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Messages - Jerros
16
« on: June 12, 2011, 06:38:23 am »
Wow, incredibly smart! :O I'll probably have to redo a huge part of how the programm works now, but in the end the controlls should be sóó much better when using this (and manage to get it working >.>), thank you!
EDIT: it works... sort of. It just keeps reacting when a button's being held down, rather than performing the 'do stuff here for graph is being pressed' once. Never mind that, was killing BC. *derp* It seems to work properly now, all that's left is to create something that does what I want with it.
17
« on: June 11, 2011, 06:01:16 am »
Currently I'm using the pretty much standart standart way of reacting to input: b_call _GetCSC CP skDel JP Z, Quit CP skYequ JP Z, presYequ CP skWindow JP Z, presWindow CP skZoom JP Z, presZoom CP skTrace JP Z, presTrace CP skGraph JP Z, presGraph in a,($04) bit 3,a jp z,Quit
However, some things have come to attention when using this, for example that if you press two or more buttons, it won't react (obviously), but when releasing all but one of them, it'll register the remaining key as one press. The mechanics I'm looking for (but have no idea on how to achieve) is this: - register the lást key pressed as a single keypress (for example, let's say we press and hold the '1' button, and then the '2' (so both are being held down now), it performs a 'JumpTo1' script and then a 'JumpTo2' script when 2 is being pressed). - the same goes for the other way around, when first pressing and holding '2' and then '1', it performs a 'JPto2' and on the second keypress a 'JPto1'. So a normal 'react-to-2-buttons' script won't work, since the order doesn't matter for that. - normally, when holding down 2 buttons and then releasing one, the button still being held down after the other one's released gets counted. However, in this situation you can bash any buttons you want (while still holding down the remaining one) and nothing will count, not on the press or on the release of any buttons. What I'm looking for is a way to still react to those button presses. This is getting kind of wordy, so let's use an example that'll (hopefully) make clear what I mean: -We press and hold down '1', now we press and hold '2' (with '1' still down) then release '2' again. The wanted reaction is 'JPto1', then on the second press a 'JPto2', then on the release of '2' another 'JPto1'. -We hold '1' down and press '2', and now release '1'. The reaction would be 'JPto1' on the first press, 'JPto2' on the second, but NO reaction on the release of '1'. (so it doesn't perform a 'JPto2' twice when pressing '2' and releasing '1'). This may be hard to do using GetCSC, but the problem of trying something involving: LD A, %10111111 OUT (1), A IN A, (1) CP %11101111 Call Z, yequsprshow is that the script gets excecuted continously. I already have a solution for that (thanks to Axe) but I'd still not know how to use that for the behaviour described above. Sorry for this lòng explanation. If anyone has any tips or tricks on how to do such mechanics, it'd be greatly appreciated! Note that I'm not asking for a complete script for this of course (though feel free ); some waypoints and tips are very welcome! Thank you in advance.
18
« on: June 11, 2011, 05:18:14 am »
Now, the technical questions: Do we have to strum ? Does it support Hammer-ons / Pull-offs ? Will it support external songs ?
You don't have to strum; the controlls are done using the Y= to Graph buttons and each tap of those buttons counts as a strum. At first I experimented with holding he calc sideways and holding the right keys and the strum, but nothing worked out even remotely playable. The calc's buttons are just too densly packed to play it like the actual GH games, but I'm open to suggestions regarding the controlls. ^_^ Pull-offs are supported, but hammer-ons aren't. Though I'm still trying to figure a way to implement those; the controlls are still a bit sketchy, which is a killer for games like these. I'm working on a solution before releasing anything, because songs like TTFAF are horrably difficult right now (the vid isn't a lie...) Support external songs? Uhm... this cóuld be made possible, but I don't think it'll be implemented, sorry. Wow that's great! Juju2143 now you have some competition
IMHO sound is not necessary, because very few people have the tools to plug earphones in their calc link port nor are willing to acquire them. However, if you add sound, it would probably be for a 15 MHz game, so it won't slow things down too much.
Ugh, didn't knew there was a project like this already... sorry. >< As for the sound, I don't have earplugs and don't know anyone that does. Sound will not be added; mostly out of lazyness from my behalf.
