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Messages - Hayleia
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736
« on: February 19, 2014, 05:31:20 pm »
I have a nice game. If you guess why the readme is called "readme", you win. More seriously though, TI Boy CSE doesn't have sound. Q. TI-Boy SE had audio output, didn't it? What happened to that? A. My optimized graphics code doesn't play nicely with the audio, so it had to go. It may make a comeback, but no promises. It's written on the first post too.
737
« on: February 19, 2014, 03:44:28 pm »
Weird, I am using FireFox 27.0.1, and am currently seeing this problem on Windows 8 (not 8.1).
738
« on: February 19, 2014, 02:45:27 pm »
I didn't feel like making a new topic so I just hijack this one On OmnomIRC, using the scrollbar to go up (I mean, going back in time) works fine, but going down (getting back to the present) has some problems, the bar seems to randomly jump instead of simply going down.
739
« on: February 19, 2014, 02:12:28 pm »
Some random optimizations I saw when looking at your code. At the beginning, you have (among other affectations) 0→B 0→Gwhich can be optimized as 0→B→GBelow, you have Repeat (getKey) and (getKey(9)) If getKey(15) Goto END End Endwhich can be written without external parentheses around "getKey", and I also think that While 1 End!If getKey-9 and (-6→r1) !If r1 Goto END Endworks the same but is better. If A>4000 0→A 0→B Endcan be written If A>4000 and 0→A→B Endbecause A>4000 equals one if we enter the If, and 1<256 so A>4000 and 0 equals 0. If getKey(9) B-- Else B++ Endcan be written getKey(9)?B--,B++ to be more readable, but that doesn't save any space once compiled. But I am sure something like getKey(9)*2-1*~1+B→B can be done. I didn't try though. Note that "~" is the "little minus" sign. If C=~16 saves space if written !If C+16. Same for If D=~16. I am pretty sure that If (C>65527) or (C<19) is the same as If C+9<28. (A/5)<(F+31) is the same as A/5-F-32<0 but this one doesn't have to save a calculation to recall it later. In this, r3/10→r3 End!If r3You don't have to put "r3" after "End!If". Return ReturnI didn't try this one (same for the others in fact ) but I think that [/tt]{Y1}-G<0[/tt] is more optimized than G>({Y1}). Here, If G>({|Y1}) SCORE(41,49,G) Else SCORE(41,49,{|Y1}) End DispGraph If G>({|Y1}) DelVar "|vIrnPants" GetCalc("|vIrnPants",14)->r1 G->{r1} Archive "|vIrnPants" GetCalc("|vIrnPants",|Y1) Else Pause 1000 End DispGraphYou put two times the same If. Either get everything in one, or at least save the result of the calculation in a var and make on If with the calculation, the other one with the var. I also don't get why there are two DispGraph, both outside all If. That's all I saw And once again, I didn't try them, so don't put them all at once, try them one after each other, separately, and be sure that one has not broken anything before trying another I also noticed that, at the very beginning: ... A y value B accel C counter 1 D counter 2 E pipe 1 F pipe 2 G score ...You know, you can use variables with custom names in Axe. You just have to do pointer_to_two_bytes_ram_area→°Name_of_var, like for example L5→°Acceleration L5+2→°Speedand then you can do Acceleration+Speed→Speed and whatever you want (just be sure in that case to clean L5 at the end of your program, with a ClrHome). You can also do °E→°Pipe to rename the E var into Pipe (and then, if you do Pipe after a 1→E, you'll get 1).
740
« on: February 19, 2014, 01:40:29 pm »
Ah ok thanks for the info. Is it just due to having to redraw everything or because of possible flicker?
It's due to having to redraw everything. Right now, I just draw pipes once and then keep shifting. And you read right, I draw once, I don't keep drawing while it's half offscreen, I draw them once in L1 then shift L6 (and L3) with a part of L1 But If I went parallax (with 4 lvl of grey, 3 is not a problem as said previously), I'd have to draw all pipes, refresh screen, erase pipes according to their positions or reinitialize the background (don't know which is slower ), shift the background then draw all pipes again. This is slow, but also forces the placement of the "refresh screen" part while with my current code, I can use an interrupt.
