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Messages - mrmprog

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61
TI Z80 / Tile map helper
« on: November 23, 2011, 10:47:28 pm »
This is my tile map helper. It uses several simple subroutines to help with tilemapping. Just put prgmMAP at the end of your code. There are 4 routines.
EDIT:More info
This uses only vars r1-6 for stuff, so it should be safe. Just have a list of numbers representing your tile values, and corresponding sprite data. The first sprite is displayed for a value of 1 and so on.



Code: [Select]
:sub(DSP,"pointer to tile data","pointer to sprite data"
This displays a tile map. For speed, it assumes a value of 0 means a blank tile.
Code: [Select]
:sub(ADD,"tile number to add",X,Y,"pointer to data"
Adds a tile to the data, using normal co'ords
Code: [Select]
:sub(ADT,"tile number to add",X,Y,"pointer to data"
Same, but uses tile co'ords ( 12*8 )
Code: [Select]
:sub(GET,"pointer to data",X,Y
Gets the value of the tile in the specified co'ords. Useful for checking if a tile is in the players way.

Example of a simple terrain generator.

62
OmnomIRC Development / Re: Ding on highlight
« on: November 23, 2011, 01:00:41 pm »
It has never worked for me, and I just remembered to mention it the other day.

63
OmnomIRC Development / Re: Ding on highlight
« on: November 22, 2011, 10:43:14 pm »
I am using FF if that helps any.

64
Axe / Re: Axe Q&A
« on: November 22, 2011, 10:11:13 pm »
Wouldnt make sense to have any :P
..unless it's part of a line of code with variable inputs, set up in a way that might have it happen.
Exactly. I may use something like that myself. So will that copy itself to itself?

65
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 10:08:56 pm »
Err, You really shouldn't double post. And saintrunner, no need to "yell" at a newer member. When you joined, you were by no means perfect, but look at you now, a productive member of the community :)

66
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 09:49:06 pm »
If you want something like this:

Where it shows how many potions you have, tell me.
You can use a custom menu, or a manipulated OS one

67
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 09:40:21 pm »
Code: [Select]
:Lbl M
:"for main menu
:Menu("Options","Rest",1,"Fight"'
:Lbl 1
:...Stuff
:Goto M
:Lbl 2
:Menu("Fight","Use Sword",3,"Use Bow",4,"Back",M
:Lbl 3
:...stuff
:Goto M
:Lbl 4
:...stuff
:Goto M
Like this?

68
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 09:31:25 pm »
No. In axe, when you use a static pointer, or saferam area, the offset is the bytes. The concept is the same though, reading numbers from data.

69
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 09:29:00 pm »
so is the '1' in L1(1) referring to the first number in the list a.k.a the 0?
Yes.

70
Introduce Yourself! / Re: Hi guys
« on: November 22, 2011, 09:21:40 pm »
Welcome
!peanuts
Have some^

71
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 09:11:23 pm »
Sorry, I am still having trouble understanding what you want. If you could write out an example, that would be helpful to me, allowing me to help you :)

72
TI Z80 / Re: Learning Axe! And made a program
« on: November 22, 2011, 08:04:59 pm »
Applause! I'll look at the code.

73
Site Feedback and Questions / Re: Bug with project sub-boards
« on: November 22, 2011, 07:43:13 pm »
Yeah, I just noticed that. The board is a very good idea, but this should be fixed.

74
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 07:41:17 pm »
Do you mean having a variable menu? If you could give me an example, that would be great. Also, welcome to omnimaga. You should introduce yourself.

75
Axe / Re: Axe Q&A
« on: November 22, 2011, 01:48:48 pm »
This comes from an IRC discussion.
Code: [Select]
:[0000000000000000....]->GDB1
:For(A,0,8)
:rand^10->{GDB1+A}
:End

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