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Messages - ACagliano

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886
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 22, 2010, 01:20:14 am »
Here's a pretty old upload, but it's all the visual I can provide as of now.
http://www.mediafire.com/?jrmwcnkzt0x

887
O. yeah. That happens to me all the time. I have so much stuff on my calc that any shell I use becomes unstable at some point.

888
Interesting. No. I believe you. But, this is what mine did too.

* could not replicate the results of that test. May have just been a fluke, you know.

889
Yes. You see, i tested it. First, i created a file structure. I then archived the mirage appvar. Then i crashed my calc. Upon reloading mirage, my data was intact. once you use mirage, it unarchives it (and doesnt rearchive it). Thus, if it crashes....

890
This worked for Mirage (only one though)--archiving the appvar. But the next time u run mirage, it gets unarched

891
With Doors CS, you can organize all your progs into files. The only problem is, during a crash, they get reset. Now, if only Kerm could find a way to make your file structure crash-proof, then to me, it would be a perfect shell.

892
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 21, 2010, 10:04:23 pm »
Reading some of the stuff about maps has led me to wonder. Instead of making the game so that I would have to manually code in sectors and stuff for use with warp drive and battle locations, would it be easier to create a map? And any suggestions for how I should do this?

And to clarify something about AI, I never store conditions and predefined movements in lists. I always code the AI's algorithms and conditionals directly into the program code. Hope that clears stuff up a little.

893
ASM / Re: Linking Asm Subroutine
« on: March 21, 2010, 08:48:29 pm »
http://ourl.ca/4286

The above link should give you background.
I am trying to transmit data about the enemy ships between players.

When you get a chance, can you please compile that into .8xp for me, meanwhile I'll use my on-calc compiler to see if we get the same results.

894
ASM / Re: Linking Asm Subroutine
« on: March 21, 2010, 07:56:16 pm »
At this point, the list only has 17 slots, so we can assume 20 max.

895
ASM / Re: Linking Asm Subroutine
« on: March 21, 2010, 07:54:48 pm »
Ok. Thank you much. Once done, I'll need proper info to credit you for this subroutine.

896
ASM / Re: Linking Asm Subroutine
« on: March 21, 2010, 07:52:16 pm »
I'm fine with disabling interrupts. As for 400 times, I wouldn't care if we had to talk to it 100k times (unless you had to code that many times). If its not too much, I'm ok with what you suggest. Thanks.

897
ASM / Re: Linking Asm Subroutine
« on: March 21, 2010, 07:45:12 pm »
Well, I need it to send at most a list with <25 slots, each of which contain only integers 0-255. What exactly do you mean by "disabling interrupts" (I think I know, I just want to be clear). Then, I can tell you.

898
ASM / Re: Linking Asm Subroutine
« on: March 21, 2010, 07:35:11 pm »
Any luck with this so far?

899
The Axe Parser Project / Re: Features Wishlist
« on: March 21, 2010, 07:33:58 pm »
I tend to prefer the TI Basic way of calling lists, though I believe it was said that that is not possible. And, my request is for various linking commands. One set of send/receive that waits for a response or times out, and a single send command that just fires away, but doesn't wait for a response (if this is possible).

900
News / Re: Axe: a new TI-BASIC-like language for the TI-83+ and 84+
« on: March 20, 2010, 04:43:49 pm »
Axe is a great idea. I definitely will have use for it. And, once its in its final release, I plan on remaking my game with it.

I look forward to its final release.
How far off is that, by the way?

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