Show Posts

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 - chickendude

Pages: 1 ... 41 42 [43] 44 45 ... 55
631
Other Calculators / Re: What should I buy?
« on: October 14, 2012, 10:18:52 am »
Btw, does anyone have any experience with the HP50g? How does it compare to say the TI 89T? I think learning ARM assembly would be interesting and could even be useful later for playing around with the GBA. The specs seem to show that it has a much faster processor, but the games and things i've seen online for it all seem pretty basic and people even complained of certain games running slowly. I just ordered an 84+ (not an SE pocket, since it was more than twice as expensive) and the Casio Prizm online today :) It'll be weird having more than two colors to choose from!

632
Ash: Phoenix / Re: [A:P] Documentation
« on: October 14, 2012, 10:04:10 am »
I have no idea which is supposed to come first, so maybe ;) Thanks.

633
Ash: Phoenix / Re: [A:P] Documentation
« on: October 13, 2012, 11:35:10 pm »
12x12 should only be the same as 12x16, though you could store them compacted then extract them to saferam before drawing the map. There aren't any tiles that are shared throughout maps? Why not have a basic tileset that is shared throughout all maps and then give each map a certain number of individual tiles. Or you want to keep each tile reduced to a nibble? RLE compression tends to work really well for tilemaps (there are so many repeated tiles) and it's pretty simple to write a "decompressor".

634
Other Calc-Related Projects and Ideas / Re: Weekly Programming Challenges
« on: October 12, 2012, 02:34:24 am »
I would be interested in weekly challenges. Another idea could be working on the parts of a certain type of game, where each week builds on the previous ones. You could have weeks working on enemy paths, power-ups, bullets, physics, etc. to try to think of new ideas/ways of doing things. They don't necessarily have to be implemented together to form a full game, though.

Thinking up ideas every week could end up being pretty hard, it might be worthwhile to have a stockpile of ideas from the start just to make sure you don't run out of ideas.

635
Other Calculators / Re: What should I buy?
« on: October 11, 2012, 03:39:21 pm »
I guess most people nowadays have an 84+/SE (or an 82 Stats.fr ;)), so it's probably what i should be using to test on anyway. Now i'll have to see if i can find some place that can send one here :D

636
Other Calculators / Re: What should I buy?
« on: October 10, 2012, 02:31:02 pm »
Cool, thanks for the article. I've already pretty much decided on getting a PRIZM, but i'm not sure if there's anything with the hardware to worry about for the 84+s (the LCD driver, extra RAM pages, etc.). The hardest part will probably be finding some place in China that sells them :/

637
It looks a lot better :) Is the flicker that bad on the actual NXT? The only thing i can say is that i think the block should have a little more space to move on the screen without shifting it. Currently it moves the whole screen a lot and it can feel a bit dizzying.

638
Other Calculators / Re: What should I buy?
« on: October 10, 2012, 10:26:38 am »
*Bump* I don't think it's really worth opening a new topic to discuss something that i'm sure has been discussed a million times before, buuut i'm thinking of getting a new calculator or two, for (assembly) programming. The Casio PRIZM really interests me and i'd like to play around with SH4 assembly. And on top of that, while i don't think either company is a saint, Casio seems much more open/forward thinking than TI, which is a bummer since i've always really enjoyed the TI calcs i've had. So i think i'd like to get a PRIZM. The real question is i've always been more of an 82/83/83+ person. I got an SE cheap off eBay when they first came out and it was nice, but it never seemed as sturdy as the 83+, lots more crashes, etc. I've never had anything from the 84 series but i've heard lots of negative things about them (and lots of good things), and not to mention i think they look much uglier than the old 83+s ;) I feel like for just testing my programs the 83+ has always been the most stable. None of the calcs i had previously survived high school, most of them being stolen or, in the case of my 89T borrowed/never returned, so now i just want something to test my games out on. Is there anything to be weary about when buying an 84+/SE?

639
TI Z80 / Re: Robot War 83+
« on: October 10, 2012, 01:03:25 am »
Well, head and body pixels should be hidden, no ?

Anyway that's not important, I was just wondering if it was a bug.
Ideally, yeah, but that would make the engine a lot more complex (and involve extra sprite masks) so i assume that's how it was in the original. Maybe you are really climbing across the trees? ;)

Also, deeph: check your pms.

