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Messages - Yeong

Pages: 1 ... 69 70 [71] 72 73 ... 276
1051
omg I already worked on tic tac toe before XD
* TBO_Yeong gets it from his hard drive

1052
Grammer / Re: Grammer Q&A
« on: March 12, 2012, 09:03:06 pm »
also, for extra facts:

Code: [Select]
solve(0,"UData","V.",40,4→D

This copies the 40 bytes starting 4th data (beginning is 0th byte, btw) to temp prgm . and stores it in pointer D.
I believe it's not in the readme but it's really helpful. :D

1053
TI Z80 / Re: Silence 2 - resetted
« on: March 11, 2012, 03:56:13 pm »
yeah. If I do manage to implement it, I'll save a lot of bytes (b/c I won't need a lot of picture files anymore, but rather some sprites XD)

1054
TI Z80 / Re: Silence 2 - resetted
« on: March 11, 2012, 03:48:56 pm »
I might implement this in Silence 2.
Any comments? (e.g. some part looks awkward.)

1055
News / Re: Another PRIZM contest: Make a BASIC game or tool in 2 days!
« on: March 11, 2012, 03:45:17 pm »
idk if I mentioned it somewhere or not, but school escape was the "port" of my first calc game programmed.
I ported the first one (there was 13 of them :P) since I didn't have enough time (and I'm busy most of the times.)
I think it was school escape 9, and that one was actually freakin long (26 floors) with no continues.

1056
News / Re: Another PRIZM contest: Make a BASIC game or tool in 2 days!
« on: March 11, 2012, 03:30:47 pm »
well, there was no reason. You just had to because you were told in the game. :D
48hrs in not enough for developing good storyline. XD
Also, the game was meant to be kinda "WTF? I died for random reason!" stuff, which is basically simple comedy value.

1057
Grammer / Re: Grammer Q&A
« on: March 11, 2012, 03:08:26 pm »
for routine: http://ourl.ca/15015

sprite data, it can't be hex (unless you're storing in appvar or something, then ur fine.)
Same goes for map data.

1058
News / Re: Another PRIZM contest: Make a BASIC game or tool in 2 days!
« on: March 11, 2012, 02:38:58 pm »
i expected 9th and I got 8th :w00t:

1059
Grammer / Re: Grammer Q&A
« on: March 11, 2012, 02:08:50 pm »
IIRC, tilemap data are stored as series of number (aka tile numbers). so if you have 12x8 tilemap, you'll have 96 bytes of number from 0 to 255.
Also, for tiles, it's just a series of sprites in order.
Also, I once posted the scrolling tilemap routine for Grammer. Do you want it?

1060
News / Re: Another PRIZM contest: Make a BASIC game or tool in 2 days!
« on: March 11, 2012, 10:33:56 am »
somebody who didn't win got angry and DoS'd it?

1061
News / Re: Another PRIZM contest: Make a BASIC game or tool in 2 days!
« on: March 11, 2012, 09:19:19 am »
I can't access it either.

1062
feature request: ability to modify greyscale sprites?

1063
Axe / Re: Pixel perfect collision testing
« on: March 08, 2012, 09:15:24 pm »
sprite vs sprite.
detects collision if even 1 pxl is crossed

1064
Axe / Re: Pixel perfect collision testing
« on: March 08, 2012, 07:37:53 pm »
But the problem is that the sprite will be going through another sprite, not just a boundary. D: Also, the sprite is not "boxy".
That's why I'm having some problem.

1065
Axe / Re: Pixel perfect collision testing
« on: March 08, 2012, 07:00:24 pm »
but... what if sprite is complicated and it's 24x16?

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