Glad to see that the powers that be have taken an interest. I'll type out the source later today.Nice update! :) I assume you don't have a link cable, though, explaining why you have to type your program out? :/ *hopes it's not gonna be too large so it won't take him a day to copy it by hand when finished x.x*
Changes from latest vid:
added cooldown time for teleports
added dedicated telejump key
increased ground solidity (you no longer get stuck in the floor when traveling too fast)
added something that looks like an actual level
increased reliability of general collision detection
Nice so far ^^. You may want to fix going out of the screen, though :P
Ah ok ^^Nice so far ^^. You may want to fix going out of the screen, though :P
In the final version, when I have level loading working, that'll be a cue to go to the next level. Until then, WALLS. ^_^
12:00 as 12 AM?12 PM.
Shaved 216 bytes off the executable ;) Not bad, considering saving 216 bytes in a 1519-byte executable is 15% gone with just code optimizations.Thanks, will update new source before upload.
sub(CY,3
If r₆
Just do:If sub(CY,3
By the way, just to clarify something: a lot of the optimizations were just code order and logic optimizations, but a decently sized part of the optimization was that I changed how subroutine CY works. Instead of storing the result into r6, it now simply returns the value directly to where it was called. I adjusted all your existing calls to subroutine CY already, but in the future, instead of doing something like:Thanks! I knew I should have been able to do something like that. I'll update the source and recompile before posting the update.Code: [Select]sub(CY,3
Just do:
If r₆Code: [Select]If sub(CY,3
And just a note, using sub() like this can sometimes cause an argument error when compiling if you leave out the closing parenthesis. If you get this error, just add the closing parenthesis. (Press PRGM when the error is displayed to go to the exact point in the code where you need to add the parenthesis)
Also, will doing /2/2/25 save speed compared to /100? Chain division or something...would love help on that
Your best bet is to make it /128 or /256 instead or /100.Will change before next update...probably. I have something of a stack of changes to make and Spanish class in 2 minutes. (Yes, I do all of my posts between periods.)
If you decide to upload the source again, I can help optimize it again ;)Super, thanks. This time, it'll probably be more structure-level optimizations. Because of my pixel-based collision system, the bouncy platforms are referenced in two separate loops, one to handle collisions and one to draw...there's got to be a better way of doing that. (also, I changed the universal division to /64: it helped the speed, thanks for the suggestion.)
:If sub(CY,-3
:If V>50000
:0→V
:End
:End
And a quick question: why is the following code in the program? The code seems pretty infinite-velocity-proof already, so you can probably get rid of it.Um. Uh. The V>50000 actually tests if your velocity is negative, or at least I think it does. This prevents the 0->V from taking effect unless you are moving upward, which could be a problem with the way I've done ground collision...basically, I forgot. Thanks for extras.Code: [Select]:If sub(CY,-3
:If V>50000
:0→V
:End
:End
And a quick question: why is the following code in the program? The code seems pretty infinite-velocity-proof already, so you can probably get rid of it.Um. Uh. The V>50000 actually tests if your velocity is negative, or at least I think it does. This prevents the 0->V from taking effect unless you are moving upward, which could be a problem with the way I've done ground collision...basically, I forgot. Thanks for extras.Code: [Select]:If sub(CY,-3
:If V>50000
:0→V
:End
:End
Also, I'm fairly sure that the bluescale does NOT harm the screen. There's a relevant thread on UTI.
One thing though: will the game run this fast in final version?No.
Ah ok good to hear lol ;Dmmm...maybe what I should have said is that it will run at the same speed as the Flash MFQT. Having not played it in two weeks, I don't remember how fast it actually goes, so...yeah.
Sorry to hear D: I hope he can get it fixed so you can work on it again x.xMy calc has been returned, with an epic-recoil 2ND button. It feels like a 360 trigger :)
is the quantum translocator the game from newgrounds?Yup. I'm pretty sure I posted the link in the first post.
oh. excuse my lack of information finding skill..NP. Sorry if that last post came off badly, I was sick. I just threw up a couple times, actually, which means I'm going home from school and the update will be delayed until tomorrow. Sorry guys.
ooh, looks nice so far! good luck on the game :DYou die first. :)[/s]
I also tried and also express frustration with the engine. Maybe it was wabbit speeding up the game too much, but i got the feeling that the character jumped way too fast to be able to place any portals anywhere. I also got the feeling that whenever i pressed alpha and spawned from the portal that i lost a significant amount of momentum.Unfortunately I feel the same way too.
