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Messages - miotatsu

Pages: 1 ... 19 20 [21] 22
301
TI Z80 / Re: Ti Basic Editor
« on: August 30, 2009, 07:07:33 pm »
i hope this project hasn't died, a ti-basic editor would be very useful...

302
News / Re: Staff renewal time. We're hiring new calculator programmers!
« on: August 30, 2009, 02:44:22 pm »
i might apply when i have been around longer, tho it might be hard for Piworld to top a "UB3R 4W350M3 GR4Y5C4L3 YU-GI-OH LIFE POINT COUNTER OF THE DOOM" i have my work cut out for me ;p

303
TI Z80 / Re: Game ideas
« on: August 24, 2009, 01:34:24 pm »
Legend of Zelda OOT TI-84+ edition, i can see it now. :P

304
TI Z80 / Re: BBC Basic Tetris
« on: August 17, 2009, 09:53:40 pm »

305
TI Z80 / Re: BBC Basic Tetris
« on: August 17, 2009, 09:05:58 pm »
is there a good tutorial on it?

306
TI Z80 / Re: piworld
« on: August 10, 2009, 06:44:13 pm »
alright, ran into a bit of a problem, i want to convert my movement engine into piecewise expressions, however the collision detection is causeing problems, here is some example code thats causing the problem but i don't know how to make it work:
Code: [Select]
:ClrDraw
:28->D:12->O:0->K
:Text(-1,D,O,"(pi)
:While K != 23
:4+0i:Asm(prgmPICARC
:Text(-1,D,O,"(pi)
:Repeat K
:getkey->K
:End
:If K=24 or K=25 or K=26 or K=34
:Then
:Text(-1,D,O,"
:O-6(K=24 and not(pxl-Test(D+4,O-1))+6(not(pxl-Test(D,O+6)) and not(pxl-Test(D+7,O+6)) and K=26->O
:D-7(K=25 and not(pxl-Test(D-1,O)+7(K=34 and not(pxl-Test(D+8,O+1->D
:Text(-1,D,O,"(pi)
:End
:End
:ClrHome:Output(1,1,"
Edit: Thanks to Storm for a solution:
Code: [Select]
:ClrDraw
:28->D:12->O:0->K
:Text(-1,D,O,"(pi)
:While K != 23
:4+0i:Asm(prgmPICARC
:Text(-1,D,O,"(pi)
:Repeat K
:getkey->K
:End
:If K=24 or K=25 or K=26 or K=34
:Then
:Text(-1,D,O,"
:O-6(K=24)not(pxl-Test(D+4,O-1))+6not(pxl-Test(D,O+6))not(pxl-Test(D+7,O+6))(K=26->O
:D-7(K=25)not(pxl-Test(D-1,O))+7(K=34)not(pxl-Test(D+8,O+1->D
:Text(-1,D,O,"(pi)
:End
:End
:ClrHome:Output(1,1,"

307
TI Z80 / Re: piworld
« on: August 07, 2009, 06:29:50 pm »
im now using picarc to compress and store the maps, this means that it won't be compatible with DoorsCS, however it is somewhat compatible with MirageOS and of course, it runs wonderfully without any problems from the TI-OS, you can keep track of progress from my sig, and i got wabbit emu so i will possibly take some animated screenies :D
As of now the size is below 6k in total and it runs fairly well :)

308
Introduce Yourself! / Ohai
« on: July 26, 2009, 10:26:03 pm »
Ohai, i believe i would be the only person posting in here who is actually new xD

309
Miscellaneous / Re: Post your desktop
« on: July 24, 2009, 05:09:52 pm »

310
TI Z80 / Re: piworld
« on: July 22, 2009, 09:16:32 pm »
as of now piworld is only planned on having 6 maps, becasue ti-basic is the first programming i ahve ever done, and piworld is the first game ive ever made, i do however have plans in the future to make a remake with a special system i've developed to call up maps, i wont say much about it for now but you can expect piworld2 to have 20ish maps and dungeons, i plan on making piworld mainly a grinding style game, (mainly just training on creatures) however the maze will be filled with warp tiles for a fun little puzzle/quest, piworld is really just a test game for me to learn ti-basic but i think its going to turn out fun :)

as for the collision detection here is a little sample of the movement engine: (i do use pxl-test)

Code: [Select]
If K=24 and not(pxl-Test(D,O-1)) and not(pxl-Test(D+7,O-1))
Then
O-6üO
If not(J
Text(D,O,"Ä
If J
Text(ú1,D,O,"Ä
Text(ú1,D,O+6,"

311
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: July 22, 2009, 09:03:10 pm »
ive never tried running anything other than tiboy on my older 84+ :o

312
TI Z80 / Re: piworld
« on: July 20, 2009, 12:46:17 pm »
ahh, well then yes :p

313
TI Z80 / Re: piworld
« on: July 20, 2009, 12:41:46 pm »
they are not hard-coded, they may be hard-coded in the future but as of now they just are sitting in the pic variables, if one gets changed or deleted, it will be changed/deleted in piworld, it uses pic1-pic6 but i may hard code the maps later if it doesn't take up too much space, im programming on a non-silver edition so small size is rather important to me :p
i also have saving, i think i forgot to mention that :{0

314
TI Z80 / piworld 83+
« on: July 19, 2009, 10:04:45 pm »
I am currently working on a pure ti-basic adventure game named piworld.
as of now i have:
    6 maps
     1 item
     2 npc's
     1 warp tile
     a good movement engine
     collision detection
the game uses ASCII characters for the npc's and main character and the maps are called up using Iambian's asm lib PicArc, it runs on the graph screen. the game is still in its very early stages of development but once i have creatures to fight and a few other things i'll release it.

315
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: July 19, 2009, 06:27:19 pm »
neither pac-man nor spiderman work on my newer 84+, they work fine on the older one, newer calculators ftl :p

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