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Messages - Hot_Dog

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286
Elimination / Re: Elimination Test Version #1
« on: December 31, 2011, 04:28:35 pm »
Ok Darl, I'm going to be daring and insane.  Try this one--for keypresses, not for freezing problems.

287
Elimination / Re: Elimination Test Version #1
« on: December 31, 2011, 04:11:30 pm »
Ben_g, which calculator are you using?  I still have to fix the bug with enemies walking into doors, but I thought I had fixed the problem of them shooting through doors.  I'll have to look into that

Also, I forgot to tell everyone: When shooting at a monster, the monster should be in the center of your screen for the weapon to aim properly.  All weapons shoot at the center of the screen.



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I can't get any of my old 83pse roms working so I can't check if it works for that.

You can download TI Flash Debugger, and just change the file Ti83ps.clc into Ti83ps.rom by chaning the name.  It will work with Wabbitemu.  If this causes Elimination to work, I'll know it's a Ti-84+ problem

288
Elimination / Re: Elimination: A New FPS
« on: December 31, 2011, 02:50:07 pm »
Thanks to everyone who is testing Elimination for difficulty!  While that's happening, and until I can find out what's going on with bugs, I'm going to begin work on the Ice Cave levels.  You can view my updated progress report if you wish.

It's likely that the Ice Cave levels will be levels 17-23.

289
Elimination / Re: Elimination Test Version #1
« on: December 31, 2011, 02:16:13 pm »
Quote
-Actually now comes another suggestion: When hitting the enemy, have a different frame show up for a while or some sort of blood splash (or if it's already done and the animation was just too fast, slow down that animation too). Another idea is to make it XOR'ed, but like the extra frame that would require an extra sprite per enemy.

Another good suggestion, and that one won't be hard to add.

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Anyway I kept running out of ammunition, and stuck with the light saber.

I will add more ammunition.  DJ had the same problem, and of course since you've never played FPSes before, you're a perfect one to tell me if these are too hard

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Edit1: New version has same problems as the old version

Ugh...Last time I waited 8 T-States for the keyport, and in this version I waited 21 T-States.  If that's not the what's causing the problem, I don't know what is, but I don't have access to an 83+ BE to find out what's wrong.  Let's see what other responses come in, because now I have no clue what to do.

By the way, when I ran this through my Ti-83+ SE, I also had a problem with no response time.  But I can't yet duplicate the error consistently, so I don't know where to look for the problem.



290
Elimination / Re: Elimination Test Version #1
« on: December 31, 2011, 08:55:13 am »
Darl181, try the new version found at the top of the page.  I added more delay between key presses, something I forgot to do

DJ_O, thanks for the feedback!

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-Change calibration confirm key to 2nd or Enter. Hadn't I not read the spoiler, I would have pulled a battery, thinking my calc is stuck there.
-Be more consistent with Enter and 2nd. Only use one of them, preferably 2nd, which is the standard in calc gaming. I noticed we have to constantly alternate between Enter and 2nd

You're right on both of those.  There's a good reason I'm not doing it right now (and sorry for the trouble it adds), but in the next build I plan to make BOTH 2nd and Enter valid on any menu.

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-The ability to view a 15x15 minimap on the side of the screen while seeing the game normally. However maybe that would slow the game down too much.

That's actually a very good idea.  It's low priority, however, one of those things I'll add if there's time.

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-Slow down both gun and sword animations, else we barely see them on-calc

I can do that :D

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-Maybe change the enemy bars at the top of the screen to arrows or actual health bars. If they are meant to be health bars, in my test they were not working, although maybe that wasn't added yet

They're like health bars in RTS games: Health bars with less fill in the middle are enemies with low hit points.  As you play levels 2-5 you'll see enemies with more hitpoints, and then you'll really see the health bars in action

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make it so when you get hit, the entire screen (except the HUD) gets XOR'ed during 0.25 seconds then goes back to normal, so it's easier to notice. Another alternative could be to XOR the HUD for a few moments.

XORing the HUD will be faster, and I will do that.  If the HUD is off, I'll blacken the bottom of the screen.


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-Make the HUD visible by default.

Good idea

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-There's a glitch with the main menu arrow. It leaves a black trail behind it.

You're right about that, and that's a bug I'm aware of.





291
ASM / Re: Inconsistencies with Keypresses?
« on: December 31, 2011, 08:36:45 am »
It sounds to me like your key-reading routine doesn't have enough delay between writing to and reading from the key port. I'm not sure how much delay is safe enough for every calculator, but I know that Quigibo recently increased Axe's number of cycles between the port write and read for key input from 19 to 22 cycles because it turned out that 19 cycles isn't enough for some calculators running at 15MHz. Interestingly enough, Darl181 is the one who reported this problem for Axe as well. :P

Now that makes sense.  I'm so used to 8 cycles for 6 MHz, I forgot that 15 Mhz needs more time.  Thanks!