Ok I tried and it was great but I think it is way too hard, to the point of being unsolvable at times. I had to slow down the emulator to 25% speed to get to the level seen in the screenshot below and in that screenshot I was forced to slow the emulator down to 1% (the screenshot shows it back at 100)Wabbit is speeding MFQT up 2-3 times. Go play it on-calc and get back to me. (This applies to everyone else.) If it's still waaaay too fast, I'll take out the 15-MHz switch and it should fix everything.
Ah that might be why X.x. I'll have to try on a real calc I guess..Ok I tried and it was great but I think it is way too hard, to the point of being unsolvable at times. I had to slow down the emulator to 25% speed to get to the level seen in the screenshot below and in that screenshot I was forced to slow the emulator down to 1% (the screenshot shows it back at 100)Wabbit is speeding MFQT up 2-3 times. Go play it on-calc and get back to me. (This applies to everyone else.) If it's still waaaay too fast, I'll take out the 15-MHz switch and it should fix everything.
Also, in the level shown, you have to use the bouncies twice. Just in case you didn't know. :)
Normal
Full
Btw in your code why do you use Normal right before Full? ???Legacy of bluescale, which doesn't work in 15MHz mode. Will delete, thanks for pointing it out!Code: [Select]Normal
Full
Legacy of bluescale, which doesn't work in 15MHz mode. Will delete, thanks for pointing it out!You can dynamically change the speed of your calc? That's cool. B)
wait Normal followed immediately by Full created bluescale? ???Btw in your code why do you use Normal right before Full? ???Legacy of bluescale, which doesn't work in 15MHz mode. Will delete, thanks for pointing it out!Code: [Select]Normal
Full
wait Normal followed immediately by Full created bluescale? ???No, but I had to temporarily swap to 6MHz to get the bluescale loop to work.
Thanks to all who helped me with the data structures, but I already have those mostly figured out. What I'm having a problem with are collisions with the sides of moving platforms: if you take a look at my code, you'll see what I mean. Or not. It's pretty poorly documented.Is pxl-test posstble?
Is pxl-test posstble?That's what I use, but I kludged my way through the quintessential "getting stuck in the ground" problem instead of doing collision-on-line...so now if a moving platform were to collide with you from the side you would end up on top of it. Not to mention that I have no idea how to do crush conditions with the current kludge-y engine.
Just physics are hard, especially that getting stuck in the ground problem as well as passing through thin walls/floors when moving extremly fast.Yeah, although given the speed concerns I've received, it might be a good idea for me to implement collision-on-line stuff. It would make the engine much more versatile.
What would collision-on-line mean?
Btw, creator of "My First Quantum Translocator" flash version in newgrounds....I don't think he has an Omni account :)
´
Can you PM me with the song of the game?
Sorry to hear, I hope you did not lose too much progress :/Nothing is lost, I backed up to someone else's calc after I posted the update. Everything is saved, save my accidental {L4*4}...(i'm stupid i'm stupid i'm stupid)
Ah ok good to hear.It's thanks to you...I saw your "BACK UP YOUR CODE OFTEN" topic or something and entrusted one of my backups to a friend of mine 4 years below me (he's a novice programmer and has kind of latched onto me).
However be careful to who you give backups. He can easily release it on ticalc.org under a different name without you noticing.hidden prog + no Mirage (he's got an nspire) + i trust him = Won't happen.
I didn't knew it was possible to send invisible progs between calcs, though? ???I meant to say "locked." The thing's got my name on it and he's not an experienced enough calc user to figure out how to recompile it without Mirage and Axe. We've worked together in the past, though: in particular, I ported one of his promising BASIC games to Axe recently and it's become a cult hit. I'll post it here eventually.
It does, but in 10% of the cases, I heard it sometimes corrupts or crashes, so you must still be careful regardless.
Idk maybe it's lower, but I saw some posts from people saying they lost their game due to backup function not working properly.It does, but in 10% of the cases, I heard it sometimes corrupts or crashes, so you must still be careful regardless.
10%? really? D: that seems like a bit much, i use it regularly and i've never ever had it corrupt
It's tough to hear about the data loss, but I'm glad progress is going smoothly. Also, I can't wait to see both a Basic and Axe version of your friend's game! ;DNo data was lost, I simply lost access to it for a while. Just to clarify. Also, I will be uploading the original "Missile Run" and my Axe "Missile Run DX" later today (hopefully). The first is a promising but slow BASIC game, the other is Avalanche on steroids (with a Classic Mode evocative of the original).
