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Topics - Hot_Dog
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241
« on: September 03, 2010, 11:31:05 am »
Part of the reason for S.A.D.'s incompatibility with the Nspire is because of the following 3 lines of code, used in SafeCopy to copy plotsscreen to the LCD:
rowwait: in f,(c) jp m,rowwait
Is there any code I can use to replace this? I tried using IN A, (C) because the sign flag is affected, but apparently that didn't work
242
« on: September 03, 2010, 11:17:28 am »
This is more of a curosity question than anything else, but if one uses the undocumented instructions to access the lower and upper bytes of IX and IY, does it take -- approximately -- twice the number of T-States as it takes for their equivalents in H and L to execute?
243
« on: September 03, 2010, 12:55:46 am »
You can now download the next build of S.A.D. for testing and experimenting purposes, as well as for enjoyment. I have highlighted in bold all new features, so if you read the news for the previous build, your biggest concern is the stuff in bold. I salute Netham45 and his band of lobsters This version of S.A.D. allows you to preview the human race. You can select a ship, construct a building, check the progress of your buildings, and move across the map. Collision is also implemented to the point that buildings cannot be placed on top of each other or on top of solid objects and space. You can add refineries and processing units to increase your income, and you can view your income. Buildings cost money now, although ships don't cost money yet. Buildings have more realistic costs and construction times.
When you see the loading screen, please be patient. The loading screen is not a "goodie," the game really does take time to load.Controls ------------------------------ 2nd -- Displays the "Construct Building" Menu Alpha -- Displays the "Select Ship" Menu Mode -- Toggles the cursor on and off X_T_Theta_N -- Allows you to drive your ship. You can toggle this mode on and off with the same key. Enter -- Place a building after you choose where you want it placed. If you press Enter over a refinery, you can build processing units to increase your income.Arrow Keys -- Move Soft Keys--Adjust the speed at which the map Scrolls Clear -- Exit a Menu, or exit the game entirely Plus Key -- Toggle the resoures view, meaning how much money and supplies you have.Hot Keys (For Menus) -- 2nd, Mode, Del, Alpha, X_T_Theta_N, Stat, Math, Apps, Pgrm ----------------------------- A download link is provided below. I have a forum available for bug reports, so please list any bugs there. Please limit yourself to 25 buildings (NOT including processing units) per test-run. I recommend testing this on an emulator. The game, for right now, requires 21 KB of memory and 4 app pages. The game does not check to see if you have enough memory. I WILL NOT BE HELD RESPONSIBLE for any damage to your calculator. Enjoy, and please let me know of any issues that exist, except for the following:
1. Please don't mention any errors that might occur when a player makes too much money 2. Please don't mention any errors about incorrect collision. There are some tiles I accidentally marked as "collidable," and others that I forgot to mark as "collidable." This is not a program bug, just a data bug.
Download Link: http://www.omnimaga.org/index.php?action=dlattach;topic=4324.0;attach=3092
Download Link to Nspire-Compatible (hopefully) File: http://www.omnimaga.org/index.php?action=dlattach;topic=1315.0;attach=3094
Things to look forward to, for sure, in S.A.D. Alpha 4: ------------------------------------------
Simple 2-Player gameplay: You can connect two calculators, and move ships / construct buildings against each other. Actual Buying and Construction of Ships
There may be surprises, but the above two items will be included for sure
244
« on: September 02, 2010, 12:10:14 am »
Although we are one day late on this, I am pleased to announce that Omnimaga is now 9 years old! Omnimaga started on September 1st 2001, and so yesterday marked its ninth anniversary. I will leave the history of Omnimaga to DJ: http://ourl.ca/3634/66325We at Omnimaga wish to thank everyone for their hard work in helping this site to be one of the best calculator communities in the universe. A lot of new projects have come in, and we can tell that the designers are putting their best effort into their work because they enjoy what they do. On top of that, the post count for this year is at an all-time high. These posts include great questions, informative answers, and encouragements that allow our programmers to continue their work, knowing that their games and applications are greatly anticipated. Finally, it is very Nspiring for us that even though Ndless has barely been out, we have had some very nice Nspire projects. I speak for the Staff at Omnimaga, as well as the Coders of Tomorrow, when I say that I look forward to the future and what Omnimaga has to offer to the world, let alone to calculator users everywhere. DJ Omnimaga has put together a tribute video for the 9th anniversary of Omnimaga. I wish to give a big thank you to DJ, who has been the entire backbone of Omnimaga. Without him, we could never dream of Omnimaga being a glorious light in the future of calculator communities. He made all of this, and much more, possible. UPDATE: Video can now be downloaded on our site (although it is 75 MB large): http://www.omnimaga.org/otherfiles/tribute_to_omnimaga_2010.wmv
245
« on: August 27, 2010, 05:11:34 pm »
Well, I decided to start putting together this guide a little bit early. This is a guidebook I will be releasing with the Source Code of S.A.D., and as you can guess, it tells people how to modify S.A.D. to make Real-Time Strategy games of their own for the Ti-83+ series. In this way, only an intermediate knowledge of ASM is required. If you understand the first 14 chapters of my ASM guide, you will have no trouble with the guidebook I will be providing. S.A.D. isn't hard to work with code-wise once you understand what's going on, so I'm hoping people in the future will take advantage and release RTS games of their own--maybe even ones where one can use two or more different kinds of units in their group. However, I will confess that the reason I'm working on it this early is because if people understand exactly what's going on, they might be able to help me make the game like they wanted to--but couldn't because of lack of ASM skills. Yes, I'm a little bit selfish I'll post .pdf files as I make progress. Unlike the Ti-83+ ASM guide, there will only be PDF files.
