This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Matrefeytontias
Pages: 1 ... 93 94 [95] 96 97 ... 133
1411
« on: February 04, 2013, 10:40:54 am »
Heavy bump, I don't know if you're still on this (I doubt), but since I am ( ), I answer to that. I think there is a simpler way to receive a byte from the calc with Arduino : int ring = 2, tip = 3; // let's say that the ring is port 2 and the tip port 3 int gotByte, byteCounter;
void setup(void) { Serial.begin(9600); }
int getByte(void) { if (digitalRead(ring) == LOW) { digitalWrite(tip, LOW); delayMicroseconds(12); digitalWrite(tip, HIGH); gotByte = (byteCounter = 0); // yeah, I'm lazy
while(byteCounter < 8 ) { if(digitalRead(tip) == digitalRead(ring)) { if(digitalRead(tip) == HIGH) gotByte |= 0x80; // sets the 7th bit gotByte >>= 1; // shift the whole byte right byteCounter++; } } } return gotByte; }
void loop(void) { Serial.println(getByte()); }
1412
« on: February 03, 2013, 02:56:15 pm »
MP OSes are known for compatibilities issues with ASM programs. You have better to avoid them.
1413
« on: February 03, 2013, 06:47:35 am »
I gonna use it now, and if fortunately you add sprite support, I'll just update my project to work with the new engine.
1414
« on: February 03, 2013, 03:33:00 am »
I want to improve the 3D engine I made (a lib called VERTEX3D) by adding the support for solid surfaces. And for that, triangles are needed.
1415
« on: February 02, 2013, 03:57:03 pm »
As you describe it, it seems that you only can use a custom text routine. Let's say that S is the offset to the starting letter, E the offset to the ending letter and A the address of your appvar ::While S<E :Disp {A+S}>Char :S++ :End Of course, it can be optimized.
EDIT : I don't remember if this automatically goes to the next line if the right of the screen is reach ...
1416
« on: February 02, 2013, 03:50:52 pm »
Oh yeah, don't worry, I planned a menu and all like in the real game
1417
« on: February 02, 2013, 03:32:51 pm »
Hoffa recommended to me to use it in my F-Zero game (see my sig). I think that it's what I gonna do, if t0xic_kitt3n agree.
1418
« on: February 02, 2013, 03:31:20 pm »
Well, your first code is wrong. You don't need these semicolons between each string and each [00]. Just do ::"blah"→Str1 :"blah"[00]"blah"[00]"blah"[00] .
Also, drawing triangles like rectangles would be awesome. I'm thinking about commands such as Triangle(x1,y1,x2,y2,x3,y3), XTriangle..., WTriangle....
1419
« on: February 02, 2013, 12:02:33 pm »
Bump,
Since I've got some free time recently, I dig in this project again : it's not dead, be sure of that, but I'm having a really hard time trying to make the engine work with integers instead of floats. The accuracy is the main problem I think, so I came to the conclusion that I needed somewhat fixed-point calculations routines. Since I'm bad at maths in fact (experience I don't have), I only can search on the web or ask for it. So if someone wants to help me with that ...
1420
« on: February 02, 2013, 06:44:08 am »
@annoyingcalc : I'm using Axe 1.2.1a @epic7 the weapons I already implemented are pistol, double pistols, shotgun, laser rifle, machine gun, discgun, minigun, katana and revolver. I planned to add bazooka, mines, grenade launcher and flames thrower (if I success in figuring out how I can do this latter ).
1421
« on: January 30, 2013, 03:53:19 pm »
Update again (I said I'll be pretty active ) ! This time I added the revolver ! It's like the starting pistol, but its bullets are going (really) faster and make 4 damages instead of 1 for the pistol. Maybe I forgot to notice that small enemies have 2 HP and big ones have 8 HP. Also, I'm releasing the source but only because I need help : when playing on a real calc and dying, the game is randomly saying either "ERR:INVALID", or "ERR:VERSION", or "ERR:SYNTAX" etc when I run the game without any shell, and sometimes it crashes with MirageOS ... The error doesn't show up everytime I die, and when it shows it's not always the same. It's kinda strange
Same thing this time, new source attached.
1422
« on: January 29, 2013, 12:10:09 pm »
Bump, I'm really back on this, decided to finish it, and I'm here to post an update !!! After all these days, yay So, I resolved many bugs, optimized many things and added katanaaa Also, I'm releasing the source but only because I need help : when playing on a real calc and dying, the game is randomly saying either "ERR:INVALID", or "ERR:VERSION", or "ERR:SYNTAX" etc when I run the game without any shell, and sometimes it crashes with MirageOS ... The error doesn't show up everytime I die, and when it shows it's not always the same. It's kinda strange The source is the solo huge file I attached (beware, it's really hard to understand as I'm not that guy that over-uses comments )
1423
« on: January 29, 2013, 08:40:28 am »
Bump, in fact it's not ok , can someone describe the protocol used by the Send() command ? Also, still not changing the old poll ?
1424
« on: January 29, 2013, 08:38:40 am »
Well, Ti.Image too. Or NTI, as hoffa called it.
1425
« on: January 29, 2013, 08:35:17 am »
Do you think it should be a version for Ndless C / ASM ? It'd be really helpful.
Pages: 1 ... 93 94 [95] 96 97 ... 133
|