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Messages - Compynerd255
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301
« on: February 15, 2011, 12:01:02 pm »
Yeah, a checksum. I didn't think of that.
However, I think that we've gone too far on this tangent. We need to get back to Eitrix, because I want to get this link system working (without it, Eitrix is quite pointless). We could discuss the Gamertag system on another topic, though.
EDIT: Compynerd255 has just Leveled Up to Level 3!
302
« on: February 14, 2011, 10:32:16 am »
Yeah, achievements would be offline. It's mainly for the novelty of having a calculator gamertag. In Eitrix, when you play link, you would see your opponent's gamertag before you start playing ("You're playing against DJOmnimaga" for example). However, I probably would let players upload their gamertags to my website so that others could look at them.
As for XBox 360 dev, the best way to get money is to advertise your game and get a significant following so that when the game is released, you turn a profit.
303
« on: February 14, 2011, 10:22:29 am »
I think that people would use a Calc-to-Internet for two reasons: - Because they don't have ready access to a computer (e.g. they are in a classroom)
- Because it's freakin cool!
To make this really useful, you would probably want a Bluetooth or WiFi adapter to connect to the link port so that you could access the Internet wherever, such as in an airport. However, this could have possible reprecussions, like graphing calculators becoming banned from the SAT.
304
« on: February 12, 2011, 04:06:59 pm »
This isn't CALCnet. I gave up on that weeks ago. This is simply using the Get and Send routines that come with Axe. The purpose of it is to store the bytes the calculator sends and recieves into queues so I don't have to worry about timing. I could just call the subroutines directly if this doesn't work, but I would prefer to use this system. Oh, and I should clarify: the u's with the little dots on them are STO arrows.
305
« on: February 11, 2011, 10:36:00 am »
So, I wrote a little link library that I wanted to use for Eitrix. Basically, it works by hiding the actual data sending and recieving behind an interrupt (much like CALCnet2.2) and then pulling the bytes off of a queue. The usage is supposed to be: sub(LNB) : Initalize the link library sub(LNE) : Shut down the link library sub(LNS) : Add a byte to the send queue sub(LNG) : Get the first byte from the recieve queue
.LINKTEST LINK LIBRARY
"THEIR BYTE:"üStr1 "NOT CONNECTED!"üStr2
ClrHome 0üA sub(LNB) Repeat getKey(15) A+1^256üA sub(LNG)üB sub(LNS,A,10) Output(0,0,"YOUR BYTE:" Output(0,1,AåDec Output(0,2,"RCV:" Output(4,2,BåDec Output(0,4,"RCV NUM:" Output(0,5,"SND NUM:" Output(0,7,"TIMER:" Output(8,4,{L1+65}åDec Output(8,5,{L1}åDec Output(8,7,{L1+99}åDec End sub(LNE) Return
.BEGIN LINKING Lbl LNB 0ü{L1} Fill(L1,101 fnInt(LNI,2 Return
.LINK END Lbl LNE LnReg 0ü{L1} Fill(L1,101 Return
.LINK INTER. Lbl LNI Get(ü{L1+98} !If {L1+98}+1 {L1+98}ü{L1+66+{L1+65}} {L1+65}+1ü{L1+65} End If {L1} Send({L1+1},50)ü{L1+100} {L1+99}+1ü{L1+99} If {L1+99}ù{L1+2} or {L1+100} {L1}-1ü{L1} If {L1} conj(L1+1,L1+3,{L1}*2 End 0ü{{L1}*2+L+11}õ 0ü{L1+99} End End Return
Lbl LNG FnOff If {L+65} {L1+66}ü{L1+101} {L1+65}-1ü{L1+65} If {L1+65} conj(L1+66,L1+67,{L1+65}) End 0ü{L1+66+{L1+65}} FnOn {L1+101}:Return End FnOn ú1:Return
Lbl LNS FnOff If {L}<32 r1ü{(L*2)+L+1} r‚ü{(L*2)+L+2} {L1}+1ü{L1} End FnOn Return
Now, when I run this code on two linked calculators, the number of send packets in the queue is 1 most of the time, occassionally switching to zero. However, no data is actually appearing on the other calculator. My question is, why?
306
« on: February 11, 2011, 10:32:47 am »
Okay, now that sounds cool. Such a project sounds incredibly daunting, but I think it could be done by a kick-butt programmer.
One thing you have to remember is that it would need to be a gigantic app. There are hundreds of different enemies that each do different things, such as the walls of spikes, the bats that come up, the laser cannon, and the Delicious Fruit. You will probably have to have subroutines stored on the other pages.
Events are somewhat difficult to program. To write events, you would run a loop (either at the beginning of the game or in an interrupt) and check for all of the different events you can think of (key presses, proximity indicators, etc.). Then, store the results of those events in different memory locations, and then check those locations later in the game. However, I think that IWBTG could be done without events.
307
« on: February 11, 2011, 10:24:09 am »
One thing you could use is dithering. That is, every few milliseconds, keep a running tally of how much sound you "owe" in the true sound wave. Then, if you owe more than the peak, switch the voltage to create the click sound.
