1636
TI Z80 / Re: Space Dash rerelease, help with v1.2
« on: September 27, 2010, 06:22:30 am »Ya, congrats on the feature!i just saw it to- yesterday. congrats!!
this game is wonderfully addictive
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1636
TI Z80 / Re: Space Dash rerelease, help with v1.2« on: September 27, 2010, 06:22:30 am »Ya, congrats on the feature!i just saw it to- yesterday. congrats!! this game is wonderfully addictive 1637
TI Z80 / Re: Unit 533D« on: September 27, 2010, 06:18:09 am »
that screenshot uses wabbitemu's 3 levels of gray setting because i wanted to make sure the character sprite came out looking clean enough
this one here is more representative of how the ground actually looks on calc, though also, should i make this scroll vertically as well?(9+ tiles tall maps) 1638
TI Z80 / Re: THEaxeGAMEpak[half-arsed contest entry]« on: September 27, 2010, 05:17:15 am »
/\i've already fixed all of those
i should just go ahead and upload the cleaned-up version i made(seeing that im never going to have the time or motivation to finish the last couple games for it) 1639
TI Z80 / Re: Program request. Drawing of pictures.« on: September 26, 2010, 11:18:37 pm »
so a program that can, by simply scanning that picture above, create another program containing the 5 minimal line commands necessary to draw it? that would be very difficult indeed...
1640
TI Z80 / Re: Unit 533D« on: September 26, 2010, 08:57:48 pm »
yeah, i noticed that too
![]() his head is squared instead of rounded, though and he has no arms in the screenie because they are retractable 1641
TI Z80 / Re: Unit 533D« on: September 26, 2010, 08:51:18 pm »
i edited the first post to show some of the progress. and dont worry about the size. this will be rather massive, but im compressing EVERYTHING(including those scrolling pics).
1642
TI Z80 / Re: Program request. Drawing of pictures.« on: September 26, 2010, 08:23:19 pm »
i could write up one for you in axe
im already making something similar for unit 533D so let me clarify: you want a program that can take a picvar and convert it to a compressed file (i would be using appvars, if that's alright) and another program to inserted as a subroutine that can recall whichever of those pics you want(in this case it would do so using the following syntax: [pic#]:asm([drawing prog]) would that work for you? 1643
TI Z80 / Re: Axe Minesweeper« on: September 26, 2010, 07:52:24 pm »
i'm loving the progress!
On a side note, juding shall start soon (hopefully). Some games will be quick to judge, though, because I pretty much went through them already so I do not need to replay during several minutes.HUZZAH TO THAT 1644
The Axe Parser Project / Re: Memory Size of compiled programs« on: September 25, 2010, 10:41:41 am »
/\maybe some day, but quigibo hasn't added support for apps larger than 16k yet
if you have problems with data storage you can just use appvars, though 1645
TI-Nspire / Re: Would an NES emulator be possible on nSpire?« on: September 25, 2010, 10:31:16 am »
what?!!
how'd the crapz did you do that?!! 1646
TI Z80 / Re: Project Idea- Outrun Z80« on: September 23, 2010, 08:42:55 pm »
looks pretty nice =D
the shifting should keep the near end of the screen fixed in place and curve out to either side instead of shifting linearly, though. 1647
Pokémon Purple / Re: [PP] Progress '10« on: September 23, 2010, 08:35:55 pm »
i'm a bit busy at the moment and so dont have time to help(sorry)
however, here are mono versions of the trainers i made for my own usage way back when, if someone wants to use them resized 1648
Miscellaneous / Re: Vasectomy Tomorrow« on: September 23, 2010, 08:24:36 pm »
ohdear...
hopefully nothing horrible will happen. oh, and my elder brother also refers to his significant other as "the boss"(personally, it always makes me think of metal gear solid ![]() 1649
TI Z80 / Re: Axe Cuberunner« on: September 23, 2010, 09:31:05 am »
/\yeah, it would slow things down
right now im assuming that he's using rect( for drawing, which is fine for the front side of the cube, but to add in the skewed sides he would have to switch to line( looks great so far, though! 1650
General Calculator Help / Re: map compression« on: September 22, 2010, 10:06:03 pm »Yeah I guess so, I wonder what kind of compression he dreampt up though o.Oit's nothing all that special. basically it detects when the parser(which is running through the code and decompressing it to an appvar) encounters a certain tile(all the tiles for which this applies are predifined and will be clumped together in the tile data so instead of checking for each tile individually it merely checks if the tile number is greater than a set number and less than another[or just greater, as i'll probably be putting this at the end of the tile data] and if so the following byte is read as the length over which to stretch a predefined pattern of tiles like this messy ground: ![]() additionally, there will be tiles that are always next to one another to form objects which are too large to fit in an 8*8, and these can be expressed by a single tile value after which the one or two others that make up the object width-wise will be automatically appended(again by predefined patterns) all told, this will make the code required for decompression rather large, but with the map sizes im dealing with it would definitely be worth it. as for the number of tiles, i like things that look pretty |
|