640
ASM / Re: Any 82 programmers around? And questions about ChkFindSym
« on: October 10, 2012, 12:54:21 am »
Cool, i got the majority of the game working (though there are apparently still a few annoying bugs) and started a project thread. I just ignored all of the relocation stuff (and shaved off a couple hundred bytes that way :D) and just wrote something using _CreateProg to store the saved game files, which i think is what he did originally anyway, i'm just not sure what all that relocation/derelocation (haha) was for, but saved files are working fine so i'm not so worried about that now. And the issue with the strange scrolling sprites i think was because CrASH wants all sprites to be in a 256 byte-aligned buffer ($XX00) and that buffer was coincidentally placed somewhere i was already using as saferam. At least after i rearranged everything to fit the map buffer into saferam, those sprites (the NPCs) seem to be fixed.

641
TI Z80 / Re: Robot War 83+
« on: October 09, 2012, 04:48:31 pm »
Cool, thanks. There are a few graphical bugs i've noticed, namely some of the NPCs have some weird pixels stretched over them when you move. After rearrange a bunch of the graphics around and changing where the sprites get copied to for CrASHman's tilemap routine, they seemed to disappear. I'll look into that later as at least it doesn't crash the game.

Yeah, it starts off really hard. It takes a while before you can wander too far from your home. If you want, i can give you a version starting with better stats just to test it out (or you can do it yourself changing a couple values in the source ;)).

I just saw the bug where it kills both the spies (i hadn't actually had a spy call another spy before, they always called other enforcers), however my calc didn't reset :/ I'll try to look into that tomorrow.

Regarding Noshell, i have no idea. It's possible i'm overwriting something somewhere since i've moved a LOT of data out of the program into "saferam". I've been using zStart and haven't had any problems so far.

And i think it's supposed to look like Edgar's walking behind the treetops. Does it not look like that to you?

I also didn't realize that you had to press 2nd twice to get past the "team repaired" text, i'll look into that as well, thanks! And i also saw the "Edgar rank up!!" thing, i thought it was a kind of weird thing to say... I've never played the original so i'm not sure how a lot of stuff's supposed to work, but i think you're right, that's probably not supposed to happen...

I can't say if i will port the linkplay or not. I'd really like to, but i know very little about it and have no way of testing it outside of emulators. I don't know if it's much different between the 82/83+, but it won't be until the Standard Edition is running stable. In the end, it'll probably have to end up as an app so will have a little more room to work with.

Anyway, thanks a lot for the feedback, especially the bit about the two spies! Btw, have you done the tournament yet?

642
TI Z80 / Robot War 84+
« on: October 09, 2012, 09:53:02 am »
EDIT: Updated the download here with the latest version. The port is more or less complete, though i haven't added in linkplay yet (there's no more space in RAM to add it ;) ).

__________________________________________

A couple days ago i decided that i finally wanted to play Robot War. I've been wanting to play it ever since i first heard of it nearly 6 years ago. The main issue wasn't the code (it's very well commented/organized and really easy to follow), it was the SIZE of the program. I've finally gotten the size down enough that it'll fit within the RAM of your calculator (as long as you have no other programs loaded, and you may need to delete L1-6), and thanks to Crabcake you no longer have to worry about RAM clears everytime code past $C000 tries to execute :)

There are still a couple bugs, notably there're some random tiles that get drawn to the screen during the battle engine, and i haven't tested very much. I'd really appreciate if you all could help me look for things that still aren't working, since the main part of the program has been fixed up to run under the 83+. Save files are also working, on the 83+ you'll only be able to fit one in right now (and i had to restructure the data quite a bit just to allow that). Because the 84+/SE version of Crabcake is slightly smaller, i can post an 84+/SE only version which should leave you another couple hundred bytes to play with.

This is just the Standard Edition (no linkplay), eventually it would be best to convert it into an app but i just wanted to throw together a quick playable version first.

Also, please note: i don't recommend putting this on your real calc, for a couple reasons. 1) it's largely untested and it's possible (very likely) that at some point it will crash. 2) you probably won't have enough memory (RAM) to fit it on there ;)

And if anyone knew how to get in touch with DigiTan, i'd be very grateful as well.