292
ASM / Inconsistencies with Keypresses?
« on: December 31, 2011, 12:47:48 am »
Darl181 was testing Elimination for me, and he said that he has the following problems on his Ti-84+ BE:

"Walking right (XTΘn) doesn't work for me, however walking left does (ALPHA Key).  Mode brings up a map and fires when you press it again to hide the map (and that fire consumes 2 ammunition), and 2nd toggles the HUD whilst firing.
Pressing apps brings up the light saber as it's supposed to, but only after displaying the map."

In the game, 2nd and MODE are only supposed to fire, nothing else.  The map is supposed to be toggled with MATH, and the HUD is supposed to be toggled with x-1.  I never have these problems on the Ti-83+ SE, is there something that might be causing these problems on this Ti-84+ BE?

Here's some things that Elimination does.  I don't know if it's causing the problem, but it doesn't hurt to list them.  Again, I don't have any of these problems on my Ti-83+ SE.
---------------------------------------------

* Elimination switches flash pages using ports
* Elimination uses crystal timers (for interrupts)
* Elimination uses page $83 for data storage in the $C000-$FFFF area
* Elimination uses ports for keypresses


293
Elimination / Re: Elimination Test Version #1
« on: December 30, 2011, 11:42:16 pm »
First time I ran it, it froze in-game (as in, it started by not responding to keypresses then the grayscale froze :/)
Also walking right (XTΘn) doesn't work for me, however walking left does.
Mode brings up a map, and fires when you press it again to hide the map (and that fire consumes 2 ammunition), and 2nd toggles the HUD whilst firing. ???
Pressing apps brings up the light saber as it's supposed to, but only after displaying the map.
Also I'm not sure if it's supposed to be this way but initially only the handgun is accessible.  As in, pressing other top-row keys don't appear to switch weapons like in the screenies.

Btw how do you unpause, or is there a way?

Edit: if it matters, 84pbe, full 128k ram, 21k ram free when ran.

The calculator does matter, because none of this happened on my Ti-83+ SE. I'm sorry about that, and I'll see if I can find out what's wrong.

By the way, yes, at the beginning, you can only use the handgun.  The other weapons are empty of any ammunition, so you have to find ammunition.

EDIT: Maybe it has to do with Classic mode?  Just a thought

294
Elimination / Elimination Test Version #1
« on: December 30, 2011, 08:04:19 pm »
For those of you who would like to test Elimination to see if it's too easy or too hard, you can download this Beta version below.  

The purpose of this release of Elimination is for you as the players to test the first five "easy" levels.  I want you to pretend you are a beginner and see if these 5 levels are too easy or too hard for beginners.  If a level is too easy or too hard, please post suggestions here.  This does not apply to secrets, I don't think that secrets should be "easy" to find

If you want to read the "readme / important information", you can click on this spoiler.  However, I know that you all know everything and don't need a readme  :P

EDIT3: New version, saves Calibration.  Also with more ammunition

Spoiler For Spoiler:


* Read the bottom of this spoiler for the keys to use.
* You start with all weapons except for the chaingun, which you have to pick up in level 3.  (Read below for weapon descriptions)  However, you do need to find ammunition
* Remember, you are testing for difficulty.  You don't need to try to break things and test for bugs.  However, if you come across a bug, please feel free to let me know.
* This game does not yet work on the Nspire.  Don't try it.
* When you reach the level five boss, don't try to get back to the locked door with the "III" on it, the one that you enter to get to the boss.  I forgot to have that area sealed off, and that's something I need to fix, but I feel that there will be bugs with other enemies if you "run away" to the main area.
* Please DO NOT report these bugs that I know about:
--Chaingun displaying an incorrect message when you pick it up
--Enemies and dead bodies appear in incorrect locations when a saved game is loaded.  This bug does not hamper gameplay, but if I were to try to fix it, saved games would be much too large
--Text in the menu appears gibberish.  I know that I have to fix this, but just remember that the first item is "New Game," and the last item is "Quit."
--Enemies in a line die to the same shot.  This requires too much effort to fix, so in the manual I'll use the excuse that the player has "piercing" weapons.  Besides, it adds more strategy :D
--Menu cursor displays black boxes when it moves up/down, and the text "Results" appears at the bottom
--Scoreboard at the end of a level appears over the game instead of a clean screen

