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Messages - Iambian
Pages: 1 ... 9 10 [11] 12 13 ... 52
151
« on: December 02, 2011, 03:37:07 am »
Sorry guys, I had this insatiable urge to necropost, but I needed to come up with a semi-legitimate way to do so. Just as a reminder, the first post on this thread depicts the version history of 0.01, 0.02 (current playable demo), and 0.03, which was dumped because of bugs that could not be fixed. As such, the current version (0.04) was rewritten from the ground up and I say the code base is much better than it has ever been. CaDan internally is much more organized and easier to edit. Yes, I *have* addressed the issue regarding "illegal" z80 instructions so this iteration of CaDan, whenever it is released, *should* be playable on the Nspire. I'll update the first post whenever I get something releasable on 0.04. With that release, replays and external levels *should* be supported, but even if they aren't, they can be added in with relative (as compared to 0.03) ease. I'll probably support replay first and externals last, more or less because replay data can be tested right then and there, but I'd have to do... something... to get external levels to be ready for testing. To help the latter, I will be asking Geekboy (sometime in the far future) to work on CaDanITE, which was something I started but never really thought about past the planning stage. As always, please play the game in a padded room if you attempt the lunatic difficulty, or play the extra stage.
152
« on: November 29, 2011, 04:52:37 am »
Okay. Not tested yet, but I reduced the size of the LUT to 64 bytes (old was 256) and did more linear interpolating to make up the difference. In the end, the size of the compile went from 400 bytes down to 206. Once I can verify that the new routine works "well", I'd like to run a speed test to compare Quigibo's routine versus mine, you know, to see if all that "extra stuff" in my routine is actually worth it.
Just as a note, because of the way the lookup table works, the results you get from X or Y going past -110 and 110 gets unstable since it's reading outside of the table's boundaries. I'm hoping this isn't a problem for some people, especially since the screen's only 96 by 64 pixels.
Can't test right now, though. Got a long as hell road trip coming up in less than 12 hours and I should've been asleep a long time ago.
If you guys want to run those tests while I'm gone, feel free to do so. I'm going to drop the untested code as an attachment on this post. Compare the results with the attachment on the first post of this thread and see if there's (much) difference. The attachments include everything you need to rebuild the Axiom. If you're running a Windows system, just double-click Z_MAKE.bat after extracting everything and it'll do its magic. Oh, and don't forget that it compiles to a .8xp file while Axioms ought to be .8xv's (?). Whoops.
153
« on: November 28, 2011, 03:46:36 pm »
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154
« on: November 28, 2011, 10:08:10 am »
That screenshot looks awesome. When I first saw it, I was amazed first by the background, which gives it a sort of spacey feel. The background effects (you know, those white lines thing) gives it more of a science-y feel. When I saw the particles and noted the different colors given what is being done with them, I knew that... someone... was paying extra close attention to detail I enjoyed playing the original flash game, and given what I see here, this is something I'm hoping to see finished in the near future.
155
« on: November 28, 2011, 09:31:09 am »
Perhaps replacing the minimum respect requirement with a minimum post requirement? If the intent of the restriction is to prevent new users from making drama out of downvotes, that seems to make more sense. [...] I'm still in support of the whole minimum respect thing, but now that you mention it, it would seem like a good idea to impose the restriction using both respect, and post count. Minimum respect so the person has an idea as to what's acceptable in the community, and a minimum post count to give the person enough time to figure out what the community standards are. Once those two are satisfied, it becomes more unlikely that they'll start up respect drama because, as you might have suggested, they ought to know better. Believe me, it took a good while for me to figure that stuff out, and now look at me. I turned into an ancient red CFD, and I'm proud of it. For those who get the joke, don't spoil it, plz?
156
« on: November 28, 2011, 08:57:06 am »
So basically this is the function better known as "atan2". That's cool! I added this recently for the next version of axe.
