Search found 455 matches

by thegamefreak0134
Thu 26 Jan, 2006 8:49 pm
Forum: Announce Your Projects
Topic: Pokemon Purple
Replies: 322
Views: 288269

You know, if you need a sprite engine to go off of for now, you might try "zsprite". (ticalc.org, TI-83 asm, misc) It lets you make the sprites on the computer and display them fairly easily in your programs. It's a little slower than ommnicalc, but it lets you package the sprites with the...
by thegamefreak0134
Thu 26 Jan, 2006 5:55 pm
Forum: Announce Your Projects
Topic: Pokemon Red and Blue Ports
Replies: 225
Views: 219053

OK, that makes a little more sense, I think. So if you have a pokemon levelkng up by the old trusty "bait and switch" method or by using an EXP share, the stats wont go up by quite as much because they aren't getting any KOs? Or do I have this wrong? Is there a reference with complete info...
by thegamefreak0134
Wed 25 Jan, 2006 9:26 pm
Forum: Programming Help
Topic: [Ti ASM] Problems with the basics...
Replies: 103
Views: 35927

Id love to, but this is an APP, and therefore I can't do self-mod code or write-back. Not that I know how to do that yet anyway...
by thegamefreak0134
Wed 25 Jan, 2006 8:30 pm
Forum: Programming Help
Topic: [Ti ASM] Problems with the basics...
Replies: 103
Views: 35927

Awesome. OK, now I have another thought. (Yes, I'm kind of watching this topic a little...) How would I go about checking the ID number of the calculator? I want to do this so people can't go about sending their appvar to another calc to duplicate creatures. The ID will be stored with the APPVar, an...
by thegamefreak0134
Wed 25 Jan, 2006 5:44 pm
Forum: Programming Help
Topic: [Ti ASM] Problems with the basics...
Replies: 103
Views: 35927

I see. That's cool. Hey! Is there a way I can detect which version I am running on and make the switch if applicable? (As for that matter, I may even throw in a secret only available to certain versions if it's possible) But other than that, this means that I don't have to worry about it then. OK. T...
by thegamefreak0134
Wed 25 Jan, 2006 5:40 pm
Forum: Programming Help
Topic: [Ti ASM] Problems with the basics...
Replies: 103
Views: 35927

So there's a chance that my asm program will run slor on a regular 83+? As long as it doesn't mess up the greyscale I'm OK with that... It shouldn't make that much difference anyway, though.
by thegamefreak0134
Wed 25 Jan, 2006 5:07 pm
Forum: Programming Help
Topic: [Ti ASM] Problems with the basics...
Replies: 103
Views: 35927

Would you please stay on topic? :lol: Thanks. This should really come in handy. Also, I should be able to get a valid ROM using a calc from school. I dont need to be able to test on an 84 at this point because I primarily want it to be compatable on all versions. I'm doing all my testing now on an 8...
by thegamefreak0134
Wed 25 Jan, 2006 5:03 pm
Forum: Announce Your Projects
Topic: Pokemon Red and Blue Ports
Replies: 225
Views: 219053

Well, the missingno glitch will be pretty easy to implement. In Red and Blue (and of course in my version) each section of the map had a different set of pokemon applied to it. One set for grass, one for fishing, one for surfing, and one for caves. The catch? For some odd reason, the developers forg...
by thegamefreak0134
Wed 25 Jan, 2006 1:50 pm
Forum: Programming Help
Topic: [Ti ASM] Problems with the basics...
Replies: 103
Views: 35927

OK, what can you tell me about where to download the latest version of PindurTI? I tried using VTI, but I got just garbage for the screen. My guess is it didn't like my SE ROM... Or my graphics card really sucks, which is also quite possible. I want to give PindurTI a try.
by thegamefreak0134
Wed 25 Jan, 2006 1:46 pm
Forum: Announce Your Projects
Topic: Pokemon Red and Blue Ports
Replies: 225
Views: 219053

For the record, missingno. has a very real purpose. You can duplicate the sixth item in your pack simply by seeing it. I have the hex to alot of the original 16x16 sprites used in red and blue, but it is still missing some (Which I am using graphing paper, and a gameboy to get them) You have to have...
by thegamefreak0134
Tue 24 Jan, 2006 9:25 pm
Forum: Programming Help
Topic: [Ti ASM] Problems with the basics...
Replies: 103
Views: 35927

I'll try that. Thanks! BTW, I use uppercase letters because the original game also uses uppercase letters. I would have an "it worked" or an "it didn't work" message by now, but even for one small change it takes my computer about 10 minutes to shoot the APP down to my calc. Stup...
by thegamefreak0134
Tue 24 Jan, 2006 8:53 pm
Forum: Programming Help
Topic: [Ti ASM] Problems with the basics...
Replies: 103
Views: 35927

OK, I have another issue, and it sounds like a real one now. I have a series of strings that I am including in my program. I access them by referencing first to the address, and then increasing the reference by 11*the number of the one I need. It works fine and dandy until it comes accross this line...
by thegamefreak0134
Tue 24 Jan, 2006 5:42 pm
Forum: Programming Help
Topic: [Ti ASM] Problems with the basics...
Replies: 103
Views: 35927

I don't think I could have asked for something better. This is like exactly what I needed. It even clears up my general stupidity concerning why one register worked and another didn't. Thanks a million!!

I will probably be back with more issues, but for now I think this will do fine.
by thegamefreak0134
Tue 24 Jan, 2006 5:14 pm
Forum: Programming Help
Topic: [Ti ASM] Problems with the basics...
Replies: 103
Views: 35927

[Ti ASM] Problems with the basics...

Well, I'm venturing for the first time into assembly. For once, I found a nice tool that I can actually get to compile and run my stuff. Now, I'm having real issues rather than compiler issues. I've been going through many tutorials, and I understand concepts such as jumping, memory addressing, and ...
by thegamefreak0134
Tue 24 Jan, 2006 5:09 pm
Forum: Programming Help
Topic: AppVars
Replies: 8
Views: 5514

Thanks for the info. I'll definately look into that. I am aware of the memory differences in both calcs. If I remember correctly, the TI-83 Plus can hold 160k, meaning that at most my app can be 10 pages. I don't want it to fill up the whole thing, so I will definately be using compression of some s...