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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.
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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.
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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. Quote 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. Quote 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 Quote 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! Quote -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. 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. Quote -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. Quote -Slow down both gun and sword animations, else we barely see them on-calc I can do that Quote -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 Quote 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. Quote -Make the HUD visible by default. Good idea Quote -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. 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 ) 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 EDIT3: New version, saves Calibration. Also with more ammunition Spoiler For Spoiler: 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?
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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 ) 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!
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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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