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Messages - Compynerd255
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271
« on: March 08, 2011, 10:24:16 am »
To me, it's only missing a pause button.
I know, some people want a pause button, too. I will eventually add one for single-player mode, but because it is hard/unfair to pause a versus game, it's low on my priority list. I attached a small update to the game. There was a bug where if you sent Jumble to a 2-player opponent, they would win. This update fixes the bug. One thing I have noticed with the MirageOS, DoorsCS compatibility is that it inexplicably switches between being compatible with Mirage and being compatible with Doors. For instance, my current working copy crashes in Mirage as soon as you click "Play", but it works fine in Doors. I know it has something to do with the interrupt routine, but I'm clueless past that.
272
« on: March 07, 2011, 10:24:04 am »
L3->DispGraph and L6->DispGraph both produced Unknown Err Code: 4726231 on the 1st pass. When I pressed prgm, the cursor was on DispGraph both times.
This actually happens with all <pointer>->DispGraph functions, ever since Axe 0.4.7. That is an incredibly annoying bug. However, I do have a workaround. You could replace P->DispGraph with: Copy(P,L6,768) DispGraph
This will take up the draw buffer, but not only will the picture appear, you can also draw on it.
273
« on: March 05, 2011, 04:38:33 pm »
Thanks for the feedback, Ashbad. I'd like to make this game go as far as possible. After I work out a few bugs I found, I'm going to start adding a lot more special attacks, to flavor the game up even more. Some of these attacks won't even be block related - they will be diseases that last indefinitely until you use an upcoming defensive powerup on them. I'm also going to add score and tournament mode. Keep checking up on the post - I'll add more and more.
274
« on: March 05, 2011, 02:42:10 pm »
No, I get what you are trying to say. The block is falling while the attack is happening, and that slows down the game/kills the key response. I see why that would be frustrating, and I'll see what I can do to optimize the speed (e.g. only redraw the rows that have been updated, or check the keys within the interrupt routine). However, I don't want to fix the problem by waiting for the block to set before unleashing the attack because not only would I have to put the attack in a queue, but part of the point of attacking people is to ruin their plans with the current block. Additionally, I will be adding a feature that lets people stop an attack while it is in progress, and to wait for the block to set would ruin that strategy. If you go to that link I gave you earlier, you can also play the computer version of this game with your college buds. Try that one sometime. Oh, and before I forget... I looked at your "funny life mathematics" spoiler, and I think you should add this one: Girls = Time * Money (Girls are a combination of time and money) Time = Money (Time is money) Girls = Money squared (So, girls are money squared) Money = sqrt(Evil) (Money is also the root of all evil) Girls = sqrt(Evil) squared (So, girls are the root of all evil squared) Girls = Evil (Thus, girls are evil)
275
« on: March 05, 2011, 02:29:01 pm »
You can't easily run DCS, MOS, and Ion programs in Axe. Basically what you need to do is put their respective libraries in the same locations as they are in the official shell (download the DoorsCS SDK to see the locations and code). Either that, or make the program a "shell within a shell" (mandate that it must be run in the highest shell possible). After adding the libraries, you need to know how to recognize the headers of the programs.
Here are a few names: CalcWare, AxeCS, AxeOS, aeTIosOS, AxeShell I'm not good at thinking of names either.
276
« on: March 04, 2011, 06:33:47 pm »
Yay, a new fan! It's always great to see that my following is increasing, even if it is just one person. I tried to add Calcnet support, but I could never get it to work, especially since Axe has no built in commands for accessing the Calcnet routines. Now, it would be really cool if Wabbitemu added a feature that let one calculator link with an instance of another calculator on a different computer either on the network or online. Now that seems cool. I know that Wabbit has an SDK for interfacing different aspects... * Compynerd 255 dreams for a bitAlso, regarding the Time Attack, it is actually just called an Attack, since it has nothing to do with time. It has much more to do with an opponent (hypothetical or real) throwing attacks at you by clearing the special blocks. I don't know how to fix the key response problem while the attack is being preformed, since it has to redraw the grid every frame. And I know I can't fix it by triggering the attack while the block is falling, since that defeats the point. And, to be techincal, the attack concept wasn't even my idea. This whole game is actually a port of a game my dad made in the 90's, available at http://betafreak.com/betafreak/Games/Eitrix/index.aspx. That link will also take you to a work-in-progress version of a remake.
