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News / Re: Contest 2012 Community Vote (Nspire/Prizm)
« on: July 11, 2012, 09:26:50 pm »
things should be announced by about two weeks from now
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. 556
News / Re: Contest 2012 Community Vote (Nspire/Prizm)« on: July 11, 2012, 09:26:50 pm »
things should be announced by about two weeks from now
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Pokémon Purple / Re: Progress 2012 [PP]« on: July 11, 2012, 06:34:42 pm »
it's an asm program that copies programs from archive to ram, so you can keep things in archive when they aren't running.
[link] edit: you got me, tifreak ![]() i guess i'll use this post to ask a question, then. why do you have to code every item separately? isn't there some way you could combine them into a few arrays (healing, battle, etc) and then just have a few number values that determine what it does? i.e. healing items have entries for health restored, pp restored, and ailment restored. the health restored value can be anything up to 200 for hyper potions, if it's greater than 200 and less than 300 it would be taken as a percentage of health restored (so a berry with a value of 220 would restore 20% health and a max potion would have a value of 300), and 300-400 is restored even to pokemon that have fainted. pp would be simpler, with the only values necessary being 0-4. 0 would mean no effect, 1 would be ether, 2 max ether, 3 elixir, 4 max elixir. then, if the value is greater than 0, you'd just have to check modulus 2 to see if it restores 10 or all and if it's greater than 2 to see if it affects only one move or every move of every pokemon. ailment restore is fairly simple as well, with 0 being no effect, 1-5 restoring poison, paralyze, sleep, burn, ice, and 6 restoring all. how have you been doing it? 558
Site Feedback and Questions / Re: Broken link on front page« on: July 11, 2012, 06:22:09 pm »
while we're on the subject of blocks, "Users Logged In Today" seems to be a bit wonky.
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News / Re: Major Restructuring Coming To Omnimaga« on: July 10, 2012, 10:28:49 pm »
that was my fault; i forgot to set it for groups other than normal members.
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Axe / Re: Game Design help- Shootemup?« on: July 10, 2012, 02:54:13 pm »
in order to make a shootemup, the most important thing to learn is how to manage variabl-length lists. Axe has no built in higher level data structures. everything is just a nibble, byte, or two byte word, so you will need to learn how, using those data blocks along with loop structures, you can create a list of entries, each of which contains multiple bytes, and which can have elements removed from any point within it.
this is important both for holding enemy ship types and positions and for the types and positions of the bullets they fire. once you have that, everything else should be fairly simple, unless you want fancy graphics. 561
BatLib / Re: BatLib« on: July 09, 2012, 02:03:31 pm »
xeda, as a somewhat late response to your name question, i don't know how to do it, but you can just use rabbitsign to convert your 8xk to a .app, find the name and replace the chars you want, and resign it to an 8xk with -r. it's annoying, but can be scripted into your build process if you can't figure anything else out.
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Axe / Re: Axe Q&A« on: July 09, 2012, 01:59:45 pm »
deep, adding two numbers and calling a subroutine come out to be the same size. if his subroutine was more complex, it would save size, but in this particular case it just slows things down.
EDIT: nevermind, he's adding a variable and a constant rather than two constants, so it will be -2n+5 butes smaller, meaning anything past two calls saves space 563
Axe / Re: Axe Q&A« on: July 09, 2012, 01:05:10 pm »
just use subroutines. {SUB()}:Lbl SUB is perfectly valid, and works for both storing and recalling. in your case it will be slightly slower and the exact same size as writing it inline, though (plus extra for the subroutine itself), so i guess i see your point.
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BatLib / Re: BatLib« on: July 09, 2012, 10:56:41 am »
ooh, that sounds fantastically useful in helping to maintain consistent speeds =D
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News / Re: Major Restructuring Coming To Omnimaga« on: July 09, 2012, 03:44:17 am »
darl, let us know what's missing and we'll fix it. it was a bit of a rushed job because we were trying to do everything all at once
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News / Re: Major Restructuring Coming To Omnimaga« on: July 09, 2012, 12:28:16 am »
dj, the 10% is one thing we've been discussing. this is more an immediate action move until we figure out what else to do with it/how to go about it. thanks for the suggestion =)
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TI Z80 / Re: Tanx 3D« on: July 08, 2012, 09:27:44 pm »
optional multi-calc multiplayer shouldn't be too hard to add in for a turn-based game like this. all you'd have to do is send all the instance variables (or only those that have changed, depending on which is faster) from one to the other at the end of the other player's turn, rather than waiting for key inputs. definitely get everything else finished before attempting it, though, and don't be afraid to ask for help =)
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TI Z80 / Re: [Contest] M.E.T.A.« on: July 08, 2012, 09:20:57 pm »
i sort of got stuck a bit earlier, but haven't actually read the readme yet, so
![]() this looks really great, yeong. congratulations on getting it in on time =) 570
TI Z80 / Re: [Contest] Vortex 2.0« on: July 08, 2012, 09:18:42 pm »
why are you able to shoot so much more rapidly than i can? i can only fire ~one bullet a second (although rebuilding blocks works at the proper speed)
EDIT: oh, and i'm very impress with the randomly-generated levels =) |
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