By the way in 15 posts, you will also be able to upload your games in the site downloads section, if you want to. They'll be found even more easily by visitors. :)I know...I'm so excited! Omni's more addicting than any RPG.
And yeah it's best to comment parts of your code that you often get confused at when looking at it again later.Lesson learned ;D
Let me bring you up to speed. I have made no progress. You are now up to speed.:P Nice sarcasm.
Update bump. Bouncies now work, and in response to difficulty concerns jump height has been noticeably increased. Will post ASAP.
Typing with white gloves on is hard. Why am I wearing white gloves, you ask? Because I am wearing a Mario costume (hopefully pics later).But it isn't Halloween yet. ??? I guess I'll wait for details later, then. :P
But enough of that.
The engine now works, with the exception of bouncies (which I have not yet recoded to play nice with the new engine). So progress has been made. Yay :)
Maybe he wore his costume to school and hadn't taken it off yet?Typing with white gloves on is hard. Why am I wearing white gloves, you ask? Because I am wearing a Mario costume (hopefully pics later).But it isn't Halloween yet. ??? I guess I'll wait for details later, then. :P
But enough of that.
The engine now works, with the exception of bouncies (which I have not yet recoded to play nice with the new engine). So progress has been made. Yay :)
Nice progress on MFQT, can't wait to try next version! :)
I want a restart level button so much :)Good news! The build you probably have downloaded (Core .75S) DOES have a restart key, press R. Save points have also been recently implemented and will be posted on Monday.
And save points, but that's harder, the restart button would mbe awesomness PLEASE!
As for the restart key, wouldn't it be better to maybe choose a key like CLEAR or DEL? It might be best since we are used to press the top buttons and stuff. A lot of games use CLEAR to restart levels too.I see your logic, and given that I have no particular attachment to the R key, I'll swap the codes before I upload. Thanks for the suggestion.
If it's slow, then it might flickers like mad and you may have to run something like For(Z,0,9):DispĜraphr:End X.xActually, I might use that because the engine is still kind of fast. Thanks.
One hundredth post is one hundredth. Update will go up very, very soon.
General changelist from last version:
DEL now also functions as a restart key
Minor optimizations
Engine stability vastly, epically increased
Grayscale vastly improved
Saving and loading, complete with first screen like the original (New Game and Continue paths)
DJ Omni Memorial Pause 30 :) (I would have used the for but it would have been way too hard to restructure my draw statements, next update mebbe)
Woah, only 3 levels?Actually, no. See screenie. I don't know if it's an obscure bug or some confusion on your part tho...screenshots would be helpful.
What is all this stuff about brutal difficulty? I got through it in about 5 minutes. I guess I just play a lot of calc games or something...XD
One thing I noticed-not exactly a bug, but an engine problem. The text is treated as a wall. In the "you can't trust them" level you can go on top of the "won't" and stay there.I am aware of this and would like to fix it if at all possible, but I'm out of buffers XD help would be appreciated.
Hmm. I don't remember posting the link to the archives...hmm...*stares at DJ*Woah, only 3 levels?Actually, no. See screenie. I don't know if it's an obscure bug or some confusion on your part tho...screenshots would be helpful.What is all this stuff about brutal difficulty? I got through it in about 5 minutes. I guess I just play a lot of calc games or something...XDOne thing I noticed-not exactly a bug, but an engine problem. The text is treated as a wall. In the "you can't trust them" level you can go on top of the "won't" and stay there.I am aware of this and would like to fix it if at all possible, but I'm out of buffers XD help would be appreciated.
Omnimaga's GIF also finishes after 3 levels, so... I found out it is a demo, CAN'T WAIT FOR FINAL!!It is a demo, but it has more than three levels. Watch the whole GIF. (and lose the game because of it.)
Omnimaga's GIF also finishes after 3 levels, so... I found out it is a demo, CAN'T WAIT FOR FINAL!!It is a demo, but it has more than three levels. Watch the whole GIF. (and lose the game because of it.)
Already watched, I also finished the game too.And it has only three levels? Hm. That's a problem. Screenie or documentation please.
Already watched, I also finished the game too.And it has only three levels? Hm. That's a problem. Screenie or documentation please.