Curious to know, but how are you calculating atan in your version? My guess is that you're going to use polynomial approximation? My version uses a 256 byte LUT to help calculate the angle and it uses linear interpolation to fill the gap that the LUT creates. I can probably get away with a 64 byte LUT and further the linear interpolation to help give a "good enough" result, but I'd want a test routine to help me figure out if the values I'm getting are good. And so it seems like I'm going to have to learn Axe (yeah, I don't know it very well) to pull together a test routine for this mess. Wish me luck on this one. Then I'll probably modify the routine and probably try to optimize it. But first thing is first. Gotta make sure it works. EDIT: Also, I assume you're going to be using the tan-1( token? If you do that, what should I change mine to, since I happen to be using that as well? EDIT2: Okay. Actually writing the test routine. Things appear to fail. Need some time to figure out the problem. EDIT3: Success!
157
« on: November 28, 2011, 08:13:40 am »
[...] Netham45 also came up with an useful tool so you can check which posts you got up/downrated. [...]
I found this tool quite informative, if not useful. It satisfies my curiosity as to what posts of mine got up-rated and helps me figure out what I said wrong if it got down-rated. Even though I've been around for ages and that I *should* know what sort of posts should get what reaction, at least it takes the guesswork out of figuring out how my respect got to where it was.
158
« on: November 27, 2011, 01:57:25 pm »
So this takes in X,Y,deltaX and deltaY? How does it handle inflation...I'm supposing the coder has to inflate it theirself. *256?
No, it just takes a delta X and delta Y. You have to do the (X2-X1),(Y2-Y1) yourself. The Axiom takes two arguments and gives out a single answer. Each 16 bit argument is truncated to 8 bits for you. I just simply chop off the high byte.
159
« on: November 27, 2011, 02:46:19 am »
Remember guys. I need people to test this thing because I didn't think this thing would actually work the first time around. As far as I can tell, it doesn't crash the system, but I don't know if it's giving the right outputs. so with this, we can have that crazy shitload of bullets like CaDan in Axe? Perfect.
No. This allows you to aim like the enemies can in CaDan. Your Axe project still needs to be responsible for the bullets it outputs.
160
« on: November 26, 2011, 06:26:14 am »
Got the mini menu up and running.
What I've got to do now is put together something involving resource creation and management so I can finally put together some stages. OR... handle the high scores. Whichever works best for me at the time.
EDIT: Changed screenshot. Added a white backing on menu title to make it more visible under extreme circumstances.
161
« on: November 26, 2011, 04:11:26 am »
It spits out an angle that you can use to aim at targets given a delta X and Y. See the ReadME.
NOTE: This has not been tested. Please test this thing to see if it conforms to what the readme says. When I went about testing it, it drove me insane. I probably just need sleep.
Attached to this post is what I have so far. When I can verify that it works, I'll post another with source included in it. The arctangent routine that is used in the Axiom was sourced from CaDan. Please test it.
Arghablabbles. (This post will be edited as stuff is changed)
EDIT: Attachment replaced with one that actually works. This is to be version 0.02 of this Axiom. Thank you very much for your patience. I will continue to make this "better". And by better, I mean smaller with acceptable losses in accuracy, and also to make the routine "native" to the dimensions I gave it, rather than some hack job to make it "work". Also, source is included.
162
« on: November 24, 2011, 08:39:16 am »
It is turkey day. If I had access to the stuff my mom is making, I'd be stuffing myself with stuffing. Otherwise, there's my cousin's uncle's place where real stuff is going on too.
As "Thanksgiving", I'd have to say I'm thankful for the endless time that I've been granted to get CaDan together. I feel as though I haven't been using this time wisely, but I'm thankful that I had it to begin with.
Also, I suggest ingesting loads of fiber so there will be more room for food later on.
EDIT: Yes. And cherries.
163
« on: November 23, 2011, 10:14:59 am »
Alright. I'm trying to get this project back on track. What I've decided on tackling right now is the mini-menu for the danmaku mode. Doing this will give me a basis on which I can enter and exit danmaku mode without having to rely on a "debug" stretch of code. This will also help facilitate other instances where a menu or menu-like situation needs to happen while still co-existing with the danmaku system.
I've already coded the sections needed for the graphical aspect of the transition, and one maintenance routine needed for re-entering danmaku mode. Here's hoping they all work out.
164
« on: November 23, 2011, 08:04:13 am »
Looking quite nice! Thanks! Have you got any idea how to make it even more awesome?
I would suggest a way to make a block instantly fall down without having to spend time watching it fly, even if you're holding down.
