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Messages - Iambian

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721
CaDan SHMUP / Re: Yet another shooter
« on: November 01, 2008, 12:09:07 am »
Code is in place to initialize enemies, so now there's the task of rendering them and colliding them with the bullets. After those tests are done, then it'll be time to write the script system and then test that out. Sometime in between these steps (and definitely after), I'll post a screen shot demonstrating the code. Perhaps maybe I'll attach a binary to the post showing it all.

Then I'll start on an actual title screen...

722
CaDan SHMUP / Re: Yet another shooter
« on: October 27, 2008, 07:27:03 pm »
No real update yet. The code that renders and moves player bullets seem to be working and I intend on letting the player shoot pretty soon, although it'll be at nothing at the moment. That'll be the next thing to be coded, but I still have to write a clipping sprite routine that works on a 64*64 pixel buffer as opposed to the more traditional 96*64 pixel buffer. It *should* be easier, but let's see how well things pan out.

After that, I'll be coding in a scripting system so that stages and enemies (including bosses) can be "coded" in. The system'll be flexible enough to allow loading of external levels (though I may not do that yet) and the ability to challenge individual spellcards in the practice mode. Timing won't be as much of an issue since I totally neglected a completely free slot in my interrupt timing scheme.

Luck or not, the project can be completed as the scheme stands. The foundation is solid enough...

... though don't expect the game to work on anything higher than a TI-83 Plus when this is completed, since the game requires interrupt timings found only on that calculator. A work-around for a higher calc would probably be to use a crystal timer to simulate timings similar to that found on a TI-83 Plus.

EDIT: I'll also be adding in a LOL-type internets story at the suggestion of Drak (#lobby) and a "Nullity" game mode which is reserved for only the masochistic professional (or professional masochist, whichever floats your boat. 1 life, no bombs. Potential Youtube vids, anyone?)

723
CaDan SHMUP / Re: Yet another shooter
« on: October 20, 2008, 12:35:51 pm »
The enemy and the being able to shoot thing is being planned out, but I've run into problems regarding the time I've restricted myself to. I'll be able to work them out, but not without some effort, so it'll take time.

And, yeah. You *are* first to get the idea. I started my project Wednesday, August 20, 2008 at 11:49 AM, according to the timestamp on the main project file. I didn't announce the project to the "public" until the first post on this thread. The project was actually announced on IRC.

If you want an outline of how my project basically works so far, PM me and I'll fork over the details.

724
TI Z80 / Re: Nyaar!
« on: October 16, 2008, 09:40:16 pm »
Looks nice for what's done at the moment. I like what I'm seeing. Can't wait to see if Celtic III will render it the same way :)

( if you're wondering what Celtic III is, inquire within :D )

Please do continue to work on the game. It appears promising.

725
TI Z80 / Re: Touhou Project 83+
« on: October 16, 2008, 07:40:39 pm »
Aww, man. I didn't want to have competition here at this stage of my project...

...eh... uhm, I mean...

Nice work on what's already achieved, especially them character graphics. So much in such a little bit of time, too...

726
CaDan SHMUP / Re: Yet another shooter
« on: October 16, 2008, 01:21:38 am »
So... here's the current status of the entire project:

I've gotten "enemy bullets" to rain down in a hell of ... whatever. That's what this type of game is supposed to be. You can actually play as far as dodge the crap that's being flung at you, but you still can't shoot back at anything, let alone being able to shoot! That's what's being planned. So far, up to 8 enemies are planned to appear at the same time but if given the time to do so, I might expand it to 16. As far as dodging goes, the engine's capable of flinging 128 of those deathballs at you simultaneously. No worries, since you can hold the MODE key down to "focus" your player to make it easier for you to dodge all that crap. Player spell cards / bombs aren't fully implemented, but you should be able to see the beginnings of such. Thing about the bombs is that so far, they're only usable when the "Border of Life and Death" is running (time between you get hit and the time you die). A quick edit can change this to an "anytime" type of deal.

Didn't feel like reading that mess? This screenshot says a bit of it (though the scoring system is still being used as a debugger) : http://img184.imageshack.us/my.php?image=img3ba4.gif

This .gif is best viewed in Firefox.

727
Pokémon Purple / Re: Pokemon Purple
« on: October 09, 2008, 08:19:34 pm »
Well... when you finish Pokemon Purple and decide to write another version using a larger graphical lib, please note that Celtic III does have sprite flipping for purposes like what you're trying to do. By the time you're ready to do it, all the major bugs in Celtic III will have been worked out. Such as the pervasive and elusive sprite and (just recently found) line clipping problems.

Indulge in its superior command set! Mwahahahah*choke*gasp*cough*cough*!!! ... whenever you're ready.

Still... 20 minutes on such short notice is pretty fast. I'm not sure I would've been able to rehash Celtic III to provide that functionality in that short of a time. I guess that's what you get when you ask a more experienced ASM coder with a zillion graphic libraries. HAH! Something to aspire to!

728
Pokémon Purple / Re: Pokemon Purple
« on: October 09, 2008, 05:54:17 pm »
Indeed, the screenshot I'm seeing three posts above appears impressive. Great work, tifreak.