19
« on: June 10, 2011, 01:01:56 pm »
Well that's amazing. Does it have sound?
Unfortunately, no. It does not. >< If you know the songs it's easier to play though, but in the end it's just a game for a calculator, lol. How long did it take you to get this far? Also, you may want to take out all of the flashy stuff. It doesn't appear or disappear all at once, more like in blocks. I really don't like the effect, but if you like it, go ahead and keep it.
Well, I'm working slow, and like said learned the language while doing so, but I've started to learn stuff ~1 year ago. So working on this for a year now I guess. >< And it'll probably take that long again untill it's finished; started first year university (physics and astrophysics) and it's taking most of my time... Regarding the flashy stuf; The .gif shows how it looks on your screen. The vid on youtube is of extremely poor quality, and merely shows the concept, ghehe. [/quote] Wow, I am so impressed. I remember back 6 months or so when you posted a help topic and I downloaded the game, I thought that certainly you would never finish the game or that it would just turn out terrible. Edit: I just watched the whole thing. Do you think you are going to add chords and held notes? Because as far as I can tell, those are the only things you are missing.
Ghehe, well 6 months ago I hardly had any experience with the language, and the people here REALLY helped me out with bits and pieces of script that made life much easier. Though to be honest, it's still poorly written, as the APP is already 5 pages big as it is now, so it could probably be scripted way more efficiently. (the 7-minutes long TTFAF alone took up an entire page) Though those 'song' charts just take up quite some room... Luckely it can be run from the archive. Regarding chords and sustain notes; I've attempted to implement that several times now, but I'm just not keen enough to spot a way to implement it, sorry. And thank you all for the kind reactions! Really motivating! I'll try working on it more often, and hope post a playable version soon.
20
« on: June 10, 2011, 11:15:43 am »
I've been working on this for about a year now, and learned ASM for the very first time while doing so, and now it's finally comming to a stage where I can present it. So without further ado, I hereby present you: CalcHero Features - 10 Tiers with 4-6 songs each. - High difficulty and a great challenge. - High scores, and challenge scores to beat. - Achievement system for even more challenges. - Long gameplay and high replay value. Tracklist: - Tier 1: 1 The Blue Danube 2 Scotland the Brave 3 Pokémon Title Song (seison 1) 4 Super Mario Theme 5 Midnas Desperate Hour
- Tier2: 1 Song of Storms 2 Slow Ride 3 Bulls on Parade 4 Hit Me With Your Best Shot 5 Mississippi Queen 6 The Entertainer
- Tier3: 1 Luigis Mansion Theme 2 Final Bowser Theme
- Tier 4 1 U.N. Owen was her?
- Tier 6 1 Cult of Personality
- Tier 8 1 Through The Fire and the Flames
Download with sound: http://www.4shared.com/video/qX4WgQFy/CalcHero_TTFAF__with_sound_.htmlThe songlist is far from finished, and the achievement system isn't implemented entirely yet. This is all still W.I.P. I'll release a try-out for bugs and feedback if there's animo, but for now it seems like it'll still be a looong time before this is finished. Known issues: - The last digit of the score might display an incorrect '0' sometimes. This doesn't affect the actual score though, and is purely cosmetical. With special thanks to: DJ_Omnimaga, Thepenguin77 and Quigibo for helping and giving routines MANY times during the process, ghehe. EDIT: Bad news; I just can't find the time to work on this anymore, I'm very sorry. On the bright side, attached are all the .z80 files that make up for this game, plus the app itself. It's glitchy, and far from done (also, don't touch the achievement menu lol, it's only a rought sketch of the convept, and glitchy as hell). Feel free to either continue this, or rip it apart and create something else. Hopefully all the coding doesn't go to waste this way! Oh, and I know it's probably the worst scripting ever, but I kind of learned it only with the kind help of people on this forum, so... yeah. Oh, the 5 attached .z80 files are the 5 pages of the APP; depending on your assembler you might need to add them to one file, or idk. I used "AppDev" for assebling it into an App. Also, you can't fail the game yet (dieing is horrable when wanting to test things out ) but everything else kind of works... So... yeah, sorry guys. :'C
21
« on: June 06, 2011, 06:01:16 am »
Managed to get WabitEmu running and happily making screenies and vids now. Thank you all!