Controls
-------------------------------

2nd / Mode -- Fire, Select Option from Main Menu
Alpha / XTThetaN -- Walk sideways
GRAPH -- Finish Calibrating
Enter -- Button you use to skip most screens
DEL -- Open a door or flip a switch on
APPS -- Bring up the lightsaber.  The lightsaber does 10 damage, and needs no ammo.  You must be close to an enemy to use it.
Y = -- Use the handgun.  The handgun does 3 damage.  It's semiautomatic, but it will fire as fast as you push the 2nd or mode buttons.  It does very little, if any, splash damage.
WINDOW -- Use the shotgun.  The shotgun does 12 damage with splash.  It needs time to reload.
ZOOM -- Use the chaingun.  Every time you hold the trigger, the chaingun requires time to warm up, so the first 8 bullets do only 2 damage each.  After that, bullets will do 3 damage each until the trigger is released.  The chaingun does some splash damage.
TRACE -- Use the rocket launcher.  Rockets do 40 damage with splash.  If you're too close to a wall, an object or an enemy, you'll get hurt, up to a maximum of 20 damage.
GRAPH (In Game)-- Use the Annihilator, the plasma gun.  Plasma cells do 1 damage each, but they will damage anything you can see on screen, and sometimes enemies right on the edge of the screen.
MATH -- Toggle the map on/off.  You can move while the map is on.
X-1 -- Toggle the HUD on/off.
+ -- Skip a level.  With this button, it will take about 2 seconds before the game is ready to move to the next level.  You MUST have the HUD on for this to work (a bug that will be fixed later)
1 -- Save your game.  Make sure you don't run applications that could erase page 3, such as Crabcake games or thepenguin77's chess game
4 -- Load your game.  You must be in-game to load a game.  If you exit after saving, select "New Game", then press 4 to load your previous game




295
Gaming Discussion / Does any one have a copy of The New Chex Quest 2?
« on: December 30, 2011, 01:20:28 pm »
I'm a big Chex Quest fan, and I noticed that someone had worked on converting DOOM 2 to use Chex Quest graphics.  It's no longer available for download, or at least I don't know where to get it.  Does anyone have a copy that I can download, or does anyone know where I can find it?

296
ASM / Re: DOOM melting effect for z80?
« on: December 29, 2011, 12:43:23 am »
I'll try it!  You're awesome, Deep Thought!

(And of course I'll credit you ;D)

EDIT: In your screenshot, the sides stay completely black, as if the melting effect doesn't occur there.  Is that because the original image is completely black on those ends?

297
TI Z80 / Re: Play it safe with the Ti-83+/Ti-84+ Screen
« on: December 28, 2011, 10:39:52 pm »
Doesn't alcdfix fix this problem by adding delay to port access to the screen, or is there a new problem?

That doesn't work on Ti-83+ BE calculators.

298
TI Z80 / Play it safe with the Ti-83+/Ti-84+ Screen
« on: December 28, 2011, 07:45:11 pm »
If you're programming in ASM, you probably know that the Ti-83+ screen is slow, and requires time between each byte of data that you output to it.  If you draw to the screen too fast, your game will have issues and go berserk.

There are two ways to take care of this.  One way is to read port $10 after you output a byte to the screen.  If bit 7 of port $10 is equal to 1, the LCD is busy, and it's dangerous to put a byte to the screen.  If bit 7 equals 0, you can output another byte to the screen.  

The other method is to know the maximum amount of time it takes the screen to be ready, and then you can wait that long after displaying one byte of data before you output the next byte.  This method is faster than the first one, but it's not as safe (read on!)

When the Ti-83+ first came out, people knew that it takes a maximum of 65 T-States for the screen to be ready after a game outputs a byte.  (~165 on the Ti-83+ SE and the Ti-84+)  Many games, therefore, used the second method for timing because it would produce faster games.  However, many of the new calculators have screens that take longer than 65 / 165 T-states to display information.  So the old games created for old calculators display graphics too fast to work with the new screens.

If you want to program a game that is guranteed to work on all Ti-83+ calculators--then, now and will be--you should use the first method.  It may be slower, but it's fool-proof.  You can always try to time your game with these new screens, but it doesn't mean that your game will work well with future calculators.


299
Computer Projects and Ideas / Re: Web-based Wabbitemu Frontend
« on: December 28, 2011, 02:23:07 pm »
Wow, thank you Netham45!  It will be fun and convenient to use this!

300
Elimination / Re: Elimination: A New FPS
« on: December 27, 2011, 10:34:59 pm »
Not sure if this has been asked before:  Is it possible to strafe, a la Maze3D II and console games?

You mean like walking side-to-side?  Yes, you can do that!  I don't show it in the screenshots because it's difficult to fire/strafe at the same with Wabbitemu

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