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Topics - ACagliano
31
« on: October 28, 2011, 09:41:30 pm »
Also posted on cemetech...
I had an old program that I made in TI-Basic. I have wanted to convert it into z80 for a while. It was a Lewis Structures drawing program. It several shortcomings: (1) it could not handle drawing off-screen, and (2) It could only handle formulas with one central atom, and the others around it. (NH4, for instance).
I want to redo this. In z80. Such that it can not only handle such formulas as HH4 and H2O but more complex ones as well, and shows single, double, and triple bonds. So, I'm asking the following questions:
1. How do I calculate angle degrees in z80? When drawing Lewis Structures, spare electrons must be accounted for by leaving one space. For instance, in a water molecule, you know that it is a bent molecule. Because of the electrons left unbonded on the hydrogen, the oxygen molecules are pushed to the opposite side, at 90 degree angles to each other. Understand what I'm asking? Or maybe someone who knows more about this can explain better?
2. How do I make the program able to scroll to the left or right of the display in order to show offscreen parts? Would the DCS GUI features be best for this?
Any help I could get would be great. I'd be willing to co-author the project with someone who knows how draw Lewis Structures , who could handle the technicalities of calculating and drawing.
32
« on: October 10, 2011, 10:14:06 am »
I need a couple asm routines. They are for a program I am working on. They are as follows. The data the routine reads will be pushed onto the stack. Assuming you pop into hl:
1. Render a circle onto the screen hl = time to wait, after rendering element, before moving on hl + 1 = circle center x coord hl + 2 = circle center y coord hl + 3 = radius
2. Render a white rectangle with black border onto screen hl = time to wait, after rendering element, before moving on hl + 1 = x of upper left corner hl + 2 = y of upper left corner hl + 3 = width hl + 4 = height
3. Render text onto the screen hl = time to wait... hl + 1 = x to start display hl + 2 = y to start display hl + 3 = width of text display (in chars) hl + 4 = zero t'ded string
4. Render sprite onto screen hl = time to wait... hl + 1 = x to start hl + 2 = y to start hl + 3 = width hl + 4 = height hl + 5 = sprite data
Any help would be great.
33
« on: October 05, 2011, 07:26:22 pm »
I am looking for someone to take on the task of doing my Zelda sprites. I have alot of other work to do, codewise, so I would be grateful to anyone who would be so kind as to contribute in this area. You will, of course, receive credits for the sprite graphics. Anyone willing to help?
34
« on: October 01, 2011, 08:25:57 pm »
Let us assume that I have some floating point data in RAM that I want to move to an Op variable. How would I get it there correctly. I know about the type byte, the exponents, and all that, but I know that, in the actual bytes 2-8, the data is in hex, but you still see your actual decimal numbers, 2 to a byte. How the blazes do I manage that?
35
« on: October 01, 2011, 02:47:58 pm »
I need help. I am uncertain how to get input in z80. There's a program I'm looking to make, but can someone help me with this. I need to do this in assembly:
Disp "A:ROCKET MASS" Prompt A Disp "B:PREV RCKT VELOCITY" Prompt B Disp "PROPELLENT MASS" Prompt C Disp "D:PROPELLENT VELOCITY" Prompt D Disp "E:PLANET MASS" Prompt E Disp "F:END TIME" Prompt F Disp "G:INITIAL DISTANCE" Prompt G
36
« on: September 08, 2011, 03:42:28 pm »
I need a z80 routine that renders an 8x8 sprite to the screen. The upper left corner of the sprite should be at a,b and the hex for the sprite in hl?
37
« on: September 05, 2011, 08:08:37 pm »
I need help from assembly programmers on certain aspects of my Zelda project. Any members working on subroutines will receive full credit for their input. Here is what I need help on...
1. Full AI for Zelda enemies. Zelda enemy classes have two attacks. (1): Moving toward and colliding with you for damage. and (2): Randomly attacking with their ranged elemental attack (only some enemy classes will do this). There are also two enemy classes that are invisible unless you have a certain item, but should function in AI as normal. To anyone who wants to help with this, I can send more info.