277
« on: March 04, 2011, 10:20:54 am »
Hey, everyone! Eitrix 0.5 is available! Here's what's new: - Usually sends the correct specials. Guaranteed to afflict your opponent within 2 to 3 seconds of clearing the block
- When your opponent dies, you recieve a "WIN" message and the game will end
- Attack Display: The empty grid spaces are replaced with a range of indicators to show what attacks are currently hitting you.
- Fixed row clear bug - now all of the rows you clear should clear at once
- Have had some problems with DoorsCS compatibility (interrupt related). Run with MirageOS.
I also added a screenshot so that you can see the progress I've made. I also plan to post to ticalc.org, once I get my account verified.
278
« on: March 04, 2011, 10:15:23 am »
I was making a screenshot for Eitrix last night, and I tried your suggestion of just clicking "Connect to..." on both calculators. While I was able to get a side-by-side screenshot, the calcs did not act as if they were linked. Did anyone else get linking to work?
279
« on: March 03, 2011, 05:33:29 pm »
Assuming you are running the latest version, then pressing the connect to button does something, I promise. There is no visual feedback, except in the latest version I haven't distributed. Just press connect too... on both calculators and you should be fine. You can test by trying to send files via the OS
Thank you, BuckeyeDude. I'll try that. Could you please release that version with the visual feedback soon? Or, better yet, if you posted the source somewhere, could you please direct me to it? Thanks.
280
« on: March 03, 2011, 10:32:27 am »
Wait, then why don't the calculators act as if they are linked? Can I even open another one up at the same time?
* King Graphmastur goes to experiment Yes, you have to go File > New (instead of opening another instance of WabbitEmu). Then you can do Calculator > Connect to...
When I open multiple calculators in WabbitEmu, then hit Calculator > Connect to..., absolutely nothing happens. This becomes really frustrating when I try to link two calcs to test Eitrix. I am running the 64-bit version on Windows 7 Ultimate, 64-bit. I also tried the 32-bit version and the problem still exists. Could someone help me?
281
« on: March 03, 2011, 10:19:52 am »
I have another cool feature request - you don't have to do this if you don't want to.
I'd like an auto-updating version number in the standard Major.Minor.Revision format. You would specify a version number to start counting from in the program, then the Revision would automatically update every time the program is compiled. Then, you could use this value in your programs (e.g. to make sure that two calculators playing a link game are playing the same version of the game).
282
« on: March 01, 2011, 11:15:42 am »
Another option for sound is a little AM radio modulation. I heard that Dwedit found out about some hardware thing that creates sound on an AM radio. He used it in his game Iceclimb on the 83 Plus. You should ask him.
283
« on: March 01, 2011, 11:13:23 am »
Request: Adding a null byte after input.
You could always add that yourself. In fact, you are probably doing character processing on the string anyway, since input returns a string of tokens.
284
« on: February 28, 2011, 10:33:02 am »
You know, I'm trying to set this straight in my mind. When you have the 84 Plus Keypad, it normally enters 84 Plus emulation. Does Ndless change this behavior at all? I just don't understand why you would be able to add 84+ Keypad support at all.
285
« on: February 28, 2011, 10:29:40 am »
Yeah for some reason it does nothing when the code is archived o.O maybe because it doesnt auto backup when its archived?
Probably because it's archived. If its archived, the reasoning is that you aren't working on it at the time. There is very little reason to back it up. If you need to, you could back it up manually, or unarchive it.
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