246
« on: August 26, 2010, 06:44:13 pm »
For those of you interested in Design Documents, I wrote this when Buckeye joined the S.A.D. team. You'll find that about half of S.A.D. follows this document, and the other half has changed dramatically.
247
« on: August 20, 2010, 12:57:22 pm »
Is there any software for editing sound (preferably free) where when you view a wave, it shows the frequency/wavelength of a part? I'm thinking something like a graph, where the wave is displayed on the graph, the Y-axis is the frequency, and the X-asis is the length
248
« on: August 18, 2010, 11:56:13 am »
Hi, guys,
This is the code I'm using to teach people how to draw any-size sprites: (In this case, an OR routine)
Put_Sprite_OR: ; A = x coordinate ; L = y coordinate ; B = number of rows ; Sprite_Width holds the width of the sprite ; IX = address of sprite LD H, 0 LD D, H LD E, L ADD HL, HL ADD HL, DE ADD HL, HL ADD HL, HL
LD E, A SRL E SRL E SRL E ADD HL, DE
LD DE, plotsscreen ADD HL, DE AND 7 JR Z, _AlignedOR
LD C, A PUSH HL LD A, 12 LD HL, Sprite_Width SUB (HL) LD D,0 LD E, A POP HL _RowLoopOR:
PUSH BC ;Stores width into B, which will be decreased 1 by 1 until one row is complete LD A, (Sprite_Width) LD B, A
_ColumnLoopOR: PUSH BC LD B, C LD C, (IX) OR A
_ShiftLoopOR: SRL C RRA DJNZ _ShiftLoopOR
INC HL OR (HL) LD (HL), A
DEC HL LD A, C OR (HL) LD (HL), A
POP BC INC HL INC IX DJNZ _ColumnLoopOR ADD HL, DE POP BC DJNZ _RowLoopOR RET
_AlignedOR: PUSH HL LD A, 12 LD HL, Sprite_Width SUB (HL) LD D,0 LD E, A POP HL _PutLoopOR: PUSH BC LD A, (Sprite_Width) LD B, A
_PutLoopOR2: LD A, (IX) OR (HL) LD (HL), A INC IX INC HL DJNZ _PutLoopOR2 _PutLoopORAdd: POP BC
ADD HL, DE DJNZ _PutLoopOR RET
But, even though it's important that someone knows about clipping sprites, I an unskilled in that area, and I need help knowing how to do it with this particular routine. The thing is, it has to be for THIS routine because this is one that beginners up to this point can understand.
Thanks for any help you can offer
249
« on: August 18, 2010, 12:32:28 am »
For those of you who think you will laugh and point at me for asking a reasonable question, please leave immediately.
So, this is part of the code for PlayWav:
di ld a, 0FDh out (01h), a
main: ld a, (hl) and 0Fh ld c, a call Label15 ld a, (hl) srl a srl a srl a srl a and 0Fh ld c, a push iy pop iy ;slow this down a little call Label15 inc hl dec de ld a, d push iy ;slow this down a little pop iy or e jr nz,main ei ret quit: pop af pop af ;fix the stack pop af ret
Label15: ld b, c inc b ld a, 0D3h
Label18: out (00h), a djnz Label18 ld a, 10h sub c ld b, a ld a, 0D0h
Label19: out (00h), a djnz Label19 ret
1. If I were to use a custom sound, one single recorded note, would it be possible to adjust the frequency and duration of that sound to allow more notes? 2. Would it be possible to have 2--or even 4--channels of said single recorded notes at said frequencies and durations?