165
« on: November 23, 2011, 07:57:30 am »
Let me go ahead and do that for him. Just so you know, Kerm's SourceCoder is great for pulling apart .8xp files that were written in the BASIC editor: http://www.cemetech.net/projects/basicelite/sourcecoder2.phpUnfortunately, I know next to nothing about Axe so I can't really help any more than this. :.MARIO :0→Q :48→R :88→N :0→V :0→L :Lbl SAT :1→T :If (L=4) :Text(25,25,"WIN" :Goto END :End :ClrDraw :Full :0→Z :0→H :0→A :0→I :0→J :0→P :48→Y :0→X :88→D :48→G :[FFFFFFFFFFFF427E]→Pic6 :[F789898E89D1A1FF]→Pic5 :[3C7EDBDBFF246699]→Pic4 :[7E81A58181A5817E]→Pic3 :[1C3F3442247E2436]→Pic2 :[7E99A5858981897E]→Pic1 :Pt-On(X,Y,Pic2 :Pt-On(Q,40,Pic1) :Pt-On(R,40,Pic1 :Pt-On(N,40,Pic1 :Pt-On(D,G,Pic4 :Pt-On(Z,56,Pic5 :Pt-On(Z+8,56,Pic5 :Pt-On(Z+16,56,Pic5 :Pt-On(Z+24,56,Pic5 :Pt-On(Z+32,56,Pic5 :Pt-On(Z+40,56,Pic5 :Pt-On(Z+48,56,Pic5 :Pt-On(Z+56,56,Pic5 :Pt-On(Z+64,56,Pic5 :Pt-On(Z+72,56,Pic5 :Pt-On(Z+80,56,Pic5 :Pt-On(Z+88,56,Pic5 :DispGraph :Lbl MOV :If getKey(54) :1→J :Pt-On(X,Y,Pic2 :pxl-Test(X,Y-1)→T :If (T=0) :For(A,0,20) :0→J :If getKey(3) :X+1→X :Q-1→Q :R-1→R :N-1→N :Z-1→Z :If (Z=‾8) :0→Z :End :End :If getKey(2) :Q+1→Q :R+1→R :N+1→N :Z+1→Z :X-1→X :If (Z=88) :0→Z :End :End :If (X=D) and (Y≠G) :65→G :End :ClrDraw :Pt-On(Z,56,Pic5 :Pt-On(Z+8,56,Pic5 :Pt-On(Z+16,56,Pic5 :Pt-On(Z+24,56,Pic5 :Pt-On(Z+32,56,Pic5 :Pt-On(Z+40,56,Pic5 :Pt-On(Z+48,56,Pic5 :Pt-On(Z+56,56,Pic5 :Pt-On(Z+64,56,Pic5 :Pt-On(Z+72,56,Pic5 :Pt-On(Z+80,56,Pic5 :Pt-On(Z+88,56,Pic5 :Y-1→Y :Pt-On(X,Y,Pic2 :DispGraph :If X=D :If Y=G :1→H :End :End :If A=0 :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :If I=0 :Pt-On(N,40,Pic1 :Else :Pt-On(N,40,Pic3 :End :If P=0 :Pt-On(Q,40,Pic1 :Else :Pt-On(Q,40,Pic3 :End :DispGraph :End :ClrDraw :Pt-On(D,G,Pic4 :Pt-On(X,Y,Pic2 :Pt-On(Z,56,Pic5 :Pt-On(Z+8,56,Pic5 :Pt-On(Z+16,56,Pic5 :Pt-On(Z+24,56,Pic5 :Pt-On(Z+32,56,Pic5 :Pt-On(Z+40,56,Pic5 :Pt-On(Z+48,56,Pic5 :Pt-On(Z+56,56,Pic5 :Pt-On(Z+64,56,Pic5 :Pt-On(Z+72,56,Pic5 :Pt-On(Z+80,56,Pic5 :Pt-On(Z+88,56,Pic5 :If X=D :If Y=G :1→H :End :End :DispGraph :End :End :If A=0 :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :DispGraph :If I=0 :Pt-On(N,40,Pic1 :Else :Pt-On(N,40,Pic3 :End :DispGraph :Pt-On(X,Y,Pic2 :If