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Messages - JustCause

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466
TI Z80 / Re: Living Balls
« on: February 10, 2011, 10:04:10 am »
Sounds neat! Good luck and hope to see progress soon.

467
News / Re: DJ no longer manager
« on: February 08, 2011, 05:07:12 pm »
I hope things get better for you.

468
Other Calc-Related Projects and Ideas / [Idea] Nethack for nSpire
« on: February 08, 2011, 09:01:33 am »
Source and binaries.
The preeminent Nethack server.



Nethack is a classic dungeon crawl with randomly generated levels, permanent character death, and insane difficulty. It's written in C and is open source, so as far as I can tell (though I know very little about the nSpire) it's a good candidate for porting. I've poured over 40 hours into this game and still haven't come anywhere close to beating it. The nSpire could use a game with this level of depth.

I don't own an nSpire and can't make this, but is anyone else interested?

469
TI Z80 / Re: LSDOS
« on: February 07, 2011, 10:45:54 am »
This is pretty cool. Graphscreen program editing would be insanely cool (I've wanted to use that for years) but I'm sure you have your own plans for this. Keep being amazing.

470
Introduce Yourself! / Re: A ninja approaches...
« on: February 07, 2011, 10:44:22 am »
Welcome to Omni. I second the above, Ashbad's a tricky bast

* JustCause respawns

STOP I

471
TI Z80 / Re: [Project] Sniper 101.
« on: February 04, 2011, 10:42:25 am »
Spoiler For offtopic:
If you need the code in assembly, I am sure we have it on revsoft
I remember seeing a screenshot from Zelda using it:


Wait, where can I find that program? (Not the routine for zooming, but the program as a whole. Is it an in-progress game? What is this I don't even.)

Sorry to hear about Calc of Duty happybobjr. I would send you my calc if I could. :)

472
TI Z80 / Re: [SPINOFF]Trio and Niko: Dawn
« on: February 04, 2011, 09:58:33 am »
Imma pretty sure that text-based mapper in Axe would be slower (but smaller I guess) than a graphical tile one. Oh well, it's so fast compared to BASIC anyway it doesn't matter...
Confirmed. I tried this yesterday. It's hella slow. BASIC-level slow. I was floored.

473
The Axe Parser Project / Re: Features Wishlist
« on: February 03, 2011, 10:25:37 am »
An option to disable the token swaps when editing source. They slow down the program editor a bit, compounded by my recent switch to the DCS7 8-line program editor. I can deal with ref() instead of Rect().

474
Official Contest / Re: [BULLETIN] Cage Matches
« on: February 03, 2011, 10:13:39 am »
I am super-excited for this match. Sadly, I can't participate because I don't have a reliable way of uploading files, but I can't wait to see what the rest of the community comes up with.

To contestants in the Cage Match: stop reading this and code. :P

475
TI Z80 / Re: The Psyche
« on: February 03, 2011, 10:08:13 am »
Squidgetx, can I use one of your levels as a cameo in Cubes?

476
Web Programming and Design / Re: This... is... bad...
« on: February 03, 2011, 10:05:33 am »
* JustCause cries

477
UberGraphX / Re: Project Paradise - Ubercalculator
« on: February 03, 2011, 10:03:07 am »
I will buy one of these for up to $250. This could be the device I've been searching for all my life. Looks epic so far. We're all behind you. Keep being awesome.

478
TI Z80 / Re: Axe Minesweeper
« on: February 03, 2011, 09:58:27 am »
For your giant maps, I suggest creating an appvar buffer only if the map won't fit in L1. You can check for this at runtime. Store your map offset to a var and use that var everywhere you would normally use L1. That's what I did for cUbEs.

479
Axe / Re: How do I use calcnet for Axe?
« on: February 03, 2011, 09:02:02 am »
Ok, swapping the last two pairs makes it not crash. Have not confirmed whether this actually makes it work tho. (Don't have another calc.)

480
Axe / Re: How do I use calcnet for Axe?
« on: January 28, 2011, 04:04:46 pm »
I wrote a little sample code to show how to use CALCnet2.2 in Axe. The code assigns a player index to your calculator, occassionally broadcasts that index to others, and takes recieved player indices and stores their 5-byte addresses in memory:
<codebox omitted>

This crashes for me. Yes, I remembered to call the "stop CALCnet" opcode. Have you tested this? I'm not sure whether to trust my hardware anymore.
Are you using the newest versions of Axe? The older versions stores variables in the location where CALCnet expects its data to be.

0.4.8. It just up and RAM clears whenever I try to call any of those opcodes.

DCS 7 Beta 1.
That might be your problem.
DCS 7.1 Beta 2 was the first version to have Calcnet implemented in it if I'm not mistaken.
NetPong and the speed test work, so I'm guessing that's not true.

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