Confusion with MFQTqSo it does have more than three levels on yours?
Confusion with MFQTqSo it does have more than three levels on yours?
MFQT ---> 3 levels (demo)That's a problem then, because even though this version of MFQT is still a demo it has more than three levels. Please give me details on your calc situation, and a screenshot would be nice.
THE IMPOSSIBLE GAME ---> Working just fine
Hmm. I don't remember posting the link to the archives...hmm...*stares at DJ*Well I looked at the pending queue last night and there was your file uploaded by you and Iambian's Picross demo. :P I checked if everything was zipped then clicked approve. :P
And somehow that got posted to the relevant thread? You're a sly one DJ 8)Hmm. I don't remember posting the link to the archives...hmm...*stares at DJ*Well I looked at the pending queue last night and there was your file uploaded by you and Iambian's Picross demo. :P I checked if everything was zipped then clicked approve. :P
Oh you mean the automated topic. When uploading something it automatically posts a link to it on the forums. However, to avoid a duplicate topic, I merged the post with this one.Oh, I see. Thanks!
Quote from: Darl181 on Yesterday at 19:12:39Why can't you have it write text to the backbuffer?
One thing I noticed-not exactly a bug, but an engine problem. The text is treated as a wall. In the "you can't trust them" level you can go on top of the "won't" and stay there.
I am aware of this and would like to fix it if at all possible, but I'm out of buffers XD help would be appreciated.
Yeah, I would avoid doing that, or else he would be best at storing the text into sprites and displaying sprites of the text, instead. Sprites are much faster than TI's crappy text routines.So, if text every frame is used, it comes down to...A)memory or B)speed?
He already has grayscale.
Dispgraphr
The text would be only gray, but if it fixes a problem...
How do you have grayscale then? ??? Did you hard-code the grayscale I saw in the game?
And if you do
Normal
DispGraphr
Full
It will work fine on your hardware.
Also, what's the little square about? I can tell it stays at the same height as the player sprite, but I have no idea what it might be beyond that.I have no idea what you're talking about. The entire engine is made of little squares. Please elaborate.
It seems to me that a simple solution to avoid problems like this would be to draw the player as a sprite, as I'm pretty sure it's just an inverted box on top of a slightly larger filled box currently. Plus, then you can change the look of the player's character so he isn't necessarily just a square. :PThanks for the tip. I'll do that.
I like how the menu for new game/continue is where you jump to the option :D
I originally did number-based, but eventually decided "What the hell, I can knock this together in about 90 seconds, why not?" ;DI like how the menu for new game/continue is where you jump to the option :DEven though, I prefer number based menus :)
Yea, seems like it's drawing the two rectangles separately...seems nonduplicable. If it comes up again I'll see if I can kludge around it.I guess it's two RectI( 's, one supposed to be on top of the other?
Agreed.It seems to me that a simple solution to avoid problems like this would be to draw the player as a sprite, as I'm pretty sure it's just an inverted box on top of a slightly larger filled box currently. Plus, then you can change the look of the player's character so he isn't necessarily just a square. :PThanks for the tip. I'll do that.
Repeat Q
back buffer->front buffer
do tests on front buffer
draw all situational things on front buffer
front buffer->screen
End
There's probably a way I can structure this differently, but it's eluding me at the moment...Ah I see about the back-buffer thing. What do you have to do in the back buffer, though? I don't see anything in your code box like additional testing. Btw nice to see progressI don't have to do anything in the back buffer, but I've tried eliminating it (and simply drawing the level every frame): the speed decrease is horrendous.
Thats exactly the buffer use i use for PortalX ^^ And yeah the only way you would be able to free up the buffer is if you made your graphics non destructive, like have every sprite an XOR sprite so that you don't have to redraw the screen every frame.Considered this. Will test soon.
I hardcoded the "state saved" into the level data. Kludge get, I know, but I was itching to get the update out. So I plan on moving that to the subroutine and having it display a nice little popup box with "state saved" or "state loaded" depending on the situation.
Any ideas when final version will be released?
/me mumbles something about a subforumYeah sorry about that, I thought about adding one, but I have so many subforumks to create now for projects that I didn't feel like adding much. That could maybe help finding some of the major projects.
I hardcoded the "state saved" into the level data. Kludge get, I know, but I was itching to get the update out. So I plan on moving that to the subroutine and having it display a nice little popup box with "state saved" or "state loaded" depending on the situation.