741
« on: February 19, 2014, 12:26:27 pm »
If you do it as an app and you want to change the Pic1 var while runtime, you'll need to store to some other variable, like, e.g. A instead.
Pic1 is not a var, it's a pointer. Which is why you "can't" change what it points to when you compile as an app, it points to a byte in ROM. So you'll have to copy what it points to to some place in RAM then you'll be able to modify the content of the copy, but still not what Pic1 points to. And doing Pic1→A is not copying what Pic1 points to "in" A (I don't even know what that would mean), it just gets A to point to the same place as Pic1 points to (so if you compiled as an app, A points to ROM too).
742
« on: February 19, 2014, 12:20:50 pm »
What I am wondering is if parallax scrolling would slow the game down?
It depends. If I keep everything 4 lvl of greyscale, then yes, it will slow down a lot. But if I scroll a white+grey background with only three levels of grey (pipes would be black then, but dark clouds would not be possible), then it will speed up. Thanks everyone for the support
743
« on: February 19, 2014, 12:51:52 am »
{R} points to an appvar. Or does R its self point there? Gah! Syntax! Ok now its
asm (EFE542)→O {R}-O→T T÷1000→N But it still doesnt change the display of O. Edit: Im useing output(4,5, {R}▶Dec Edit... again: I switched {R} to O, and you know what it worked!
If you made a GetCalc(...)→R, then R points to an appvar, and not {R} which is the first byte in your appvar, so storing in the appvar indeed looks like →{R}, except when you have two bytes to store, which is likely if you have more than 255 bytes of free RAM, and in that case you have to use →{R} r (and be sure that your appvar has a length of 2 at least, and that you won't store anything else in {R+1}).
744
« on: February 19, 2014, 12:41:13 am »
I think with all of these flappy clones combined, we get more downloads than the real game.
Yeah, but unfortunately, we don't make money Anyways, I love it! Better than ClrDraw's version! (And I don't say that often)
Well, thanks, but how can you say that before trying it ? I really like the grayscake, good work! How big is it?
(grayscake ? ) Thanks Compiled for Noshell, i's 3043 bytes for now (because of 1536 bytes for the background, but I could save a lot considering that half the background is monochrome).
745
« on: February 18, 2014, 04:00:38 pm »
Many people already made their version of a Flappy Bird clone. So I thought "why not me too ?" I think it is useless for me to explain the gameplay, it's in every other topic. So I guess it's just screenshot time (6MHz, as usual). As you can see, collision detection is missing and the game needs a menu and such things so no release for now. I'd also like to optimize it a bit so you'll have to wait Anyways, tell me what you think of it Download here
746
« on: February 18, 2014, 12:58:29 am »
any ideas on possibly speeding it up a little/
Calc84maniac is obviously doing whatever he can.
747
« on: February 18, 2014, 12:46:10 am »
Haha ! Bulbasaur Lvl 35 in Pallet Town
748
« on: February 18, 2014, 12:37:42 am »
However, I only figured out part of the controls, and my calc froze at some point Are you sure it froze and didn't just display the sky? I haven't had a freeze in a while, only crashes until I (hopefully) fixed them
The D-Pad and the number keys stopped responding. It's possible I made it crash myself though because I tried all the keys.
749
« on: February 17, 2014, 03:31:00 pm »
Does this require a specific (as in "not too old") revision of Ndless ? Because I can run nCraft but not crafti ("not supported"). And yeah, I have a really old revision edit Indeed, works with r914. However, I only figured out part of the controls, and my calc froze at some point Great job other than that
750
« on: February 17, 2014, 03:26:31 pm »
It has the same speed on 83 and 84, don't worry
It doesn't have the same speed on the 83 because it doesn't run on the 83. It runs on the 83+ though.
well duh
Well I agree that TI is not helping by giving stupid names, but if we say "82" for all calcs starting with "82", same for "83" and same for "84", then we have this (real equalties are green, false one are red): 82 =82+ =83+ =83+.frUSB =84+SE =84+CSE Do you really think that 82=84+CSE ?
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