Additionally, if you use a Standard-to-Mini USB adapter, you could actually play sound out of the USB port using a USB audio device. Of course, the other thing you could do is extract the sound file when exporting the video, then tell the users to load it onto their MP3 player and play it at the same time they start the video (hey, it's low budget, but it works!)
308
« on: February 10, 2011, 10:35:18 am »
Okay, now that is awesome. The fact that the nSpire is being utilized so well is just awesome, even if it is a rickroll. Someone should do the Double Rainbow... Now, sound would actually be quite easy to do. I'll illustrate how a filmstrip works: ---------------------------------------------------------------------------- ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ |o | | o | | o | | o| | | | | | | | | | | | | | | | | | | | | | | o| | o | | o | |o | | | | | | | | | | | | | | | | | | | | | | | | |o | | | | | | | | | | | | | | | | | | | | | | | ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ------ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ----------------------------------------------------------------------------
As you can see, the top section contains the picture that is displayed on the screen. Alongside the picture area, there is a little area for sound (the ~ things). While a picture is shown on the screen, the sound adjacent to the picture is played on the theater's speaker system. A digital video would work much the same way. While a video is shown on the screen, the little sound bite associated with that picture would also play through the speaker system.
309
« on: February 09, 2011, 10:37:03 am »
When you create a new Appvar using the GetCalc(NAME, SIZE) command, and the appvar name already exists, it is replaced with a new Appvar of Size bytes that is filled with zeroes.
If you would like to read from an appvar, set a maximum size for the level and then when loading it, copy it to L1 or another saferam area. Then, simply read from L1.
If you want to store multiple levels in the same appvar, store the levelset like this: 1. Name of levelset 2. Number of levels 3. The size of each of the levels 4. Each level in turn If how to read this levelset isn't self-explanatory, I'll explain it later.
Oh, and that "appv" in the appvar name is actually the [2nd]+[v] token, not simply typing "appv".
310
« on: February 09, 2011, 10:29:42 am »
Yes, this would allow you to create parabolas, as well as more natural, precise movement. The difficult thing about doing this, however, is simply remembering when to translate your coordinate system. For a simple 2D game, it's not that bad, but with a 3D (raycast, Mode 7) game, you would also be scaling when referencing your environment's tilemap.
311
« on: February 08, 2011, 11:51:58 am »
The XBox games are on 360. Anyone with a Silver or Gold membership and 240 MS Points to spare can buy them on the XBox Live marketplace, under Indie Games. They don't require any console modding. Spin (our first XBox game) also has a free PC version, but Furball (our massively multiplayer XBox game) does not. Sadly, neither of these games have done very well on Marketplace - it's really quite dismal to check on your game's purchases and be happy about *1* free trial download. . But Eitrix will be better. Also, I don't know where you would post this, but I think it would be really cool to create a gamertag system for 84 Plus. Basically, you would have an 8-character name, a 16x16 avatar, and any Achievements you have unlocked in supported games. You could view it using a certain program (or App) and you would see your opponent's when playing link games. If no one else has created such a system, I'll take it on as my next project and make Eitrix and Axe Zombie compatible with it.
312
« on: February 07, 2011, 10:35:51 am »
It's for the other Eitrix game, the one we're making for XBox. ( http://betafreak.com/betafreak/Games/Eitrix/index.aspx). That project is currently on hold, although this one is not (since it's a great time killer ). BTW, since this weekend, I have added a Play/Quit menu on the title screen, which lets people quit the game if they didn't want to play. Up next, I will add a Game Over screen, return the game to the title screen after the game ends, and THEN add simple, 2-player linkplay. EDIT: After I add linkplay, I'm going to post to ticalc.org, because at that point the game will be feature-worthy.
313
« on: February 07, 2011, 10:31:13 am »
The post is not included. I used to have notifications for my Eitrix forum, but the post doesn't show up in the email. However, the email does contain the link to the post, so simply clicking the link will take you to the post.
314
« on: February 04, 2011, 09:58:50 pm »
I am very sad to announce that I am now abandoning CALCnet2.2 integration. I just cannot get a robust engine to work, so I am going to abandon it until somebody else writes a robust solution. I am not abandoning the entire project, however. As of now, I am coding more special attacks, and am going to work out a head-to-head mode with Axe's built in linking commands. I'm still not giving up on Eitrix, but it will not be the massively multiplayer game that it was originally planned to be.
315
« on: February 04, 2011, 10:20:21 am »
I think that the switch idea as it shows sounds really cool. If you are concerned about overhead for a lot of these commands, start eating into saveSScreen or appBackupSScreen if you aren't already. You could even create an Appvar buffer if needs be.
Quigibo doesn't have to do this, but I think it would be cool if someone made an app kind of like TI 83 Plus Catalog Help, except with Axe commands instead of TI-Basic. (As a review, this program installs a keyhook to the (+) key that brings up the command syntax for that command highlighted in the Catalog or function menus, and then lets you edit it in the top line and paste it back in the previous location). This would help people code using commands they don't usually use.
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