I'm not asking for code (cause I have an idea of what I want to do), I'm just asking if it's reasonably possible.
250
« on: August 15, 2010, 08:15:28 pm »
I've been continuing work on ASM Gorillas so that I can work on Lesson 15 of my ASM lessons. It seems that for some reason, nothing happens after _getKey. I tried setting a break point on the line immediately following, and that breakpoint is never reached. What am I doing wrong?
Btw, in this case, B = 12, C = 21, HL = "Name:" and DE = statVars.
;HL = The text to display for receiving input ;DE = Variable to store the input to ;B = The maximum number of characters that can be
inputted ;C = penCol location, that is, the X coordinate of ; the string being entered
Get_Player_Input:
ld (Input_Display_Text), hl ld (Variable_For_Input), de ld (Pen_Column), bc ld a, b ld (Max_Num_Of_Chars_Check), a push de
ld hl, plotsscreen ld de, appbackupscreen ld bc, 768 ldir
SET lwrCaseActive, (IY + appLwrCaseFlag)
Draw_Underscore_Cursor:
SET textWrite, (IY + sgrFlags)
ld hl, appbackupscreen ld de, plotsscreen ld bc, 768 ldir
ld a, (Input_Y) ld (penRow), a
ld a, (Coordinates_Of_Please_Input) ld (penCol), a
ld hl, (Input_Display_Text)
;Saves the value of where our string inputted ;will be saved
;Displays the string telling the player ;what to input
B_CALL _VPutS
ld hl, (Variable_For_Input)
ld bc, (Pen_Column)
ld a, c ld (penCol), a
B_CALL _VPutS
call fastcopy
ld a, (Input_X) ld (penCol), a
RES textWrite, (IY + sgrFlags) ld a, (Underscore) B_CALL _VPutMap
B_CALL _getKey
cp kExtendEcho2 jr z, Check_For_LowerCase_Letters
251
« on: August 14, 2010, 10:16:59 pm »
I apologize if someone asked this before, but does the Nspire Ti-84+ emulator take into account the extra RAM pages?
252
« on: August 06, 2010, 03:37:19 pm »
Please post any bugs you find.
253
« on: August 06, 2010, 03:33:28 pm »
It's here! You can now download the next build of S.A.D. for testing and experimenting purposes, as well as for enjoyment and taking your mind off of "the game." This version of S.A.D. allows you to preview the human race. You can select a ship, construct a building, check the progress of your buildings, and move across the map. Controls ------------------------------ 2nd -- Displays the "Construct Building" Menu Alpha -- Displays the "Select Ship" Menu Mode -- Toggles the cursor on and off X_T_Theta_N -- Allows you to drive your ship. You can toggle this mode on and off with the same key. Enter -- Place a building after you choose where you want it placed Arrow Keys -- Move Soft Keys--Adjust the speed at which the map Scrolls Clear -- Exit a Menu, or exit the game entirely Hot Keys (For Menus) -- 2nd, Mode, Del, Alpha, X_T_Theta_N, Stat, Math, Apps, Pgrm ----------------------------- A download link is provided below. I will have a forum available for bug reports, so please list any bugs there. Please do not try to place buildings on top of each other, and do not try to completely cover the map with buildings. Most importantly, I recommend testing this on an emulator. The game, for right now, requires 21 KB of memory and 4 app pages. I WILL NOT BE HELD RESPONSIBLE for any damage to your calculator. Enjoy, and please let me know of any issues that exist! http://www.omnimaga.org/index.php?action=dlattach;topic=3990.0;attach=2683Things to look forward to in S.A.D. Alpha 3: ------------------------------------------ Shadows from Ships Collision Detection, so that you won't run over buildings or place them on top of each other Controlling groups of the same unit rather than a single unit Realistic Building Construction Times
254
« on: August 03, 2010, 04:08:10 pm »
It seems like ever since the Bungies left, we've been increasing the amount of posts in order to continue the sites' good reputation! I've seen good answers to questions, "good job" kinds of comments, and pondering questions that were not asked on other calculator sites. Most importantly, we've been keeping our community spirit as far as I can tell.
Keep it up everyone, let's show everyone that there's a wonderful reason to join the community.
255
« on: August 03, 2010, 10:18:08 am »
Is there any way to know what posts we got +1 or more for, in terms of respect? There have been a couple of times my respect increased, and I was mighty curious what I wrote
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