421
TI 68K / Galactic 68K
« on: February 19, 2007, 12:56:00 pm »
Is GKeyFlush() one of those functions that uses interrupts 1 and 5? Because I'm having problems....
Here's how I redirected the interrupts, btw:
(global variables):
INT_HANDLER save_int_1, save_int_5;
(in the _main function):
save_int_1=GetIntVec(AUTO_INT_1);
save_int_5=GetIntVec(AUTO_INT_5);
SetIntVec(AUTO_INT_1, DUMMY_HANDLER);
SetIntVec(AUTO_INT_5, DUMMY_HANDLER);
And here's how I'm setting the interrupts back to the way they were:
SetIntVec(AUTO_INT_1, save_int_1);
SetIntVec(AUTO_INT_5, save_int_5);
EDIT: Well, I guess I'll just stick with ngetchx() for now because it's not working....
EDIT AGAIN: Something in the following code is causing the problem:
c1-->
Here's how I redirected the interrupts, btw:
(global variables):
INT_HANDLER save_int_1, save_int_5;
(in the _main function):
save_int_1=GetIntVec(AUTO_INT_1);
save_int_5=GetIntVec(AUTO_INT_5);
SetIntVec(AUTO_INT_1, DUMMY_HANDLER);
SetIntVec(AUTO_INT_5, DUMMY_HANDLER);
And here's how I'm setting the interrupts back to the way they were:
SetIntVec(AUTO_INT_1, save_int_1);
SetIntVec(AUTO_INT_5, save_int_5);
EDIT: Well, I guess I'll just stick with ngetchx() for now because it's not working....
EDIT AGAIN: Something in the following code is causing the problem:
c1-->
CODE |
ec1 if((dp = malloc(LCD_SIZE)) == NULL || (lp = malloc(LCD_SIZE)) == NULL || (lp2 = malloc(LCD_SIZE)) == NULL){ 422
Web Programming and Design / Free web hosting« on: February 19, 2007, 11:28:00 am »
Yeah. I imagine rivereye would know from experience (his forum).
423
Computer Projects and Ideas / Bitmap to Binary Application« on: February 19, 2007, 10:47:00 am »
Sweet! 200 tiles or so? o.o
Anyway, you could have used ImageStudio, but still, nice work. 424
News / Contests are back!« on: February 19, 2007, 10:44:00 am »
Many people were just probably not very interested nor motivated, and even if they were slightly interested, they might have backed down because they'd rather whip up a grayscal 96x64 image in Paint on the computer than make an animated image/program on the calculator and send it to the computer.
425
TI 68K / Galactic 68K« on: February 19, 2007, 10:37:00 am »
Thanks for the suggestion , but....
I did exactly what you said for Catch That Ship (and used a while() loop + keytest() thing instead of ngetchx()), but ngetchx() just seemed easier and more efficient. I think I might change it, though. *bfr 426
TI Z80 / Space Trader« on: February 18, 2007, 04:53:00 pm »
Great! I hope you get that bug fixed.
427
TI 68K / Galactic 68K« on: February 18, 2007, 04:43:00 pm »
I fixed it.
I would have finished it earlier today, but I had to go to my sister's swim meet and then to my cousin's house. It can still be downloaded at http://bfr.tifreakware.net/galactic.zip Enjoy! 428
Other Calc-Related Projects and Ideas / Holy crap! Progress!« on: February 18, 2007, 02:02:00 pm »
There was progress! o.o:gah:O_O:huh:%)0_o
:disco: *bfr 430
TI 68K / Galactic 68K« on: February 18, 2007, 05:10:00 am »
:police:
Well, it's actually good that you didn't have your calculator at that moment. After playing it excessively, I eventually realized that it sucked up a bunch of my calculator's memory - I allocated a whole bunch of memory (four times the size of the TI-89's 160x100 LCD), and only freed half of it. I'll try to get a new version up soon. 431
TI 68K / Galactic 68K« on: February 17, 2007, 05:50:00 pm »
Here is Galactic 68K 1.0:
http://bfr.tifreakware.net/galactic.zip This contains ten action-packed levels fightings against increasingly difficult AI ships, with a shop that appears every so often, and a final eleventh level containing a powerful boss. Enjoy! 432
TI 68K / Galactic 68K« on: February 17, 2007, 04:54:00 pm »
No. Enemies have different amount of lives, depending on the level - typically two or three lives.
433
TI Z80 / Platformer« on: February 17, 2007, 11:42:00 am »
Although I'm certainly not the only nor most experienced TI-83+ TI-BASIC tile-map-maker here, I have made small tile-mapped games for myself on my TI-84+ SE that use ASCII tiles, and I edited them on-calc. It was also really fast, btw.
Sorry if that didn't help much.... I was about to say that xlibman would probably have a good solution, but then I remembered the xlibman lost his internet connection..... Somebody else can probably give you better help (rivereye, Zeromus, tifreak8x, etc.). 434
TI 68K / Galactic 68K« on: February 17, 2007, 09:15:00 am »
Wow, I didn't even notice this thread before.
Anyway, Galactic 68K alpha 1 is released. Here is the download link: http://bfr.tifreakware.net/galactic.zip There are five bug-free (from what I've tested) levels so far. More levels, including a final boss, need to be finished, and I'll probably add more backgrounds and sprites, but note that sophisicated backgrounds make the game slower. As the levels go on, the AI will become more intelligent. (...in case it doesn't look that intelligent now. It actually isn't too bad, but at the moment, it doesn't try to dodge bullets. That will come in later levels.) I don't have a readme yet, so here are the controls: 2ND = shoot, arrow keys=move (pretty typical) In some menus and things, when the program is waiting for a key press, 2ND won't work (this is often due to using ngetchx() which doesn't support the 2ND key alone), so you should just press ENTER (or another key). EDIT: There are now eight levels, except I haven't released this new version yet 435
ASM / Hide apps?« on: February 17, 2007, 04:11:00 am »
Yeah, listen to Tenniskid. That's what I use, actually.
MirageOS hides apps? o.o Did you mean that it hides programs (which are different, and don't show up in the APPS menu)? |
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