2. Ranged attacks controlled by player. Three items require this...hook/longshot and the bow.
3. This is a request for conceptual help, and perhaps coding assistance. The issue with my maps is size. I was going to have an extraction system where I create an appvar with all the map data, then archive the appvar, then extract only the needed map to RAM. The issue is this...during extraction, I will not have enough RAM to copy all the map data to the appvar. The map data is too big. Do I have any other options? I was thinking about creating a group or making several appvars.
38
« on: September 03, 2011, 04:18:45 pm »
I have a few questions about what the preferences for my Zelda game are:
1. Would tiled motion (a player or enemy moves one tile at a time) or smooth motion (a player or enemy moves one pixel at a time) be preferred? Please note, if I go with the smooth system, I will need some conceptual advice on how to work collision detect with a tiled map system.
2. Should one or more classes of enemies have ranged attacks (like the bow)? I added a bow to your equipment, but I do not know how to code a ranged attack for either player or AI while the game is going. Help?
3. Should enemy classes be able to launch a ranged magical attack with their element? I know this is not really classic Zelda, but it could make gameplay harder. And, that is basically what the ice/fire keese do.
4. Should the shield be auto-use or press-a-key to use?
Also, I am having a dilemma. I need a way to extract the map data from the app and put it somewhere where it can be kept. I first decided to try an AppVar that gets archived when the game is not in use, but that is a problem as there is not enough RAM to hold the data. Other ideas I am looking at are a separate appvar for each map, or to create a group file. Any thoughts?
39
« on: August 30, 2011, 05:48:25 pm »
What should the OFFSCRIPT variable look like (hex) if you want it to tell the calc to run a program named "OFFBY1" on startup? I have a reason for asking for the complete hex, a reason that is currently a surprise.
Will zStart interfere with this?
40
« on: July 29, 2011, 08:10:42 pm »
I lost all my previous map data for Legend of Zelda. That's over 9500 bytes and one full month worth of work. I want to finish this project, but I need help with the maps. I use a simple system for the maps. Anyone have time to help? I would appreciate it so much.
41
« on: July 13, 2011, 08:22:35 pm »
I'm a bit confused as to what the standard application header format is. Can anyone help?
42
« on: July 03, 2011, 10:28:51 am »
I would like to verify some concepts of building a good AI:
1. The enemy positions should be held in an array, not in the map data? 2. The enemies should be there when you move off the map, then move back, or should they be gone?
I could use some help with this, if anyone has time.
43
« on: July 02, 2011, 07:58:21 pm »
Can someone help me with this concept? I'm reopening the Zelda project, in z80. I want to make it an app, as its data alone will take up at least one page. The code itself will be probably less than one page. How do I go about this? How does the header differ and what must be coded differently? I heard there are caveats to using the b_calls in an app? How do you work around this? If I wrote it as a program, entirely, would it be easy for someone to just app-ify it?
44
« on: May 17, 2011, 06:04:04 pm »
Just heard this on How I met your Mother.
"Never make plans with a girl farther ahead of time than you've been dating. Never violate the Date-Time Continuum."
Corny science jokes FTW.
45
« on: May 17, 2011, 04:31:30 pm »
I've been coding so long and hard, I'm getting lazy. Can someone please help me with a few small routines:
AppVar Format, per entry
I1 I2 I3 I4 I5 U1 U2 U3 U4 U5 U6 U7 U8 C9 C1 C2 C3 C4 C5 C6 C7 C8 C9 C10 C11 C12 I = Calc ID (5-bytes) U= Username C= Coordinates
1: Routine to search an appvar pointed to by 'de' for an 8 byte username, pointed to by 'hl'. At the end, 'de' should point to I1
2: Routine to search an appvar pointed to by 'de' for the 12-byte coordinates pointed to by 'hl'. At the end, 'de' should point to I1
3: Routines to search an appvar pointed to by 'de' for the ID, pointed to by 'hl'. At the end, 'de' should point to (1) the associated user name (U1), and (2) the associated coordinates (C1).
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