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Messages - shmibs

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1336
Official Contest / Re: [BULLETIN] Cage Matches
« on: December 21, 2010, 03:47:01 pm »
i feel like i'm just repeating everyone else when i post something like this, but i, too, am very excited to see how these turn out. after seeing exodus, i know what z can do with platformers, and i'm interested to see what other ideas meishe comes up with.

1337
TI Z80 / Re: The Axe Files RPG
« on: December 21, 2010, 03:36:38 pm »
i want in on this!
still, i suppose it might not be easy for you as my activity dropped a bit right around when you joined... meh.

maybe i could be a sort of Statler and Waldorf-esque character who only appears every now and then to make condescending remarks?

1338
TI Z80 / Re: Pokemon TI
« on: December 21, 2010, 01:37:01 pm »
Quote from: graphmastur
Could you explain this a little more, or give an example program. I need something like this for one of my projects.

ok, every tile in a map has a number by which it can be identified, going from zero to [width]*[height], running from left to right, top to bottom(conventionally), yes? well, a similar system could be used to enumerate all the link tiles in a given map. If one were to start at the top left corner of the map and move left to right, top to bottom, each link tile could be numbered in succession to give it a unique identity. example:

map data(where 00 is a "normal" tile and 11 is a "link" tile)
[00110000
[00000011
[11001100
[11110000
there are a total of six link tiles, so they would be numbered like so
[--01----
[------02
[03--04--
[0506----

(i'm probably over-explaining this a bit, but better safe than sorry and all that)

then, to determine which tile has been stepped on, the programmer need only use a for loop which is [player's current Y in map]*[total map X]+[player's current X in map] long which searches through the map data, left to right, top to bottom, and increments a counter every time a link tile is encountered. the number stored in this counter when the for loop terminates can then be used to determine how many link tiles are in listed in the map before the one on which the player stepped, and thus the unique number for the tile on which he stepped.
axe psuedo-code
Code: [Select]
:0->C
:for(L,0,[player's current Y in map]*[total map X]+[player's current X in map]
:If {[map data pointer]+L}=[number used to define a link tile]
:C+1->C
:End
:End
:C-1->C ;because this counting method will label the first tile as link tile number 1, and we want it to be number 0

then, the programmer can store, concatenated to the end of the map data, a list which has three values for every link tile in that map. these three values are: the map to which the tile links, the link tile number in that map on which the player is to appear, and the direction in which the player is to face when he appears.

so, taking our previous example map with six link tiles:
[00110000
[00000011
[11001100
[11110000
we would have to add to the end another line which looks like this
[[map #1][tile in map #1][direction to be faced #1][map #2][tile in map #2][direction to be faced #2]...
you get the idea

then, to access this data one would only have to use
Code: [Select]
{[total map length(X*Y)]+[map data pointer]+(C*3)+[0,1, or 2, depending on which piece of information you want]}
then, to place the player in the proper position in the new map, a similar loop needs to be used:
Code: [Select]
:0->D->L
:Repeat C+1=D
:If {[map data pointer]+L}=[number used to define a link tile]
:D+1->D
:End
:L+1->L
:End

L will then contain the tile number upon which the player is to stand, and a simple operation
L^[total map width]->X
L/[total map width]->Y
returns the player's X and Y positions in that map

that was just a little bit overkill, wasn't it? XD

1339
Miscellaneous / Re: So who's gonna be around during holidays?
« on: December 20, 2010, 12:38:11 am »
working on things is always nice...
will this be your (Secret Project)?

1340
Pokémon Purple / Re: [PP] Progress '10
« on: December 20, 2010, 12:29:57 am »
very nice to see progress indeed!
oh, and if you're still looking for 32*32 monochrome trainers, here are a few. they're a bit messy.

1341
Casio Calculators / Re: Casio Prizm documentation
« on: December 19, 2010, 08:59:35 pm »
C support?!!
* shmibs is now officially buying a prism.

1342
Humour and Jokes / Re: this is supposed to happen, right?
« on: December 19, 2010, 08:38:05 pm »
no, it's just a bunch of addon incompatabilities. the one good thing about having a router based proxy is that it doesn't touch anything on the machine itself =D

also

1343
Art / Re: Sprite Request: Rain Drops
« on: December 19, 2010, 01:28:47 am »
no one else had replied to this, so i figured i may as well try it

1344
Web Programming and Design / Re: What is a better domain name?
« on: December 19, 2010, 12:57:43 am »
that sounds nice =D
very catchy and memorable

1345
Humour and Jokes / this is supposed to happen, right?
« on: December 19, 2010, 12:56:19 am »
‬○_○

1346
Miscellaneous / Re: So who's gonna be around during holidays?
« on: December 18, 2010, 11:09:19 pm »
ima be here for the majority of break, for the first time ever(although i will be gone for 3 days).

i need to buy a new link cable so i can transfer axe projects to/from my cable, and until then i'm working on learning more asm, so this break may actually be a productive one!

1347
TI Z80 / Re: Pokemon TI
« on: December 18, 2010, 07:44:22 pm »
Quote from: finale
Eventually, I'll have it looping through a list of data whenever a non-zero tile in the collision layer is stepped on in order to find where it links to. For the purposes of this test, it only supports one link. The collision layer is actually how I handle collision and object interaction, and eventually, NPCs.
i had a brainthought:

when a tile is stepped on you could have a parser run through the map data left to right, top to bottom from the beginning of your collision layer, adding one to a counter every time a link tile is encountered, and then append the map number to which the player should be directed(as well as the link tile number on that map where he will be appearing) to the end of the map data. it might be a little slow, but it's very small as well and could deal with 256 maps/link tiles per map =D.

1348
TI Z80 / Re: Pokemon TI
« on: December 18, 2010, 06:24:32 pm »
how are you managing room linking in a quick/concise fashion? things like that tend to get tricky when there are four+ different link tiles on the same map.

1349
TI Z80 / Re: Pokemon RPG: the forgotten quest
« on: December 17, 2010, 03:09:19 am »
this looks rather nice.

why do you disable gray while displaying text? if you were to draw the speech window to both buffers and use dispgraphr you could keep it on all the time.

1350
News / Re: Casio fx-9860G video player
« on: December 17, 2010, 01:59:59 am »
SD card capabilities would be the coolest for other models. imagine what we could do with 64 gigs of space :P

that is really super cool, though. especially his wife's paintings.

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