Yeah sorry about that, I thought about adding one, but I have so many subforumks to create now for projects that I didn't feel like adding much.Fair 'nuff.
Will the next update be the final?
Short answer: No.;D
Long answer: I have no idea what features I'll end up putting in this game, I haven't done much level design, and I'm considering a level editor. I'm committed to finishing this project and making it awesome: beyond that, I can't promise anything, least of all a date.
I've never heard of this game before, so when I kept seeing the title "My first Quantum Translocator" pop up I assumed it was some silly thread in the random section. Curiosity got the better of me and I decided to take a look. "Oh, it's a game!" Lesson: Never judge a thread by it's title! :P Anyhow... the flash version is pretty cool and the calc version that you've been working on is coming along quite nicely. Nice job! =) I'd like to see the character as a sprite instead of a small square. Are you going to replace it eventually?
I'd like to see the character as a sprite instead of a small square. Are you going to replace it eventually?Next Update.
EDIT: This will take a long time.What will take so long? Do you have some sort of worse-than-dial-up connection causing a calculator program to take 10 minutes to upload on the forums? ???
BtwQuoteEDIT: This will take a long time.What will take so long? Do you have some sort of worse-than-dial-up connection causing a calculator program to take 10 minutes to upload on the forums? ???
It's fun as always. :)yea, the update isn't much but it's something. the sprite is my devblock for crush checks.
I like the new sprite too. ;D
Not only I'll try it soon, but this shall also be my guinea pig for Doors CS testing.Yea, how's DCS7 treating you? It's been glitching and freezing for me. CS6 didn't work for me though, so I'm not exactly surprised.
Not only I'll try it soon, but this shall also be my guinea pig for Doors CS testing.Yea, how's DCS7 treating you? It's been glitching and freezing for me. CS6 didn't work for me though, so I'm not exactly surprised.
Glad to see the difficulty is about right. I'll probably incorporate ultra-consistent timing through interrupts soon.
This is strange, it works fine for most people. Are you sure you got the latest version? If so, then you may want to report the issue on Cemetech forums, stating your calculator OS, ending of serial number and model. It could be a problem with your calc, though. (Maybe a full OS reinstall/mem clear is in order?)Not only I'll try it soon, but this shall also be my guinea pig for Doors CS testing.Yea, how's DCS7 treating you? It's been glitching and freezing for me. CS6 didn't work for me though, so I'm not exactly surprised.
Glad to see the difficulty is about right. I'll probably incorporate ultra-consistent timing through interrupts soon.
any shell boots slower if you have more programs
any shell boots slower if you have more programsMirage OS 1.1 loading time was about (AmountOfSubPrograms^2)/10 seconds long. Sorting was so slow with over 40 X.x.
Yeah, and levels would need a special header so only them show up.Though naming them all QtLxxxxx where xxxxx is a level ID or name would work too, right?
Yeah but it's best if it scans the first few bytes of the content, in case someone hasQuickTime Playera game/mario level starting with QT on his calc.
Ok cool to hear new progress is coming! Good luck with the menu.Thx...time to go check WikiTI for info on the VAT. Mario 2.0 did it, so can I.
Here's some help on the subject: http://ourl.ca/7202/122628That's actually incredibly helpful. Thanks ztrumpet!
Good luck on it. :)
Ok, progress:
I have kludged reading from appvars and created a human-unusable level editor.
Next step is to make all of this useful. This may take a while. :)
human-unusable level editor.
Yeah I hope you make it user-friendly, because then few people may use the level editor. There's a reason why so few people code for BBC Basic compared to Axe. (although BBC Basic can do great stuff too)Yeah, it's best to make them user friendly. That being said, the Exodus editor is pretty un-user friendly. :P
Spoiler For My activity level:
go to the police. or something. Beating an adult (if you are >= 18) is a crime (then again, beating anyone is a crime, but as an adult you can have more say over the case). Good luck with school, I'm sure you'll do better next quarter/semesterWell he isn't adult yet but I am certain there is protection for minor people in USA too. In Quebec it was called something like Youth Protection Society and some parents who abuse their kids/mistreat them can get them taken away. The kids end up at the youth protection center and sometimes are put in another family for those kids.
