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Messages - ztrumpet
Pages: 1 ... 67 68 [69] 70 71 ... 385
1021
« on: June 07, 2011, 03:41:24 pm »
That would be epic. Last-minuete contest entry, anyone? 
Last minute?! I haven't even started coding on my entry...
1022
« on: June 06, 2011, 10:43:37 pm »
EDIT: Nvm you meant resizing them down by 4x4. 20x20 seems OK though if it doesn't slow the game down. Do tiles normally need to be multiples of 8? Or was that just a z80 thing?
I think it's just a z80 thing, as you need 256 states for each pixel with that much color, verses just two (black and white).
1023
« on: June 06, 2011, 07:02:44 pm »
1024
« on: June 05, 2011, 07:21:16 pm »
There is a way to get around writeback if the program is in the Archive. But it's not worth talking about it because a program in ram will always be copied back.
Oh, so if the program is archived, SMC isn't permanent?
If you have a option in MirageOS or CalcUtil deselected.
1025
« on: June 05, 2011, 05:58:14 pm »
What about just "Dimension Shift?"
1026
« on: June 05, 2011, 05:39:57 pm »
These posts don't count for post count, right? `-`
Right.
1027
« on: June 05, 2011, 05:27:53 pm »
I used a string when I made a game like it.  You can find my version here. I called it Invaders. You can use sub() and InString() to extract elements of the string. Good luck!
1028
« on: June 05, 2011, 05:24:22 pm »
Welcome to Omnimaga, Nick.
1029
« on: June 05, 2011, 05:23:33 pm »
1030
« on: June 05, 2011, 04:38:21 pm »
Welcome to Omnimaga (officially), Keoni.  How 'bout some more peanuts?
1031
« on: June 05, 2011, 04:36:55 pm »
And then for Pokemon, there's 32KB of Cartridge RAM (which is the major problem, bumping the emulator requirements way over 48KB)
How many other games have Cartridge RAM, and how much do they have?
Any game that allows you to save has cartridge RAM, if I recall correctly. Most ones only use 8 KB or less, and games that need to store a lot of data (for example, all of your Pokémon that you have stored in boxes) use 32 KB.
Ah, okay. That makes a lot of sense. Thanks!
1032
« on: June 05, 2011, 04:31:55 pm »
Wow I wonder why I never included it in the tribute video. It's pretty great for early Axe, especially when there were no sprite support.
Probably because it was in the original Axe Parser thread, before Quigibo created the Your Projects - Post and Critique thread.
1033
« on: June 05, 2011, 04:30:26 pm »
Axe does automatically round off numbers by dividings. That causes a difference between X + 4 / 8 and X / 2 / 2 + 1 / 2. * 64 + 256 / 512 seems fine though, thanks. 
I don't think there should be a difference between the three. Are you sure that there was one?
1034
« on: June 05, 2011, 04:28:43 pm »
I use whatever the latest version is. For instance, when I made Axe Snake, the latest version was 0.3.2 so I used it.  The first real game that I remember was this one, which used Asm() for the buffer shifting that would now be easy with the Horizontal or Vertical commands. It was made by Builderboy in version 0.0.4.
1035
« on: June 05, 2011, 04:23:13 pm »
Hmm, that's an interesting problem, Nick. I think I agree with Scout; it'll be easiest if you let us see your code wo we can help you determine what's wrong. (By the way, the topic's now moved.)
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