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Messages - Hot_Dog

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1921
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: September 03, 2010, 02:29:41 pm »
You can now download S.A.D. Alpha 3 to test with the Nspire 84+ emulator.  I have set the speed to 15 MHz because of the Nspire slow emulation speed.

Please report any bugs you find with incompatability in the subforum meant for bug reports.  Above all, try very hard to tell me what exactly caused the bug.  For instance, the program could crash every time you place a building, so please tell me that.

Finally, a bag of Rick Astley peanuts goes to the first person who tells me the following:
--------------------------------------------------------------------------------------

1.  Press Y=, and start at the upper-right hand corner of the map.  On your Nspire 84+ emulator, time yourself: how long does it take to reach the other side of the map by scrolling only to the right?
2. Build a refinery, and time yourself.  How long does it take for the refinery to build?

1922
ASM / Re: Replacement for IN F, (C)
« on: September 03, 2010, 11:37:21 am »
IN A,(C) should work. Are you sure the value of A doesn't need to be preserved?

Opps!

What I need to do is find a register that isn't being used.  Thanks, calc84!

1923
ASM / Replacement for IN F, (C)
« 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

1924
ASM / T-State Count of Undocumented IXH / IXL / IYH / IYL instructions
« 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?

1925
News / Re: S.A.D. Alpha 3 Now Available For Download
« on: September 03, 2010, 10:26:29 am »
Is it very slow, btw, to do that?

Well, it's too early to know for sure, but I'm using the Bell Multiplayer library, http://bell.timendus.com/, and I've found it to be quite excellent.  Furthermore, since interrupts occur about 120 times a second, it isn't long before both players sync with each other.  For right now, I'd say you have nothing to worry about.

Quote
Also, if the calc is accidentally unplugged or if you use a crappy link cable with poor contact, will the game stops until they're connected again?

Yes, the game does stop.  However, a user can press a certain key (I don't know which one I'm using yet) to pause the game so that when the calculators are connected again, the game won't start until both players are ready.

1926
News / Re: S.A.D. Alpha 3 Now Available For Download
« on: September 03, 2010, 01:10:08 am »
Quote
Quote
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
Awesome! Do you think the game will work fine between a 83+ and 83+SE? I know Nspire is out of the question because of the innacurate speed of its 84+ emu, though.

As long as the Nspire has interrupt emulation and link emulation, games should be fine between an 83+ and the Nspire.  The multiplayer mode uses interrupts to keep games in sync (meaning once one calc reaches an interrupt, it has to wait until the other calculator reaches the interrupt), so things will for sure be fine between an 83+ and an 83+SE.

1927
News / S.A.D. Alpha 3 Now Available For Download
« 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

1928
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: September 02, 2010, 02:56:26 pm »
Nice! I wonder if the white bar height could be reduced a bit, though, where the food icon ends? Maybe the money/food count could be moved one pixel up as well, since there is a lot of white empty space above compared to below.

That's due to the lobster.  I'm pretty sure that I can shave one pixel off of the top.  But everything else requires rewritting the user interface for everything (including menus), and I'm not ready to do that.  The only other option is replacing the lobster with something else.

EDIT: I shaved off one white pixel.  Any more than that, and either the text will be hard to read, or it's "Cook the lobster and replace it with another icon."

1929
Axe / Re: How to use interrupts
« on: September 02, 2010, 02:47:07 pm »
OH is that how the Mirage speed settings work?

Yes indeed, which is why it doesn't work for all programs.

1930
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: September 02, 2010, 02:41:39 pm »
DJ, I made this screenshot with you in mind.  :D

Now, I have to write the program to adjust the map in cursor mode so that the cursor won't be hidden under the bar.

1931
Axe / Re: How to use interrupts
« on: September 02, 2010, 02:35:47 pm »
So if I set interrupts at a frequency of 6, how many times would it run in a second?  What unit does it mean by '6'?

Unfortunately, it's not as simple as "units."

6 is the binary number 00000110.  Axe uses the 6th and 7th digits of this binary number to set an interrupt speed, because that's just the way the calculator works.  The calculator interrupt speed is set by a two-digit binary number, and Axe takes that number from the 6th and 7th binary digits of the number you specify. 

On a Ti-83+, if you specify a speed in axe of 0, the calculator reads the 6th/7th digits of the binary number 00000000 = 00, and it knows your interrupt routine should be run 560 times a second.  That's just the way the calculator works, it's a predefined interrupt speed.

If you specify a speed in Axe of 2, the calculator reads the 6th/7th digits of the binary number 00000010 = 01, and it knows your routine should be run 248 times a second.

If you specify a speed in Axe of 4, the calculator reads the 6th/7th digits of the binary number 00000100 = 10, and it knows your routine should be run 170 times a second.

If you specify a speed in Axe of 6, the calculator reads the 6th/7th digits of the binary number 00000110 = 11, and it knows your routine should be run 118 times a second.




1932
S.A.D. (Seek and Destroy) / Re: [S.A.D.] Progress 2010
« on: September 02, 2010, 11:55:45 am »
Well, back to the "Terrible screen resolution" problem.  In normal circumstances, the money/food amount will be displayed at the bottom of the screen.  When the cursor is over a building or when a horizontal menu is displayed, the money/food amount will be displayed above the menu or information box.  When a user is displaying a 3x3 menu, only the money (and oxygen for the Tosonians) will be displayed, and that will be at the bottom of the screen.  This is because there is no 3x3 menu where a knowledge of food count is necessary.

1933
Axe / Re: How to use interrupts
« on: September 02, 2010, 10:44:50 am »
By the way, you should take into account that at least in normal speed (6Mhz), the Ti-83+ has more interrupts per second than a Ti-83+ silver edition does.  It's roughly 110 interrupts per second for the Ti-83+ SE, and 120 interrupts per second for the Ti-83+. 

This was only tested on Wabbitemu, so please feel free to correct me.

1934
Axe / Re: How to use interrupts
« on: September 02, 2010, 01:44:33 am »
What are interrupts exactly?

Well, suppose you have a routine that you want to run every certain amount of time, no matter where you are in the program.  After the certain amount of time has passed, the program will be "interrupted" and run the routine.  When the routine is finished, the program will continue running normally.

That's why many people use interrupts for things requiring a timer.  For example, in S.A.D., I need a building to construct no matter what the user is doing in a program.  Whether the player is moving a ship, buying buildings, or collecting resources, that building has to keep on constructing.  So I have an interrupt routine to construct the building.  Whenever a certain amount of time has passed, the building's HP will increase by 1 HP.

1935
Axe / Re: How to use interrupts
« on: September 02, 2010, 12:10:53 am »
Do you mean axe or pure asm?

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