22
« on: June 06, 2011, 03:23:18 am »
Thanks for the suggestions, I'll try and see what I can do, and update wether it worked or not.
EDIT:
Works like a charm.
23
« on: June 04, 2011, 03:24:23 am »
I've recently started to use TiLP as a connection programm, and it's screenshot feature works properly, except while running an application, which just results in the programm crashing. There's been similar problems when using other screen-capture methods. Everything works fine, untill I make a screenie of an App. What's the most commonly used and easiest way to capture the screen during games, for example? I'd like to do so (and create moving .gifs) for the showcase section of the site, regarding the project I've been working on for quite a while now. Thank you in advance!
24
« on: May 30, 2011, 04:10:41 am »
I got it to install and run, but when i try to connect, my calc just doesn't show up in the list of connected calcs
Ah, well then the hard part is done already. I don't have acces to my stuff right now, but out of the top of my head, you must right click in the left window (the one where your connection is supposed to be showing) and then select 'connection settings' or something similar. There you should put it on 'auto detect' (again, I'm not sure wether it's called exactly that) and your cable and calc shóuld show. Now just press connect and it should be working. If it doesn't, it can be because you still have traces of TI-connect, or older/other drivers of the usb installed. Remove everything from the pc and install TiLP again, and it should work.
25
« on: May 29, 2011, 06:38:07 am »
How? I can't even get TI-LP to connect
It doesn't connect? Or do you have trouble to install and run the programm? TiLP must be the most horrible programm to install... But once you get the hang of it, it's working quite well.
26
« on: May 21, 2011, 01:32:23 pm »
Could you maybe introduce your game in the Other Calc-related games and projects section? We always like to know what projects are running.
Uhm, sure! Though it probably won't be anywhere near finished anytime soon, since I'm working on it for only a couple of hours per week... Plus it seems I can't take screenies when running an APP, but I'll figure that out (hopefully). More on-topic, tomorrow I'll see what to do to get a linking programm working, and hopefully take some screenshots regarding the 'project'.Managed to get TiLP working (what a battle that was), so problem solved I guess (or more like avoided). Thank you all for the advice!
27
« on: May 18, 2011, 08:14:09 am »
I personally had this issue with TI Connect before. Sometimes I had to use TiLP instead, other times it started working again a few weeks later, even with no reboot.
Welcome back Jerros, by the way.
Ghehe, thanks; still working on my 'project', just haven't ran into any trouble lately so there was no need to bother you guys here. ^_^ In other news; I'm unable to access the pc for some days, but I'll post whenever something did/didn't work. Thank you!
28
« on: May 17, 2011, 08:47:28 am »
And a reboot can help, you never know what might going on on a windows system :p
Of course, first thing I did. Wouldn't post here unless I went trough all your usual have-you-tried-turning-it-off-and-on-again solutions. and if that doesn't work, try archiving your important stuff/backup on computer and RAM reset. That seemed to work for me when I had this problem
BTW, what's with the O's? they have accents.
Also one of the first things I did. Nothing helped. And the "O's" have accents to... accentuate them, ghehe. I'll try using TiLP now then, thank you for the replies. I'll edit to let you know wether that worked or not, thanks. EDIT: Well, TiLP doesn't seem to start at all... I've removed Ti Connect beforehand (obviously; you get >9000 warnings before installing TiLP). I'll be messing on for a while now then. :c
29
« on: May 17, 2011, 05:01:12 am »
Out of the blue I'm suddenly getting "unable to connect; please check your connection" errors when putting new files to the calculator. It can still connect with TI-Connect, and it;s still possible to delete files from the calc using TI-Connect, so it's still making good connection. Only when trying to put something ón the calc (fróm the calc is'nt a problem) it states that it can't make a connection. I've just changed to new batteries, so it's not due to low battery state (plus, that gives a different error message anyway). Any thoughts? Thank you!
30
« on: December 15, 2010, 03:55:10 am »
I want to type stuff in paint using the smallest possible font, to transfer text documents with pictures ect. to the calc (TI-84+). The only problem is that the smallest readable font in MS paint itself is about size ~7, which is really too big. Wondered how to type in the normal small-calc font so it'd be easier to create texts and pictures to transfer to the TI-84+.
Thanks in advance!
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