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Other Calculators / Re: TI-Concours, a french programming contest for 68k/z80
« on: March 12, 2012, 09:04:32 pm »
omg I already worked on tic tac toe before 

* TBO_Yeong gets it from his hard drive
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. 1051
Other Calculators / Re: TI-Concours, a french programming contest for 68k/z80« on: March 12, 2012, 09:04:32 pm »
omg I already worked on tic tac toe before
![]() * TBO_Yeong gets it from his hard drive
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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. ![]() 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
![]() 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 ![]() 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.
![]() 48hrs in not enough for developing good storyline. ![]() 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
![]() 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?
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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.
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Computer Projects and Ideas / Re: BexIDE -- An Axe/(Extended) BASIC Mini-IDE« on: March 09, 2012, 09:10:04 pm »
feature request: ability to modify greyscale sprites?
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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.
![]() 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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