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Messages - tr1p1ea

Pages: 1 ... 42 43 [44]
646
TI Z80 / Awsome intro for xLIB powered games
« on: January 30, 2006, 07:23:00 am »
I could maybe incorporate something like this into the lib itself as another function?

647
Humour and Jokes / Some ppl obviously have lot of money to waste
« on: January 05, 2006, 08:15:00 am »
If you stuck a country code after it, you would beat it :)smile.gif.

648
TI Z80 / xLIB enhancements idea thread
« on: November 17, 2005, 09:46:00 am »
You really have to know how data is stored in memory to understand the reason behind the x position and sprite width stuff.

The way it is now IS correct and thats how it will stay.

649
TI Z80 / xLIB enhancements idea thread
« on: November 16, 2005, 08:33:00 am »
I added pic stuff and the ability to copy archived programs to ram so that they can be executed (BASIC and TIOS-ASM).

I also added a function so that you can tell the calcs hardware version (83+, 83+SE etc).

Ill add some line routines, and maybe some text stuff too.

650
TI Z80 / xLIB enhancements idea thread
« on: November 15, 2005, 09:42:00 am »
16-bit tile support is basically expending the number of tiles you can have per map. Currently you are limited to 256 different tiles per map ... with 16-bit indexes you could have 65536 different tiles (theoretically :)smile.gif).

Can flash gordon archive programs? Or does it just run archived programs?

651
TI Z80 / xLIB enhancements idea thread
« on: November 15, 2005, 08:29:00 am »
necro, you can already draw up to 10 tilemaps ontop of each other and scroll them at independant rates (only tile scrolling though).

360 degree sprite rotation would be very difficult and slow to implement, ive never even seen it done in asm really.

variable size tiles for use with the tilemap routine would acutally be rather difficult to implement. The only ways to do that would either slow it down or make it twice as big ... ill look into it.

I like the idea about flipped tiles in tilemaps but unfortunately the tiles are taken as unsigned. If you want the routine to take them as signed values then it would cut your tile count in half (limit you to 127 tiles).

Ive been thinking about adding 16-bit tile index support. It would make things a little different but only from my perspective ... so i suppose that wont bother too many people :)smile.gif.

Oh and ill implement tifreak8x's suggestion rofl! :Dbiggrin.gif.

(I also added 255 PIC support with reading from archive support too).

652
Other Calc-Related Projects and Ideas / Zelda:Rpg Nightmares Awakening
« on: November 15, 2005, 04:48:00 am »
Whoa this looks awesome man! Keep it up :)smile.gif.

I am in the process of adding some more goodies to xLIB ... hopefully i can get things done quickly.

653
News / Status of the TI community
« on: October 21, 2005, 10:32:00 pm »
Well kevin i like your article. We at MaxCoderz have noticed that things are declining and we have come up with a plan that might help get the community back into action :)smile.gif.

654
Other / new computer!1!1!
« on: September 22, 2005, 10:01:00 pm »
Thats a nice system indeed :)smile.gif.

655
TI Z80 / xLIB xLIB Revolution
« on: September 20, 2005, 08:23:00 pm »
You could turn this game into an RPG where you have to 'Dance-Off!' against your enemies when you enter a battle?? ROFL! :Dbiggrin.gif.

656
Other Calc-Related Projects and Ideas / Blue World Quest
« on: September 15, 2005, 11:24:00 am »
Did you manage to get those breathing sprites done VahnRPG?

657
General Calculator Help / Should I get a TI-84+?
« on: September 05, 2005, 01:26:00 pm »
GP32 is ok but i wouldnt really recommend actually buying one. They cant stack up against the GameBoys as far as game library goes ... I say if you are going to get anything, go for a DS :)smile.gif.

I still recommend getting a ti-83/4+ for the z80 leetness factor :)smile.gif.

658

       
Wow, that truely is awesome crzyrbl. The speed is amazing.

I cant wait to see more progress on this! :)smile.gif.  

       
         THE POST
     

659
Art / Some monster sprites
« on: July 12, 2005, 03:22:00 am »
Those are some sweet sprites Kevin. But they dont stand a chance against Reuben :)smile.gif.

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