Screenie:

643
ASM / Re: Any 82 programmers around? And questions about ChkFindSym
« on: October 09, 2012, 12:42:11 am »
Cool, thanks :) I also just found that the "mapBuffer" is built into the program, if i move that into saferam it'll open up another 1k of space, which SHOULD be enough to fit the rest of the maps in :D (and still have a solid 2-300 bytes on the BE, maybe 500 or so on the 84+/SE)

644
ASM / Re: Any 82 programmers around? And questions about ChkFindSym
« on: October 08, 2012, 03:42:36 pm »
Alright, so i've gotten a good amount worked out (or at least it seems that way to me!). There're still a lot of things i haven't tested, i dunno if anyone wants to go through the game and find things that are broken or not. The file is too large to fit into RAM, this file here, after saving, leaves you with around 80 bytes free (more if you delete L1-6). It contains 13 of the 21 maps, which should take you pretty far into the game, and anyway as i figure out how to implement everything (probably by converting it into an app) you'll be able to use your save file. However:

PLEASE DO NOT TRY THIS ON YOUR REAL CALC (or at least don't get upset when it crashes ;))!

It probably wouldn't fit anyway, unless you have no other programs. There are a lot of things i haven't tested yet and while the differences in the code between the 82 and 83+ aren't that great, it's often enough to reset your RAM. For example, the battle routine was stalling because my random number routine never returned a carry and it relied on a random "carry" being thrown for the enemy's AI. CrASH's random routine must've had an srl a/rra at the end, since it says it returns a random number between 0-127. Small things that cause big headaches!

Things i've tested so far:
1. basic tilemap engine
2. basic battle engine (normal attacks and using items)
3. saving/loading is now working, as well as quitting the game (before it gave an error after trying to start the game for a 2nd time)
4. basic events engine

There's probably a lot more that works since i've really had to make very few changes.

Things to do:
1. fix sprites that are messed up when you move.
2. weird sprites drawn on side of screen during battles.

Also please note, this is just the Standard Edition (no link-play...yet). Also, many thanks again to Hot_dog for Crabcake, without which life would've been so much more difficult! Oh, and worth noting just in case: i've been using zStart to run it, but in theory (whatever that means), it should also run under any ion-compatible shell.

Attached are the current source to the 83+ version (with readmes/extra documents provided with the original/the original .82P files) and a .8XP file to test using your favorite emulator :)

EDIT: attached a "short" screenshot to give you an idea where it's at.

645
ASM / Re: TI82 sound
« on: October 08, 2012, 12:42:29 pm »
Jim e also had a pretty complex sound program, but i can't remember what it was called anymore. Maybe RealSound? Ah, yeah. But he hasn't been around for a while. thepenguin77 also made a sound program which, unlike RealPlayer, includes the source. And if i'm not mistaken, Ben Ryves (over at maxcoderz.org), was working on his "QuadPlayer" several years back. He's still around and i don't think he'd mind sharing what he knows/remembers. I think the source is online, too, as well as documentation on how he implemented sound. However, those were all for the 83+/84+ (and possibly the 83). For 82 programmers, if i remember correctly Digitan did some work with sound. He was around until recently, at least until UTI went down... There were also some old games (i can't remember, maybe Penguins?) that had sounds when you jumped or did certain things, this was maybe 10 years ago so it's very likely either a) i was playing it on my 82 or b) i was playing it on my 83 but that it was a port from an 82 version. This is for ASH, and includes source. Unfortunately, i don't know anything about how sound works (i guess it's just outputting values to some port, i'm assuming port 0?). Sorry for just tossing around a bunch of random links, but i really don't have much else to offer other than what i remember other people did ;)

Ahh! IceClimb! from dwedit (who also still lurks around various places and would know a lot about the 82 as well, his site/forum is probably the best way to get in touch with him). From the IceClimb source:
Code: [Select]
;---------= Make a sound =---------
; c=frequency, b=duration
beep:   di
#ifdef TI82 \ ld e,$FC \ #else \ ld e,$D0 \ #endif
beepl1:   ld   a,c
beepl2:   dec   a
   jr   nz,beepl2
   ld   a,e
#ifdef TI82 \ xor %00111100 \ #else \ xor %00000011 \ #endif
   ld   e,a
   out   (0),a
   djnz   beepl1
   ei
   pop hl
   pop de
   pop bc
   ret

Pages: 1 ... 41 42 [43] 44 45 ... 55