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Messages - shmibs

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1771
KnightOS / Re: KnightOS
« on: August 21, 2010, 08:26:55 pm »
smexy voice. i would use this as a basis for creating a voice emulator so i'd never have to stop listening, but the sound quality is too crapulous >:[

...anyways, this looks cool and i am also excite for the completion of this amazing project(shmibs doesnt really know what else to say about it...)

1772
Nostalgia / Re: Nostalgia - My Axe Parser Contest Entry
« on: August 21, 2010, 08:11:11 pm »
ascii for the win!

1773
News / Re: SpyBot45 Cemetech & UTI notifications disabled
« on: August 21, 2010, 08:10:24 pm »
yeah, it's a bit sad, but it is a justifiable reason

1774
TI Z80 / another spriter(but this time it's gray)
« on: August 21, 2010, 02:05:18 am »
i saw people were posting sprite makers etc, so i decided to upload the one i made a little while back and generally use for spriting:

yes, the gray isnt all purty, and (although i havent tried) will probably give you a seizure when run on an 83+, but this originally just for personal use so i didnt bother. the gray quality is only important IN THE GAME, so who cares, right?

this stores the sprites directly to the graph screen(light gray on the left, dark on the right, both black, none white), and thus a bit of preparation is required to be able to salvage your sprites afterwards. to make sure it will work first check that your axes are off, your window is set to 0,94 -62,0 and you have just executed an os drawing routine of some kind that draws to the drawing screen buffer. if anyone is actually interested, i might make a basic program which does this for you and can translate the resulting data into hex. also, right now there is nothing preventing things from moving off screen(similarly because i made this for personal use) so just avoid doing it. again, i might change this if anybody actually cares.

controls/features:
on the sprite sheet:
up/down/left/right(duh)
2nd overwrites the stored data with the data of the currently highlighted sprite
alpha opens the stored data in the sprite drawer for the highlighted sprite
clear exits the prog

in the sprite drawer
the top buttons (y=, etc) are, left to right:
black, dark gray, light gray, white, clear sprite(no rotations/inversions or anything right now for the same reason as stated in previous parenthetical statements)
up/down/left/right(still duh)
2nd confirms and draws the stored data to the sprite sheet, mode keeps the data, but does not draw it
clear exits the prog

when on the sprite sheet, a preview sprite of the highlighted is displayed in the top right corner(or left, if the cursor is on the rightmost side)

in order to copy/paste sprites simply press 2nd-mode over the sprite to be copied and alpha-2nd over an empty slot.

source included if anyone wants it

1775
Miscellaneous / internet quotes
« on: August 21, 2010, 01:34:28 am »
post your favourites!

Dude, just forget about her and move on. There are plenty of fish in the sea.

Nah, that's bullshit. What if you lost your copy of Street Fighter II: Rainbow Edition and i told you: "dont worry about it man, there are plenty of games in the sea. Here, try Mortal Kombat." You'd say, "FUCK NO, gimme my Street Fighter!"

...
You just reached me on a level I didnt think was possible...

1776
TI Z80 / Re: Look at what Axe has made...
« on: August 21, 2010, 12:22:16 am »
That actually looks like a well made fall down ;D And with customizable characters too 8) Oh if only there was a lobster character...
recommend it! it looks as if he's making revisions already, so...

1777
Portal X / Re: Portal X
« on: August 21, 2010, 12:17:06 am »
from the way it looks, about the same amount of time as it would take to draw his normal map twice, which is very little(it's slow in the screenie because he's updating the screen after every single tile is drawn instead of once after they all are). i can see how, if not done properly or if the map is really complicated, this could actually lead to an increase in size, so if you're still doing custom levels for this(i dont remember if you said you were ore werent and am too lazy to check, so sorry if im being redundant) make them one level rle and the included levels two. oh, and then just skip over the second drawing for custom levels. i also like runer's idea and would definitely be willing to give a level a go. however, this might end up being a bit of a spoiler...

1778
2
that way it's more flexible and can be used with both rechargeable and non-rechargeable, and batteries going dead is an issue less often

1779
[OTcalc] Z80-Hardware / Re: [OTZ80] [Poll] Mini USB or regular USB?
« on: August 19, 2010, 10:03:24 am »
/\agreed
standard usb is convenient, but we want the entire apparatus to be convenient to carry as well :P

1780
[OTcalc] Z80-Hardware / Re: [OTZ80] [Poll] 2.5 mm or 3.5mm Link Cable?
« on: August 19, 2010, 09:59:23 am »
i say make the 3.5 standard, and then, for the few people who for some reason wish to link with a TI, explain how to obtain a 2.5 mm converter(or maybe have the option to include one in order for a bit more money?)

1781
it sounds enticing... but i agree with matthias. i have too many sd cards stuck in things already, and another for an ez80 calc would serve very little purpose. 84+ mem is mondohuge enough as it is. just make sure there's a bit more free prog RAM

1783
Other / Re: iEdge review
« on: August 18, 2010, 11:50:51 pm »
ok, im looking into purchasing one of these at the end of this month. dstwo features sound enticing, but im kind of put off by the fact that i cant find their shop on the site, and a google search yields a top result of a person complaining about never receiving his...

EDIT: oh, and when i get one i shall definitely start looking into making homebrew stuff!

1784
that solution is fine by me. good luck implementing!

1785
this post is being made to contain an attachment for kerm to aid in debugging doors7 and will be linked to from cemetech. if this is a problem, tell me and i shall move it elsewhere

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