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Messages - ACagliano
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646
« on: August 11, 2010, 06:14:34 pm »
Progress Report
Making progress rapidly. I now have the phaser and photon firing systems mostly functional, as well as position update for both your and enemy ship. Also got the #CreateSaveFile and #OpenSaveFile routines working.
Now, on to the systems to calculate battle damage...
Question: If you are using a 2-byte number, lets say you have 50000 and you add 50000 to it. Does the value reach 2^16, and then cycle back to 0 or does the program crash? Similarly, what happens if a 2-byte variable equals 5 and I subtract 1000 from it? Does it loop up to (2^16)-995 or does it crash?
647
« on: August 08, 2010, 03:23:20 pm »
Hey. I have an idea that make make it more inconspicuous. How about have it sometimes output the right answer, sometimes the off-by-1 one, randomly.
648
« on: August 05, 2010, 05:59:53 pm »
Thanks for that. Can't wait to test.
649
« on: August 05, 2010, 12:06:49 pm »
I had one laying around too, optimized it a little though.
hook: add a, e or a jr nz, quitZ
bcall(_Op2Set1) ;op 2 = 1
ld a, r and %00000001 rrca ld (op1), a ;neg or positive bcall(_FPAdd) quitZ: cp a ret hookEnd:
And to make it epic, store it at smallEditRam, its a 108 byte area that no one ever uses. That way, it won't get destroyed.
Do you think that you could set it to store there and upload the .8xp for it? Or the hex. I use mac and I don't have any working assemblers.
650
« on: August 05, 2010, 06:58:45 am »
I'm sure all of you are familiar with the OFFBY1 virus, the prank program that makes the answer to any math problem you enter be one off. I am wondering if there is a way, in assembly, to install a hook that intercepts any math problem, and offsets the answer by 1.
651
« on: August 04, 2010, 06:54:18 pm »
Currently working on coding in position update for the ship and the enemy ship, as well as the warp and impulse drive speeds.
Question 3: Does Axe Parser use order of operations yet?
652
« on: August 04, 2010, 06:49:02 pm »
if only the calc could be hacked so that the OS could run OFFSCRPT from archive (cuz, if you archive it, the calc does not run the specified prgm on startup) and if OFFSCRPT could be made to check if the specified prgm is archived and if it is, unarchive it. Thats what i hate: progs set to run on startup must be in RAM, and if you crash, OFFSCRPT is reset.
But if you use CalcUtil, even the start program can be run if it's archived.
No, IIrc, you cannot. It never did for me.
653
« on: August 04, 2010, 06:35:04 pm »
for an unknown reason, my version of Axe Parser (0.3.3) is not error scrolling AT ALL. The source is unarchived and the only other thing installed on my calc that uses a hook is CalcUtil.
654
« on: August 02, 2010, 09:28:17 pm »
Check this out. I have the ROM file on my computer for it.
youtube "super mario frustration" for the hardest ever mario level for NES and some epic commentary.
655
« on: August 02, 2010, 09:23:44 pm »
Quigbo, I did do "FnOn" and forgot to use "LnReg", but I crashed several times since. Plus, a simple GETKEY program that checks for the number of the key pressed and throws it onto the screen works. It only seems to reloop inside MY GAME, just to slow me down (lol).
Edit: Just reset interrupts. Problem persists. I'll try the "Repeat" route tomorrow and post back.
Edit 2: Problem is still there with repeat. So I simply removed the faulty section (program will work fine without it) and resumed coding. I'll see if I can fix it once everything else is done.
656
« on: August 02, 2010, 09:12:16 pm »
Third Progress Report
I'm having a problem I cannot identify. The program is set to display ship options, then wait until you press a key using the following code:
0->G While G=0 getKey->G End For some unknown reason, this is looping infinately. No matter what key I press. It shouldn't. Currently trying to resolve.
657
« on: August 01, 2010, 11:50:13 am »
Ok. This will be my Axe Parser contest entry. As linking is relatively new, I will not chance it for the contest and will enter a single player version in the contest.
658
« on: July 29, 2010, 08:06:13 pm »
thank you much. i am relieved to hear that i can indeed use {L1}.
659
« on: July 29, 2010, 06:57:14 pm »
I initially designed Star Trek with one static variable storing every thing that needed to stored. Then I ran into one small problem...I ran out of static variables. With some functions left to be assigned a variable.
My question is simple. Can I store the same data to {L1}, then read from it and write to it while the program is running, in the same way as you would read from and write to a static variable?
And, also, what is the maximum 1 byte number? 2 byte? I was told before, but forgot.
Thanks.
660
« on: July 27, 2010, 12:02:32 pm »
How exactly do you use the new PORT commands to send data?
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