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Messages - Hot_Dog

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241
Elimination / Re: Elimination: A New FPS
« on: January 18, 2012, 10:20:06 am »
I'm also leaning toward simpler.

Sorry that there's no screenshot yet.  I've had it with enemies disappearing without permission, so I'm fixing this bug ahead of schedule.  On the plus side, a screenshot for level 18 won't be far behind the screenshot for level 17, since  these bugs were planned for testing in level 18.

242
Elimination / Re: Elimination Test Version #1
« on: January 17, 2012, 09:22:16 pm »
Darl181, can you tell me exactly what you use zStart for and what settings you have turned on?  I know that after you uninstalled zStart you still had trouble running the game the first time, but I am still trying to recreate the situation.  After 50 test runs I still cannot force the game to crash on startup :banghead:

243
Elimination / Re: Elimination: A New FPS
« on: January 17, 2012, 12:09:24 am »
Perhaps something fancy?

What do you mean?

244
Elimination / Re: Elimination: A New FPS
« on: January 16, 2012, 10:41:02 am »
will there be some kind of cross hair or any kind of indication of where you're aiming?

There will be.  I keep forgetting to put it in :D

245
ASM / Re: Comparing bits in a register
« on: January 15, 2012, 10:05:17 pm »
So you want to know if bits 5, 4, 1 and 0 are all alike?

246
ASM / Re: Comparing bits in a register
« on: January 15, 2012, 10:00:46 pm »
I don't quite understand how XORing will help you compare, but here's one (8 bytes, 31 cycles)

Code: [Select]

  ld c, a
  rrca
  rrca
  rrca
  rrca
  xor c
  and $F0


247
Elimination / Re: Elimination: A New FPS
« on: January 15, 2012, 08:12:23 pm »
Screenshot coming soon!  I have to test Level 17 now that I've implemented a new attack system (read on!)

From now on, moving forward and backward will not make an enemy fire slower, which is much more realistic.  (Enemies are not supposed to panic when you charge toward them ;D

On the other hand, when you strafe and then stop, it takes time for the enemy to "come back to his senses" and aim correctly.  How does that help?  You can take a quick shot or two at the enemy, strafe left, strafe right again so the enemy is in front of you, and then fire a few shots again.  Then you can strafe again before the enemy "comes to his senses."  Of course, it doesn't always work, but strafing is much safer than standing still.  (See the screenshot to see a rough shot of this in action)

By the way, I implemented ALPHA to toggle strafing on and off.

248
ASM / Re: Multi Picture Storage
« on: January 15, 2012, 03:00:37 pm »
Yeah, I forgot to mention that in the lessons.

By the way, if BC = 0, 65536 bytes of data will be copied.  BC always equals zero after you copy a picture, because the calculator will copy a byte and decrease BC until BC = 0, meaning there are no more bytes that need to be copied.

The second time, since BC was 0, essentially what happened is you corrupted all your calculator's RAM  ;D

249
ASM / Re: Set by Address restrictions?
« on: January 15, 2012, 02:56:21 pm »
There is also another cool trick the same size and speed almost the same speed as Hot_Dog's suggestion but destroys the value of 'c' instead of 'a' (in case you need to preserve a).

Code: [Select]
ld bc,(var1-1)
This works because 2 byte numbers are stored as little endian in memory.

That's one of those tricks that totally makes sense but someone like me forgets about ;D

250
ASM / Re: Set by Address restrictions?
« on: January 14, 2012, 11:59:25 pm »
You can also get the value in register A, and then use "ld b, a"

Wonderful job on this program so far!  Keep up the good work!

251
Axe / Re: consistant framerates?
« on: January 13, 2012, 10:09:34 am »
if i were writing a processor-intensive program that had a lot of variance in framerates, how could make them stable?
interrupts would slow things down too much, wouldn't they? would measuring out the difference in number of cycles at any branch in the code and then adding in a wait for that long on the slower one work?

Interrupts wouldn't slow things down if you wrote your own routine. 

So let's say you want 15 frames per second, approximately.  You could have a counter set to 8 (An interrupt routine happens about 108 - 120 times per second, and 15 * 8 = 120), and decrease the counter everytime the interrupt routine runs.  Reset the counter to 8 when it reaches zero.  When you reach the end of your code that is looping, check to see if the counter is = to 8.  If not, don't loop again until it is.

252
Computer Programming / Re: Best language for beginners?
« on: January 12, 2012, 04:45:34 pm »
Like Qwerty.55 said, it's all dependent on what you know about. To that end, I don't think ASM is "hard," it's just very different, like the difference between sign language and spoken language.

253
Elimination / Re: Elimination Test Version #1
« on: January 12, 2012, 02:15:42 pm »
Hmmm...that's a good question.

AppData
RamCode
AppBackUpScreen
TempSwapArea
SmallEditRAM
CmdShadow
TextShadow (I fix it before quitting)
StatVars
savesscreen
All of page $83, except for the two areas that could contaminate the 84+ OS

The only permanent information is for saving games, this should not affect anything except calibration

EDIT: Games will save to an appvar in the next version for more permanent results.  However, this doesn't explain why games freeze at startup from time to time

254
Elimination / Re: Elimination Test Version #1
« on: January 11, 2012, 03:34:17 pm »
Well, that's not the big problem.  The problem is how the calculator isn't saving calibration and how it always seems to freeze.  I've rarely had the latter, never had the former happen to me.

255
Elimination / Re: Elimination Test Version #1
« on: January 11, 2012, 03:28:37 pm »
It might be the fact that it's an 84+.  But I don't have one to test with

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