up that Steins;Gate 8-bit demo! Once again, I'll give the disclaimer that since this is a sequel to the Steins;Gate anime/visual novel, it might not make sense unless you've watched/played it (and I recommend you do so, it's fantastic!)

The game this is based on is meant to emulate the environment of old 8-bit computers in an old-school text adventure, which includes the low color depth and legacy sound hardware. The original game allowed selection of 6 different computers to emulate, each with slightly different graphics and music arrangements, but this port I'm simply basing on the Petit Computer environment (with most of my music arrangements created using 3 MIDI-style channels and 3 square wave or white noise channels).

This demo contains the entire first segment of the game up until the opening credits, which I believe is the length of the free demo of the PC version. This includes 9 background music tracks (out of 18 total) and 16 different CG images, as well as 3 different endings.

Here are some tips when entering commands in the game, because it can be slightly confusing. There are usually three rules that valid commands follow:
1) If you want to move in a direction, simply type the direction. (left, right, front, back, up, down, etc.)
2) If you want to perform an action, simply type the action. (look, talk, eat, etc.)
3) If you want to perform an action on a certain object, type the action then the object. (look poster, kick can, etc.)

If all else fails, just look up a walkthrough online. :P

The QR codes are contained in the spoiler below:
Spoiler For Spoiler:

111
Gaming Discussion / Re: What are your thoughts on the Nintendo 2DS?
« on: August 31, 2013, 02:54:23 pm »
Meh, saving 50$ on a 170$ console does not seem worth losing the nice 3D and folding.  Is the 3Ds backwards compatable, or is that something only the 2ds has?
Yes, 3DS can play all DS/DSi games. (Of course, excluding game features that used the GBA cartridge slot :P)

112
Gaming Discussion / Re: What are your thoughts on the Nintendo 2DS?
« on: August 31, 2013, 01:15:41 am »
I think this was a smart move. It comes out on the same day as Pokemon X & Y, so it will probably explode in sales. Strange how apparently the 2DS isn't being released in Japan, though... I guess there are so many people with 3DS's there already that they just don't care?

113
TI Z80 / Re: xLIB 84C Edition
« on: June 19, 2013, 09:30:11 am »
If I remember correctly, the main problem with OpenLib (which still remains on the 84+CSE) is that the App must have a name exactly 8 characters long, all capital letters or numbers.

114
ROM Hacking and Console Homebrew / Re: Petit Computer
« on: June 09, 2013, 02:48:33 pm »
Just be sure to backup often, because I heard a lot about people losing their progress due to corrupted SD card or something.
Actually, in my case it was because I didn't move my DSiWare titles to the SD card (from system memory) when doing a system transfer to my new 3DS XL. Still a good idea to backup, though.

115
ROM Hacking and Console Homebrew / Re: Petit Computer
« on: June 08, 2013, 01:27:14 pm »
Necropost time!

Just wanted to post about what I've been working on recently. I've been working on a clone of an 8-bit style text adventure game, which is a sequel to the Steins;Gate visual novel/anime. Due to spoilerish content, I wouldn't recommend it to those who haven't read/watched the original story (and if you haven't, you should!)

I've pretty much completed the text engine and CG renderer (yep, it uses vector graphics), and so far I've put in all the content contained in the demo version of the game except a few music tracks and sound effects. I'll probably want to complete those before I make any sort of release. Also, of course, I'm basing this on an English fan translation.

Sample photos:




116
TI Z80 / Re: The Legend of Zelda: Sacred Pearls (ideas/progress)
« on: May 09, 2013, 02:57:35 pm »
Just 160x240 mode and/or scrolling (for now, anyway)

117
CaDan SHMUP / Re: Cadan v2 - Progress Thread
« on: May 01, 2013, 02:23:29 am »
Edit: Need info on fast algorithm for finding distance of a line given two coordinate pairs x,y

What's the range of x,y? 0-63?

118
Other Calculators / Re: 160x240 resolution possible on CSE
« on: April 17, 2013, 11:28:35 pm »
TilEm does support 160x240 mode, yes.  Most of the documented LCD controller features are supported at this point; some of the undocumented features still need to be tested.

As far as sprite orientations are concerned: in most cases, you should be able to store the sprite in whatever orientation you like, and flip/rotate it by switching the output mode as desired.  As for the case of wrapping around that calc84maniac mentions: that's one of the undocumented features I still need to explore. :)

Actually, for the wrapping around, I'm referring to having a window of (y1,y1+height-1) and (0,319). If you draw vertically, you'll wrap around after 319 (not undocumented at all). However, from what I saw on the SVN, you may not be clipping LCD coordinates to 8-bits or 9-bits upon write. Any bits listed as 0 in the data sheet is forced to 0 (i.e. writes are ignored). This should be useful for some code optimizations, I think.

119
Other Calculators / Re: 160x240 resolution possible on CSE
« on: April 17, 2013, 09:16:47 am »
Yeah I know, I was responding to willrandship's concern about horizontal scanlines being produced by the LCD.

By the way, will the vertical LCD make it harder to display sprite data? Will the sprite binary/hexadecimal data have to be rotated in ASM/Axe source code in order to display fine?

Data can be displayed in either direction, but displaying vertically will likely be easier due to only needing 8-bit coordinates for the output window. Also, displaying vertically is pretty much a must for games that abuse horizontal scrolling if the sprites are going to wrap around GRAM properly.

120
Axe / Re: Axe Q&A
« on: April 08, 2013, 07:46:18 pm »
If you want to pause for a very small, precise amount of time, I would suggest something like the following:
Code: [Select]
For(N)
End
This block of code just executes an empty loop N times, and it will do so at about 13 cycles per iteration.
Does the push bc \ pop bc get auto-optimized or something?

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