But... why didn't you ask *me* to do the sprite routine?
- Was I not available at the time?
- Did you think I was too busy?
- Did you think I couldn't do it?
- Did you think I was just gonna rehash Celtic III?
- Was the Mastermind gonna blow up the world if you asked me? :P

729
Other Calculators / Super Mario Smash Dance
« on: October 08, 2008, 01:04:29 pm »
From what I gathered, "ExecLib" is a command that invokes a hook that calls a special FlashAPP. The thing you're supposed to use before that command is "OpenLib(" which contains the name of the application you want to open up for the ExecLib command. The problem with that is that the FlashAPP has to have something special in its header for that to work, so only applications written for that functionality will be able to use it.

More information on that is in the WikiTI.

---------
DJ Omnimaga: I've forgotten exactly what those problems were with Celtic III's xLIB emulation. Could you repost what problems you've experienced were? I lost that list of potential issues since the last time you told me about them >.<

730
CaDan SHMUP / Re: Yet another shooter
« on: October 06, 2008, 11:03:01 pm »
The following is another screenshot of the game. This time, it demonstrates the circular bullet movement routine and ... I'm out of time. Just see for yourself.

http://img505.imageshack.us/my.php?image=ptiani1un5.gif

731
CaDan SHMUP / Re: Yet another shooter
« on: October 01, 2008, 02:56:02 pm »
I don't have a screenshot yet, but this is what is playable at the very moment. Since it doesn't have a valid signature, you're going to have to run it through PindurTI (which I know will accept the app regardless of what its signature is).

You can't really shoot anything yet and the bullets come from nowhere. The only thing you can do now is dodge. To aide in this, you can hold the MODE button (ESC on PindurTI) to "focus" your character, which makes the hitbox visible.

Try it and see how high of a score you can get. And don't worry about topping off the scoreboard; that might take days to weeks to do.

732
CaDan SHMUP / Re: Yet another shooter
« on: September 24, 2008, 05:43:31 pm »
I have collision detection and all those goodies associated with the hitbox programmed in, and I must say. It looks pretty!

When I put in the code that handles what you do if you get hit (like decrease your life, cause you to explode, whatever), I'll go ahead and post another screenshot of the game so far...

... and maybe a copy of the game in that state. More details about that when it becomes available.

733
CaDan SHMUP / Re: Yet another shooter
« on: September 23, 2008, 07:34:43 pm »
I made one slight improvement in the game, but that improvement forces me to keep the grayscale. What I did was that when the player "focuses", it switches the player sprite to the gray buffer so that the hitbox, whenever I get that coded in, will be easier to see against the player sprite. I did it this way because in the original game, focusing causes the player's hitbox to become visible. Now, it's just a matter of coding in the actual collision and then we'll see how things progress.

This complicates things now that I have to redraw the gray buffer each time now, but I sure hope I can get it worked out.

734
CaDan SHMUP / Re: Yet another shooter
« on: September 22, 2008, 05:38:57 pm »
I've gotten character display and movement has now been coded in and it successfully works inline with the scoreboard, so the player can only really move at each refresh cycle (your dx and dy will be used to calculate movement steps for each refresh cycle). Coding some sort of collision detection shouldn't be too difficult, since the code will be much similar to the routine used to handle rendering bullets (the hitbox will be 2 by 2 pixels at the approximate center of the sprite). I should also be able to code it inline the scoreboard routine so that it, too, will have virtually no impact on the speed of the program.

With writing stuff inline with the scoreboarding routine, I'm exploring what other aspects of the game can be crammed within the wasted clockcycles used to update the scoreboard, such as rendering enemy sprites, player bullets, and such. Keep in mind that the spot that displays the score already uses its wasted clockcycles to calculate each digit to the score.

Now, for those that are unaware, clockcycles are "wasted" because the LCD requires some amount of time of delay before it'll accept more data or instructions. This equates to roughly 60 clockcycles if the processor runs exactly at 6Mhz since the documentation for the LCD states that a 10 µs delay is required between data writes, but most of my sources agree that it's safe to pick a delay around 65 to 66 clockcycles. If you wanted to be lazy, you'd just make the processor do meaningless work just to wait out that delay and continue to update the screen.

Between just writing the data (assume 42 clockcycles because an out instruction takes up 11 and the worst way to feed that data would take up 13), writing an entire column (64 bytes) would produce a waste of around 2688 clockcycles. There are four of these columns, so in updating the scoreboard, you'd burn off 10752 clockcycles doing absolutely nothing.

In order to keep the timings in my program tight enough to actually work, I intend (and have been partially successful) in utilizing most of those wasted clockcycles in performing something of some use. If you remember from the top of this post, you'll already know what I've done with it so far.

Doing it this way *does* require a bit of memory for all that code, but the speed benefit is way worth it, especially because I'm writing a FlashAPP for this game.

----------
In summary...

Not a whole lot got done except moving a character sprite and drawing it across the screen.

Grayscale is getting iffy unless I allocate a third buffer for the contents of the screen inbetween updating.

TI-83+SE/84+ support is *NOT* planned until I can get interrupt timings down for that.

I'm trying to get the biggest bang for my buck when it comes to spare time between screen writes.

A request for backgrounds (64 pixels wide) flies out to whoever wants to do it.

Cherry flavoring has been added.

735
As far as I've heard about the Nspire, the calculator with the keyboard attachment *is* 84+ compatible except for one thing : None of those "unsupported" instructions that are found when using a real z80 or similar are there, so you'll need to beware of some of the applications that use them. The best known example is MirageOS, which requires a patch to make work on the Nspire.

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