This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - ACagliano
Pages: 1 ... 34 35 [36] 37 38 ... 62
526
« on: November 23, 2010, 07:26:20 pm »
One of the differences will be in magic usage. Whereas, in Zelda, you need items to use magic and those items control that element, in my version, there are three power levels of magic, depending on the item you have (3 items you can collect). Then, as you progress through the game, you gain control over different elements (defeating bosses allows you to learn spells), and can cast a spell in that element. Sometimes, a dungeon will be set apart from land by a body of water and is inaccessible...that is until you gain ice power. Then, you can freeze the water and create an ice bridge. Often, that is the only way to advance.
I hope noone has an issue with the new magic system. I just didn't want to code in like 25 items.
Also, when you get up to the "dark world", you will find that the final dungeon cannot be reached. That is perfectly fine. Just whip out your mirror and warp back to the "light world". I will set up the maps to compliment each other. By warping back and forth in the right places, you can collect otherwise unreachable stuff, and get to the final dungeon.
527
« on: November 23, 2010, 05:35:32 pm »
Thanks all. I will post screenies as I progress.
There will be two program, a game engine that can read Zelda map files. One will be my custom release, with a built-in map (two of them, and several dungeons to be exact).
Then there will be a standard map-playing engine, that may run custom made maps. I will hopefully soon release a custom map-creation program that will allow you to make your own Zelda maps.
528
« on: November 23, 2010, 11:13:01 am »
lol. Thank you for that little "pick-me-up", DJ, and I am now ready to go do some more coding.
For your info, the AntiVirus project is still in the works, just paused because I'm waiting on routines from Kerm Martian. And the PowerPoint project is on hiatus.
To tho others who posted sprites: thank you.
PS: I'll make this a little less secret. It will be a Zelda clone, but there will be differences in gameplay. That will remain secret.
529
« on: November 22, 2010, 06:35:17 pm »
I am working on a secret project, in a title you guys should be familiar with. Here's what I'm asking for. I need a character sprite and two sword sprites, one sword looking normal, the other looking magical (in hex, please). On a calculator screen, what should the tile size be for an RPG? 8x8? The sprites will need to be that size.
530
« on: November 10, 2010, 07:51:53 pm »
Ok. Testing.
If you have 2 calcs and a link cable, please download and test. This program will attempt to swap random numbers between calcs. The top # will be the one your calc generates. The bottom # will be the one the other generates. A result of 255 on the bottom means that it is not working. Please post the results.
531
« on: November 10, 2010, 07:47:00 pm »
Understood, now how exactly does that value on the PORT influence the actual sending of bytes, using Send( and Get?
532
« on: November 10, 2010, 11:54:20 am »
Usually, you would have one calc do one line low (or maybe it is high. can't remember) and the other calc checks that before anything. In this case, they both wouldn't set it low. One would set line 1 low, and the other would set line 2 low which would say a transfer is ready, and that one calc has become the transferrer and one has become the receiver. You can do it the opposite way simply by saying that line 1 is always the transferrer and line 2 is always the receiver.
Can I pull the line low, then set it high with the command "EXP->port", or is that something else? If I understand correctly, pulling both low sets the calc being pulled low to receive. And setting them high sets it to send. If I'm correct on that, then this should be fairly trivial. Can someone give me a better explanation of what "EXP->port" actually does.
533
« on: November 09, 2010, 06:47:46 pm »
Cross-posting from cemetech: @ nemo: If you were new to programming of any form and posted a question, would you rather be hit with a link, or given a personalized explanation? The issue is that much of programming is learning how to solve problems not have others solve them for you. Eventually you will have to learn how to find answers yourself and users do eventually burn out from helping the new programmers day in and day out in place of getting their own work done.
Granted. But, it is nice to know that if you ever have a question, or if after reading something, you don't quite grasp it, you can ask someone to explain it to you. And that is something that is great about both Cemetech and Omnimaga. I know that I can come on here and ask Kerm Martian a question about DCS7 or about custom interrupts, and provided he isn't swamped, he will usually answer me right away, then he will make sure that I understand what he said. DJ is the same way. Now, I can't reasonably expect everyone to be that helpful ALL the time. But it is a welcoming feeling. And there are individuals on both sites who give that welcoming vibe.
534
« on: November 09, 2010, 06:17:14 pm »
I am a member of both sites and I do not see a major issue, but then again I do not comb through every forum and topic. I do, however, see a division in "strong points" between the two. Generally, I find that if I am looking for anything related to Axe or gaming, Omnimaga is my better bet, but if I am looking for help with assembly routines and assembly concepts, my topics get "hit" more on cemetech (a shout out and a thank you to DeepThought, thepenguin77, and many other omnimaga users who have also helped me a great deal)
535
« on: November 09, 2010, 02:30:31 pm »
I'll give that a try.
I believe that I asked this before, but I forgot what the response was. Is this best to be done on a timed interrupt, or once around a main loop? Do interrupt timers fire at the same frequency on the TI-84+ and TI-83+ models?
536
« on: November 09, 2010, 01:51:34 pm »
This is actually an Axe question, so this is the most relevant support board for it.
While doing other miscellaneous stuff, I have begun giving some thought to my Star Trek 2 player game, particularly the issue of link timing. Now I'm not asking for coding help. It's more conceptual I'm looking for. I plan on using a master variable, like the first term of a SafeRam area to hold the data for whether or not stuff needs to be transmitted. I know that, in CALCnet 2.2, Kerm Martian utilizes checking cycles, where a calc that acts as a receiver pings for data for a certain time, thus giving the sender adequate time to enter the transmission phase before the receiver times out. My idea is to do this.
Calc 1 and 2
setup loop start transmit receive master & enemy If master receive other loop end
Where the receiving calc pings for the enemy's location, which updates each time the loop cycles, and the master variable, which should be 1 if there is data (an attack or other data) to be received and 0 if not. If the m.v. is 0, the receiver phase ends and the loop cycles to the top. If it is one, it waits for the data it needs, then, upon completion, cycles back to the top.
My only issue with this setup is that the two calcs will enter transmission mode at the same time, then receiver mode at the same time, meaning nothing will actually be received. Any ideas?
537
« on: November 01, 2010, 07:03:02 pm »
Really. So the program "BLAST5" was not moved, but the others were? That would be a bug.
And I plan on adding in a keypress to jump the text displays. But, as it says, this is a preliminary release.
538
« on: November 01, 2010, 06:40:56 pm »
This fails so much. lol. Update should be ready soon.
If you have downloaded and have DSC, can someone tell me if this sends itself to the DCS folder "BLAST" correctly?
539
« on: October 22, 2010, 09:18:55 pm »
Project Blast Fivehttp://www.omnimaga.org/index.php?action=downloads;sa=view;down=590This is an alpha version of Blast AntiVirus Version 5.0. It demonstrates the installation routines of the program, as well as its ability to accept a password, and create a folder for itself within DCS and move itself to that folder. This is a potentially unstable release. Please use with care, report any issues to me, and contact me if anything goes wrong.
540
« on: October 14, 2010, 05:45:25 pm »
Oh, basically, Kerm told me that in the folder structure of DCS, a folder has the name
%FLD[n].
To place a program into a folder, you change its *Reserved* byte to the [n] value. The Reserved byte is at P-2, the type byte is at P-1, based on Quigbo's VAT parsing routine.
My problem was that I stored [n] to {P-1} by accident, instead of {P-2}. That changed the program's type byte to..who knows what, instead of changing the Reserved byte.
As for posting routines, sure. I will do that maybe later or tomorrow, I will post that part of the routine.
Pages: 1 ... 34 35 [36] 37 38 ... 62
|