Would you, by any chance, happen to have bought an epic Mario hoodie yesterday?wonderful clothing makes everything better! tonight i ordered this shirt (http://www.topatoco.com/merchant.mvc?Screen=PROD&Store_Code=TO&Product_Code=DC-BISCUIT&Category_Code=DC), although i was a little sad about not being fast enough to catch this one (http://www.topatoco.com/merchant.mvc?Screen=PROD&Store_Code=TO&Product_Code=RB-HOLYCYBORG&Category_Code=RB)
Yes! How did you know?
Where's that upload rush you promised?Which just means it is 3-5 days awesomer!
Standard procedure. All updates must always take 3-5 days longer than expected to be delivered.
Would you, by any chance, happen to have bought an epic Mario hoodie yesterday?Instincts, my friend. That and those security cameras and the... j/k :D
Yes! How did you know?
Why didn't you go to Portugal and warn ScoutDavid that you couldn't come and made him very sad?I had to reread this a couple times to understand it. Lol scout. If I ever need to get out of the country you'll be the first person I call.
tonight i ordered this shirt (http://www.topatoco.com/merchant.mvc?Screen=PROD&Store_Code=TO&Product_Code=DC-BISCUIT&Category_Code=DC)I want one.
Not me? D:Why didn't you go to Portugal and warn ScoutDavid that you couldn't come and made him very sad?I had to reread this a couple times to understand it. Lol scout. If I ever need to get out of the country you'll be the first person I call.
PROJECT RELATED STUFF:Good question, I think this was asked in the Axe section before. You might want to check through the threads there. I'm sure there's a way around simply updating each pixel one by one...
anyone know how to OR buffers? I've looked through the command list and there's no hardcoded way evidently...axe is hard. how are you guys all so good at this...
Not me? D:Why didn't you go to Portugal and warn ScoutDavid that you couldn't come and made him very sad?I had to reread this a couple times to understand it. Lol scout. If I ever need to get out of the country you'll be the first person I call.
Oh right, Canada is another country too...come to think of it, that's a little bit closer than Portugal. Hmm. I'll have to think this one over. :)Lol scout. If I ever need to get out of the country you'll be the first person I call.Not me? D:
If you want a really extreme optimization for or-ing the screen, here it is. It will be noticeably faster and smaller:This seems like it should work. And apparently it runs >40x/second, so it's plenty fast. I've already implemented nondestructive sprites (with a noticeable speed increase attached,) so noncolliding text and backgrounds should come soon.Code: [Select].# represents the 16-bit or operation
L₆→A
While -768-L₆
{A}ʳ#{A+L₃-L₆}ʳ→{A}ʳ+1→A
End
If that is the 16 bit OR operation, shouldn't you be incrementing A by 2 every cycle since you need to increment 2 bytes?...dunno. not my code. prolly tho.
If that is the 16 bit OR operation, shouldn't you be incrementing A by 2 every cycle since you need to increment 2 bytes?
Thanks for the clarification.If that is the 16 bit OR operation, shouldn't you be incrementing A by 2 every cycle since you need to increment 2 bytes?
No. Because of how loading values into 2-byte pointers works, it actually returns the address of the pointer plus 1.
Yeah, I won't be uploading until I have something intuitive. And stable. I'm fairly sure the dev build of the engine is broken right now, I might be writing outside of saferam...grr.Wow, really sorry to hear. I know you said you reconciled, but still...I hope your home situation improves. On a brighter note... how are things coming along with this, anything new?
Also, if anyone has any ideas for a pathing system for platforms and hazards, that would be awesome. I've held off on making them because I want the data structures to support movement.Spoiler For My activity level:
Yeah I am curious as well. Maybe he's busy with finals, though, but I hope he wasn't mega-grounded or something. X.xI'm ok. Just lots of work is all. Progress is being made, slowly, and I hope to upload some unrelated things today.
Yeah I am curious as well. Maybe he's busy with finals, though, but I hope he wasn't mega-grounded or something. X.xI'm ok. Just lots of work is all. Progress is being made, slowly, and I hope to upload some unrelated things today.
x.x that sucks. how did that come D: :mad: :mad: :mad: ??? ??? :( :(PARENTS = EVIL. fffffffffff. krolypto installed now. i am done with their s**t.
omg omg omg that happens a lotYup. And I've got finals in two days too. asdfhjklahgkladhjkfldshfkasdhdskfhjsdfkghsakldfjhasd
-You
-I
-SirCmpwn (altough not resetted)
use doorscs and archive every single thing....you can play archived files with doors...Problem being that I think he means "mem clear" as in full mem clear, with archive deletion too.