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TI Z80 / Re: TI-Tank
« on: February 27, 2012, 09:37:07 am »
Perhaps your link cable isn't good ? If someone got the game working, could you please tell which calculators you had ?
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. 31
TI Z80 / Re: TI-Tank« on: February 27, 2012, 09:37:07 am »
Perhaps your link cable isn't good ? If someone got the game working, could you please tell which calculators you had ?
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TI Z80 / Re: TI-Tank« on: February 27, 2012, 06:30:39 am »
Sorry, I'm French so I didn't notice the hidden sense of the title of the subject...
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TI Z80 / Re: TITank« on: February 27, 2012, 05:17:35 am »
I think that the game is stable only for specific calculators.
It works perfectly with all the calculators of my classmates (exclusively TI-83+ fr). So maybe you should try with different calculators until it works. 34
TI 68K / Re: Pokemon TI-89« on: February 25, 2012, 03:54:58 am »
Thank you very much for your thoughtful comment MrMontone !
Quote First off: Action Keys Ok, I'll see what I can do, but probably the FX keys will be the best solution for instance. Quote Secondly: English Version English language is right at the top of my to-do list. I promise the next release of Pokemon will feature an English version. If you want to accelerate things, you can help me translating Attack Names by editing the text file in attachement. Just open it with Notepad and change all the French Names. Quote Thirdly: Game Over Screen It is so simple to implement that it is already done 35
The Axe Parser Project / Re: Features Wishlist« on: February 22, 2012, 11:34:39 am »
To access directly to matrixes :
Code: [Select] GetCalc("var[A]") -> A Not much more complicated than TI-Basic, right ? 36
Axe / Re: How to use the link port« on: February 22, 2012, 11:22:59 am »
Sender and Reciever : TI-83+ (fr).
I can't test right now because I don't have 2 calculators, but when I tested it, I added an Output to see why the byte recieved was wrong, and it was 255. 37
Axe / Re: How to use the link port« on: February 22, 2012, 11:05:43 am »
Exactly. Sometimes 255, sometimes 65535.
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Axe / Re: How to use the link port« on: February 22, 2012, 10:53:53 am »
I'm quite sure, that was the source of all my bugs.
Test my routine, and you will see. 39
Hello,
I know some people are having trouble using the link port in Axe, so I decided to post a 2-player game I made with a friend a few month ago. Basically, each player has one tank and the goal is to shoot the enemy's tank. Each tank has 3 lives and can shoot up to 6 bullets at a time. There are 8 directions available, and the enemy's tank is represented with a hole inside it. Commands : [Arrows] Change direction (Right - Counter-clockwise / Left - Clockwise) [2nd] Go forward [Alpha] Go Back [Suppr/Del] Shoot [Annul/Clear] Quit Game To install you will need the main program TITANK, and the 5 appvars TIMAPx which contain the maps of the game. To launch the game, connect two calculators with a link cable, and execute on both calculators Asm(prgmTITANK). Both calculators must have the appvars, which must be in Flash Memory. Have fun ! Torio92 40
Axe / Re: How to use the link port« on: February 22, 2012, 07:45:15 am »
Because you certainly know that when you don't recieve something from Get, it will store -1 in the variable, but sometimes it could store 255 !
That was a major problem that made me lose a lot of time, I don't know why you can have 255 after a unsucessful Get. 41
Axe / Re: How to use the link port« on: February 22, 2012, 03:14:28 am »
Hello, I don't know if it could be useful for your problem, but I coded this routine a few months ago for a 2-player game.
It works perfectly, and takes 3 parameters : 1) - The adress of the variable to store the byte recieved (°A, for example) 2) - The byte to send 3) - The byte to send after you recieved something Code: [Select] Lbl RES For example if you want to send 1, and recieve something in A and then send 2 : Code: [Select] RES(°A, 1, 2) I separated the byte you send before you recieve, and after you recieve, but it can be the same, though. If you have any questions, just ask me. 42
[FR] Programmation Axe Parser / Re: input en axe?« on: February 22, 2012, 03:03:47 am »
Oui il a raison, et en plus l'Axe ne permet pas de gérer des nombres supérieurs à 65535 (ou très difficilement) donc pour un programme de maths j'opterai pour le TI-BASIC.
Si c'est bien optimisé ça peut être rapide. Que veux-tu faire exactement? 43
Calculator C / Re: Sprites and Maps in C 68k« on: February 18, 2012, 09:00:12 am »
map[pUserX][pUserY] is useless but it will read the data out of the bounds, though. The simple fact of trying to read out of the bonds of the buffer can be naughty for the calculator.
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TI Z80 / Re: ReName« on: February 17, 2012, 01:49:46 pm »
According to the gif, it seems that the program to rename can be archived.
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[FR] Hors-Sujet / Re: Serveur Minecaft« on: February 17, 2012, 12:02:31 pm »
Mon serveur est bien sous craftbukkit et il est hébergé donc niveau lag mon serveur est parfait : je n'en ai jamais eu aucun.
Je veux bien heberger la communauté Omnimaga, il n'y aucun problème. Par contre, pour ce qui est des versions crackées je ne les accepte pas, tout simplement parce que ce n'est pas respecter le travail de Notch que de pirater son jeu. J'ai enlevé la whitelist, vous pouvez venir visiter mais pas construire. Pour cela il faut faire une candidature sur le forum. |
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