P=0 :Pt-On(Q,40,Pic1) :Else :Pt-On(Q,40,Pic3 :End :DispGraph :If X=D :If Y=G :1→H :End :End :If (X=N) and getKey(54) :1→I :End :If (X=Q) and getKey(54) :1→P :End :If (X=R) and getKey(54) :1→A :End :ClrDraw :Pt-On(Z,56,Pic5 :Pt-On(Z+8,56,Pic5 :Pt-On(Z+16,56,Pic5 :Pt-On(Z+24,56,Pic5 :Pt-On(Z+32,56,Pic5 :Pt-On(Z+40,56,Pic5 :Pt-On(Z+48,56,Pic5 :Pt-On(Z+56,56,Pic5 :Pt-On(Z+64,56,Pic5 :Pt-On(Z+72,56,Pic5 :Pt-On(Z+80,56,Pic5 :Pt-On(Z+88,56,Pic5 :D-1→D :Pt-On(D,G,Pic4 :Pt-On(X,Y,Pic2 :If X=D :If Y=G :1→H :End :End :Pt-On(X,Y,Pic2 :DispGraph :If A=0 :Pt-On(R,40,Pic1 :DispGraph :Else :Pt-On(R,40,Pic3 :DispGraph :End :If I=0 :Pt-On(N,40,Pic1 :DispGraph :Else :Pt-On(N,40,Pic3 :DispGraph :End :If P=0 :Pt-On(Q,40,Pic1 :DispGraph :Else :Pt-On(Q,40,Pic3 :DispGraph :End :DispGraph :pxl-Test(X,Y+8)→T :While (T=0) and (J=1) :If pxl-Test(D,G-1)→V :If (V=1) :65→G :End :End :If getKey(3) :X+1→X :Q-1→Q :R-1→R :N-1→N :Z-1→Z :If (Z=‾8) :0→Z :End :End :If getKey(2) :X-1→X :End :ClrDraw :Pt-On(Z,56,Pic5 :Pt-On(Z+8,56,Pic5 :Pt-On(Z+16,56,Pic5 :Pt-On(Z+24,56,Pic5 :Pt-On(Z+32,56,Pic5 :Pt-On(Z+40,56,Pic5 :Pt-On(Z+48,56,Pic5 :Pt-On(Z+56,56,Pic5 :Pt-On(Z+64,56,Pic5 :Pt-On(Z+72,56,Pic5 :Pt-On(Z+80,56,Pic5 :Pt-On(Z+88,56,Pic5 :Y+1→Y :Pt-On(X,Y,Pic2 :Pt-On(D,G,Pic4 :If A=0 :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :If (I=0) :Pt-On(N,40,Pic1 :Else :Pt-On(N,40,Pic3 :End :If (P=0) :Pt-On(Q,40,Pic1 :Else :Pt-On(Q,40,Pic3 :End :DispGraph :If X=D :If Y=G :1→H :End :End :End :If X=D :If Y=G :1→H :End :End :DispGraph :If A=0 :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :If I=0 :Pt-On(N,40,Pic1 :Pt-On(Z,56,Pic5 :Pt-On(Z+8,56,Pic5 :Pt-On(Z+16,56,Pic5 :Pt-On(Z+24,56,Pic5 :Pt-On(Z+32,56,Pic5 :Pt-On(Z+40,56,Pic5 :Pt-On(Z+48,56,Pic5 :Pt-On(Z+56,56,Pic5 :Pt-On(Z+64,56,Pic5 :Pt-On(Z+72,56,Pic5 :Pt-On(Z+80,56,Pic5 :Pt-On(Z+88,56,Pic5 :D-1→D :Pt-On(D,G,Pic4 :Pt-On(X,Y,Pic2 :Else :Pt-On(N,40,Pic3 :D-1→D :Pt-On(D,G,Pic4 :Pt-On(X,Y,Pic2 :If X=D :If Y=G :1→H :End :End :DispGraph :If A=0 :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :DispGraph :If P=0 :Pt-On(Q,40,Pic1 :Pt-On(X,Y,Pic2 :Else :Pt-On(Q,40,Pic3 :Pt-On(X,Y,Pic2 :End :DispGraph :Pt-On(X,Y,Pic2 :DispGraph :End :0→J :If getKey(3) :If (X>80) and (L=0) :40→Q :48→R :56→N :1→L :Goto SAT :End :If (X>80) and (L=1) :0→Q :8→R :16→N :2→L :Goto SAT :End :If (X>80) and (L=2) :72→Q :80→R :88→N :3→L :Goto SAT :End :If (X>80) and (L=3) :20→Q :40→R :80→N :4→L :Goto SAT :End :ClrDraw :Q-1→Q :R-1→R :N-1→N :If (Q=‾8) :88→Q :End :If (R=‾8) :88→R :End :If (N=‾8) :88→N :End :Z-1→Z :If (Z=‾8) :0→Z :End :Pt-On(Z,56,Pic5 :Pt-On(Z+8,56,Pic5 :Pt-On(Z+16,56,Pic5 :Pt-On(Z+24,56,Pic5 :Pt-On(Z+32,56,Pic5 :Pt-On(Z+40,56,Pic5 :Pt-On(Z+48,56,Pic5 :Pt-On(Z+56,56,Pic5 :Pt-On(Z+64,56,Pic5 :Pt-On(Z+72,56,Pic5 :Pt-On(Z+80,56,Pic5 :Pt-On(Z+88,56,Pic5 :DispGraph :X+1→X :While (Y≠48) and (X≠Q) and (X≠R) and (X≠N) :ClrDraw :Y+1→Y :Pt-On(X,Y,Pic2 :DispGraph :End :Pt-On(X,Y,Pic2) :D-1→D :Pt-On(D,G,Pic4 :Pt-On(X,Y,Pic2 :If X=D :If Y=G :1→H :End :End :If A=0 :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :DispGraph :If I=0 :Pt-On(N,40,Pic1 :Pt-On(X,Y,Pic2 :Else :Pt-On(N,40,Pic3 :Pt-On(X,Y,Pic2 :End :DispGraph :If P=0 :Pt-On(Q,40,Pic1 :Pt-On(X,Y,Pic2 :Else :Pt-On(Q,40,Pic3 :Pt-On(X,Y,Pic2 :End :Pt-On(X,Y,Pic2 :End :DispGraph :If getKey(2) :Q+1→Q :R+1→R :N+1→N :If (Q=96) :88→Q :End :If (R=96) :88→R :End :If (N=96) :88→N :End :X-1→X :While (Y≠48) and (X≠Q) and (X≠R) and (X≠N) :ClrDraw :Y+1→Y :Pt-On(X,Y,Pic2 :DispGraph :End :ClrDraw :Z+1→Z :If (Z=88) :0→Z :End :Pt-On(Z,56,Pic5 :Pt-On(Z+8,56,Pic5 :Pt-On(Z+16,56,Pic5 :Pt-On(Z+24,56,Pic5 :Pt-On(Z+32,56,Pic5 :Pt-On(Z+40,56,Pic5 :Pt-On(Z+48,56,Pic5 :Pt-On(Z+56,56,Pic5 :Pt-On(Z+62,56,Pic5 :Pt-On(Z+70,56,Pic5 :Pt-On(Z+78,56,Pic5 :Pt-On(Z+86,56,Pic5 :DispGraph :Pt-On(X,Y,Pic2) :D-1→D :Pt-On(D,G,Pic4 :Pt-On(X,Y,Pic2 :If X=D :If Y=G :1→H :End :End :If A=0 :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :If I=0 :Pt-On(N,40,Pic1 :Pt-On(X,Y,Pic2 :Else :Pt-On(N,40,Pic3 :Pt-On(X,Y,Pic2 :End :Pt-On(X,Y,Pic2 :DispGraph :If P=0 :Pt-On(Q,40,Pic1 :Pt-On(X,Y,Pic2 :DispGraph :Else :Pt-On(Q,40,Pic3 :Pt-On(X,Y,Pic2 :DispGraph :End :Pt-On(X,Y,Pic2 :DispGraph :End :If H=1 :Goto END :End :If getKey(15) :Goto END :End :If getKey(55) :Goto SAT :End :Goto MOV :If (L=4) :Text(5,5,"WIN" :Pause 1000 :Goto END :End :Lbl END Generated by [url=http://sc.cemetech.net]SourceCoder[/url], © 2005-2011 [url=http://www.cemetech.net]Cemetech[/url]
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