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Messages - Yeong

Pages: 1 ... 5 6 [7] 8 9 ... 276
91
TI Z80 / Re: IES: online Axe, BASIC, and Grammer editor
« on: January 14, 2013, 11:52:13 pm »
yes. it's a part of the sprite data.

92
TI Z80 / Re: IES: online Axe, BASIC, and Grammer editor
« on: January 14, 2013, 11:41:44 pm »
I meant as it ignored "?"s when it was displaying as code.
so one of the line was supposed to be

:????????LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)

but only got

:LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)LnReg(ax+b)

93
TI Z80 / Re: [Contest] Illusiat 11 Grammer Port
« on: January 14, 2013, 10:12:23 pm »
Uhh... apparently calling one more labl causes massive slowdown lol

94
TI Z80 / Re: [Contest] Illusiat 11 Grammer Port
« on: January 14, 2013, 07:08:36 pm »
so far I think i have only 5 subroutines (programs were getting too long to scroll O.o )

I havent worked on greyscale tilemap yet, even though it'll be really easy to apply once I have the sprites.

95
TI Z80 / Re: [Contest] Illusiat 11 Grammer Port
« on: January 14, 2013, 04:41:10 pm »
It seems like my program is running slower and slower XD
If this continue, I might have to kiss ti-83+ support goodbye '^' (battle engine started to flicker a lot)

96
TI Z80 / Re: IES: online Axe, BASIC, and Grammer editor
« on: January 14, 2013, 03:45:12 pm »
DT I just tried it with Grammer program and it seems like it ignored all the "?"s

97
TI Z80 / Re: [Contest] Illusiat 11 Grammer Port
« on: January 14, 2013, 02:19:41 pm »
Err I'm thinking about that. probably a list of pathway will do.

98
TI Z80 / Re: [Contest] Illusiat 11 Grammer Port
« on: January 14, 2013, 02:16:40 pm »
of course the events will be hardcoded but it wont be a problem with scrolling map since all the locations are numbered just like how i handled event in dat rol3 port thingy. so event handling will be quite fast because all i have to do is if number=variable:do something

99
TI Z80 / Re: [Contest] Illusiat 11 Grammer Port
« on: January 13, 2013, 11:41:48 am »
yes. Also, I forgot to mention that i excluded pic file from that 800 bytes :P

EDIT: now defining map only takes 5 variables! Yay

100
TI Z80 / Re: [Contest] Illusiat 11 Grammer Port
« on: January 13, 2013, 10:36:28 am »
So now tilemap generator and moving and scrolling works. Entiire chapter 2 maps + engine is less than 800 bytes!

101
Art / Re: Magic Animation Request
« on: January 13, 2013, 10:33:58 am »
Overlay would be nice

102
TI Z80 / Re: [Contest] Illusiat 11 Grammer Port
« on: January 12, 2013, 05:30:40 pm »
indeed. 4k data vs 768 is quite knowledgeable.

103
Art / Re: Magic Animation Request
« on: January 12, 2013, 03:30:36 pm »
it's hit.

104
TI Z80 / Re: [Contest] Illusiat 11 Grammer Port
« on: January 12, 2013, 12:11:25 pm »
All right. Since I'm running out of time, for the mapping, I'll just generate from picture file just like how dj did. :P of course that will mean no 3d-ish effect on most of the map (most of the paths are too close to each other to make it dynamic. For tilemapping, I'll try to make it greyscale though.

105
TI Z80 / Re: [Contest] Illusiat 11 Grammer Port
« on: January 11, 2013, 09:43:37 pm »
So I'm glad to say that battle engine is done except the graphic part. For now, I'll be speedcoding the maps and storylines XD

EDIT: anyone interested? :P http://ourl.ca/18149/333801;topicseen#new

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