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Messages - JustCause
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481
« on: January 28, 2011, 03:12:30 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.
482
« on: January 28, 2011, 09:48:14 am »
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.
483
« on: January 27, 2011, 03:29:54 pm »
Yeah.
You can use this to check for other combinations that may or may not work: http://ourl.ca/7652/133708
Not what I meant, actually. With no other keys pressed, Enter will sometimes imitate Down. With no other keys pressed. Read the previous sentence about 100 times. I will pass along the source next time I figure it out, or if you think you can decompile a program I noticed had the glitch I'll post that.
484
« on: January 27, 2011, 02:28:52 pm »
Actually, as long as we're asking questions, has anyone else ran into the Down = Enter randomness? That is to say, when you press Enter, the program reacts as if you'd pressed Down? Is this another consequence of the TI's key hardware?
485
« on: January 25, 2011, 08:57:21 am »
Check the last page for the current release!
Version History 3/2: Build 2: Expansions (full release notes available below) 1/19: Build 1: Insane Carzy Update (teleporters, phase walls, more test levels) 1/11: Build 0: Four Years Ago (tiles 0-27, structured level loading, test levels)
ED: Cleaned up the board, pinned this for no real reason, and removed all evidence that I have no idea what "lock this topic" means. Luckily this is no longer a problem ^^
486
« on: January 24, 2011, 09:47:08 am »
This is amazing. Best of luck and keep us posted!
487
« on: January 21, 2011, 09:47:52 am »
THANK YOUUUUUUUUUUUUU
488
« on: January 19, 2011, 04:24:24 pm »
Wow. How did I miss this? Keep up the good work!
489
« on: January 14, 2011, 12:25:43 pm »
OK, I have played this and it is AMAZING.
Suggestions: make it restart after each game, add options to change the speed (change the argument of the mod in the draw test), keep score.
490
« on: January 12, 2011, 09:36:58 am »
This is amazing. AMAZING.
491
« on: January 12, 2011, 09:26:54 am »
Best of luck. We're all rooting for you.
492
« on: January 11, 2011, 12:31:38 pm »
Of course, as soon as I come up with the idea to make Tron, someone makes it better Good luck with this!
493
« on: January 06, 2011, 05:02:42 pm »
Bwa, you guys just aren't hardcore enough I grew up on games like this. The impossible difficulty is, for me at least, great fun. I hope to see this speed (as an option mebbe? wouldn't want to cause unnecessary aneurysms) in the final game.
494
« on: January 06, 2011, 04:59:26 pm »
No.
This. Seriously tho, you're awesome. Not a troll. You may actually be an anti-troll.
495
« on: January 06, 2011, 09:52:57 am »
Oh, Kerm.
This is way too good. Yet another limit broken!
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