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Messages - ACagliano
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331
« 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.
332
« on: July 02, 2011, 08:13:33 pm »
By your edit, you are referring to zStart, correct? But, no it will likely be between 20 and 30k.
Use jForceCMDNoChar at the end?
And, is there a mac version of spasm that I can use?
333
« 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?
334
« on: June 16, 2011, 05:11:43 pm »
Edit: Since I forgot to mention how much I love the new update in this topic, I will now: I love this update so much that I switched back from DCS7 to Mirage just so I don't have to deal with the conflicting hooks. And that's saying something.  Thanks for the update, thepenguin. It's awesome.
You might want to consider keeping DoorsCS7. I'm sure zStart-Doors compatibility is somewhere on thepenguin's to-do list, and without DoorsCS7, you lose the benefits of CALCnet and gCn.
335
« on: June 15, 2011, 07:27:51 pm »
Let me play devils advocate. What if the anti-downgrade protection is there because the hardware is designed in a way that would make any earlier OS incompatible or unstable?
336
« on: May 27, 2011, 10:46:50 am »
^^Bumpity bump.
337
« on: May 23, 2011, 06:56:26 pm »
KK. Thanks everyone. This project is getting dangerously close to beta. I need help with one last routine. This routine should scan the same appvar that the routines above address. It should look for any COORDINATE entries that are 50 units in front of you and, if an entry is found, it should jump to another routine. Coordinate entries are formatted (x,y,z), two bytes each, starting at (xposition) and encompassing the x,y,and z position and the x,y,and z sector.
This info is crucial: ship direction= 1 forward, 2backward, 3left, 4right, 5up, 6down backwards/forwards=y axis, left/right=x axis, up/down= z axis
Another question, but I'll code this myself...I need to place sprites on the screen in a relative position. The viewing window covers 50 units left-to-right. I need a way to determine where to place a ship on the screen. Thus, a ship with an x coordinate less than yours as you move forwards will appear on the left side of your screen. Any idea on how to do this, mathematically? Thanks.
338
« on: May 20, 2011, 05:36:42 pm »
Nice. Ok, another question. Is there a (_DeleteMem) command, like there is an (_InsertMem) command? Or if not, is there a work around?
Also, is there a two-byte subtract command?
339
« on: May 18, 2011, 07:21:47 pm »
By the way, guys. Don't be shy. I skimmed the forum, looking for people who helped me to include in the credits section. If I missed you, let me know. I don't want to leave anyone out. Email [email protected] with your real name, if you want it included.
340
« on: May 18, 2011, 06:59:09 pm »
Ok. So...
Each seperate section funnels into the realSearch section, which will return with de pointing to the start of that player's data section? Can I do a call on it? Where is the actual end, where de is output?
341
« on: May 18, 2011, 05:49:47 pm »
;########################################## ;search for a user ;input: de = ptr to start of appvar data, (including size bytes) ; hl = ptr to username ;ouput: de = ptr to start of user section ; carry set if not found
searchForUser: ld a, 8 ld bc, 5
jr realSearch
;########################################## ;search for a coordinate ;input: de = ptr to start of appvar data, (including size bytes) ; hl = ptr to coordinate ;output: de = ptr to start of user section ; carry set if not found
searchForCoordinate: ld a, 12 ld bc, 13 jr realSearch
;########################################## ;search for an ID ;input: de = ptr to start of appvar data, (including size bytes) ; hl = ptr to coordinate ;ouput: de = ptr to start of user section ; carry set if not found
searchForAnId: ld a, 5 ld bc, 0 Shouldn't that last section have hl pointing to the ID to search for?
342
« on: May 17, 2011, 07:13:50 pm »
Thanks thepenguin. As for the last option, the program needs to be able to accept a calc ID in hl and have de point to the start of that user's data section.
Suppose I wanted to use freeRAM instead. i know that won't change the program, i will just have to store $address into de, rather than ChkFindSym. But, I'm wondering what freeRAM areas are open to me. I use CALCnet, and the DCS7 GUI API, so the areas used by them are offlimits (not to mention Kerm recommends declaring RAM used as programs/appvars, to avoid corruption). Also, I use the first 60 bytes of saferam1, as defined by dcs7.inc
343
« on: May 17, 2011, 06:26:36 pm »
No, it is one appvar, with one entry right after the next. Each player's info requires 25 bytes, 5 for the ID, 8 for the username, and 12 for the coordinates.
344
« 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.
345
« 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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