- The clip() function just limits the drawing area of the the other drawing functions. You give it two coordinates (X and Y) specifying where the top-left corner of the drawing rectangle is located, and two size parameters (W and H) specifying its width and height, in pixels. After this call is made, subsequent drawing function-calls get limited to being drawn in the area specified by the rectangle, with all other pixels outside of it not being updated at all. This leaves quite a bit of border around the game when using clip() to emulate a smaller resolution.
- After loading a cart using `load`, press F1 to go into the code editor. You can see how the cart's author coded the whole thing.
- The TIC-80 is completely open-source under the MIT license, which means you can make your own mod of TIC-80, free of permission from nesbox.
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They are eight general-purpose flags assigned to each sprite individually, used for whatever purpose by your game. PICO-8 already has something similar, but there isn't any part of the TIC-80 API that has yet to do anything with these sprite flags (other than peek/poke).
Here's some sample code for you:
poke(0x14000+sprID,flag and old|(1<<bit) or old&~(1<<bit))
Type 3 (cover) is essentially a GIF image file. You can just copy any GIF image's binary data you want, as long as it's less than 65536 bytes. (Nesbox was wrong, only 2 bytes for size are actually being read, the 3rd byte is unused.)
Type 5 (code) is plain text. All other valid types are based on the TIC-80 RAM layouts for each of those assets.
Useful wiki pages:
And I also find that the demo level of this is way harder for me. Stele, a copy of this game with different graphics and without the editors, I can beat more quicker. It requires VERY PRECISE timing in order to get past the spikes, because 99% of the time, I miss those green balls that make you reach the green heart and finish the level. TIC-80 really needs savestate support!
I wonder why you never released this on the TIC-80 website before Stele was released.
Decide on your fantasy console's specifications. Include control input, graphics and audio capabilities.
The editors need at least some code or assembly language editor, a graphics editor, a map editor, and audio editors. There should be some command shell, and maybe a BASIC included.
You can reply to me all of your planned specifications here.
Also make your fantasy console support 32-bit
The PSP can operate up to a 333MHz CPU, and has a 480x272 screen, which I also thought it being four times the size of TIC-80's graphics buffer. However, lag will be more frequent than it is on more recent devices. If you'd really want to play FPS80 on your PSP, then you shat out of luck because FPS80 hogs CPU time, almost becoming unplayable under 333MHz.
I've heard that the PICO-8 requires at least 700MHz, and Voxatron requires at least 800MHz. So I suspect TIC-80 needs over 700MHz due to the better hardware specs than PICO-8.
The behavior with the frequency registers seem weird with the TIC-80 soundchip. It seems like it's a look-up table with a 1789773Hz frequency divider, playing a N Hz frequency with a value of N in the corresponding frequency register.