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Messages - chickendude

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646
ASM / Re: Any 82 programmers around? And questions about ChkFindSym
« on: October 08, 2012, 03:07:20 am »
The source is included in the file on ticalc ;) I think a lot of the basic engine is ready, the interrupt routines seem to be messing with the MENU routine in the battle engine, i'll have to check that out, and saving/loading isn't implemented yet (and since the game is so large, i've had to cut out most of the maps just to test if the engine is working), buuuut once i figure out what the interrupt is doing there shouldn't be much left to do to have a playable demo. It's the first time i've ever played it and i have to say, it's really cool :D It has the "digi" feel, i can see a lot of his humor/style in it.

Oh, and i have to say thanks to Hot_dog for crabcake, which has made testing it out soooo much easier, since i didn't have to worry about swapping code around to get around the 8.8k limit (and there is a loooot of code!).

EDIT: @DJ: did you ever play Robot War?

647
ASM / Re: TI82 sound
« on: October 08, 2012, 02:40:30 am »
There aren't many 82 sound programs. The only one I knew about was http://www.ticalc.org/archives/files/fileinfo/338/33890.html but I have ROM 16.0 on my calc so I don't know if it runs on it.
I think there are two files for each version (CrASH/ACE), one for pre 19.006 ROMs and one specifically for 19.006 ROMs, if you ever do care to test it ;)

648
ASM / Re: Getting around the 8000 limit without using apps
« on: October 08, 2012, 02:37:47 am »
Ah i thought we could add it as an example of how to use _FlashToRAM since currently there isn't any, but thanks for the link, i hadn't seen that before :)

649
Ash: Phoenix / Re: Ash: Phoenix
« on: October 07, 2012, 02:51:50 pm »
That's great! Both this game and Embers are the two games i'm most excited about :D

650
ASM / Re: Getting around the 8000 limit without using apps
« on: October 07, 2012, 02:48:21 pm »
I was just asking if we could add the information/example to the _FlashToRAM wikipage. :)

651
ASM / Re: Getting around the 8000 limit without using apps
« on: October 07, 2012, 12:53:41 pm »
thepenguin77:
I thought maybe we could add the routine you posted here to the wiki, since there are currently no examples. Would that be ok?

652
ASM / Re: Any 82 programmers around? And questions about ChkFindSym
« on: October 07, 2012, 12:17:24 pm »
Yeah, it's his game i'm trying to port (Digitan's), since i've always wanted to play Robot Wars but haven't had an 82 for years. I'll try asking over at MC, i don't know where/how to find Brandon W or PD.

653
TI Z80 / Re: Alien Breed 5
« on: October 07, 2012, 05:59:55 am »
It's very likely, especially if you have a lot of files. Even if they're archived, they'll take up space in the VAT.

654
ASM / Any 82 programmers around? And questions about ChkFindSym
« on: October 07, 2012, 12:24:51 am »
I'm trying to port a game from the 82 to the 83/+ but none of the ROM_CALLs are equated (they all use hex addresses). I've found names to most of them in the sng.inc file, but am unsure how some of them relate (or don't) to the 83+. In particular, those around the VAT/memory:
Code: [Select]
DEL_MEM      = $258D ;Deletes a region of allocated memory: HL = address DE = size
DEL_TMP      = $3606 ;Delete temporary use memory region
INSERT_MEM   = $2258 ;Allocates a region of memory: HL = size DE = address
CREATE_TMP   = $38D0 ;Create temporary use memory region
What's the difference between the the MEM and TMP versions? The program is trying to allocate memory for something but it always crashes here. It's using the CREATE_TMP/DEL_TMP routines. There's a little bit of info here:
http://tifreakware.net/tutorials/multi/unification.html#part05
It seems like the program is trying to recopy itself into a new program.. or something along those lines. I haven't had time to look through it too closely yet, but i've noticed in the emulator that after the ChkFindSym it returns the VAT entry for the program in HL, which seems to be correct, but the address in de pointing to the data points to somewhere in  $FEXX. Is it that the shell (zStart) is doing something funny? Because i don't see any data. I'm not too familiar with the memory routines or the structure of the calculator, i think i could just _InsertMem to the end of the program (it's for saved games), but it's such a large program (>22k) but i can't seem to find it in memory! I think in the end i will try to convert it into an app and just use app vars to save the games, but i wanted to try and get things up and running first since i don't feel like trudging through all the complications that would bring (SMC, text routines, multiple pages, etc.) just yet.

655
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: October 04, 2012, 12:38:33 pm »
Diagonal movement is one thing, but unless you have a special way of hit detection (ie not just checking which tile you're going to run into) the diagonal tiles will have a box around them (unless you just make them "walk through-able"). That's why i was asking...

656
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: October 04, 2012, 12:45:55 am »
Wow, that looks a whole lot better. The only thing that makes it look square-ish are those square boxes in the middle, but really the whole set looks very nice together. For the diagonal sprites, will you be able to walk diagonally? or will the hit detection for those sprites take up the entire square?

657
TI Z80 / Re: Zelda resumed and almost done...a bit of help needed
« on: October 03, 2012, 12:14:35 pm »
An 8x8 Deku tree?! O.O

For some more sprite ideas, you can check out Joltima, which had pretty cool (8x8) spritework:
http://www.ticalc.org/archives/files/fileinfo/34/3456.html
For example, you might be able to base your wizard off one of those sprites or pull some background tiles. I'm pretty awful at spritework, too, and there's not a whole lot you can do with 8x8 :/ (though with a good game you can get away with it, like Shadow of Narkemen :D On a side note: I wish Narkemen II had come out... the beta was really cool and i think it was pretty much all finished, just testing for bugs and stuff... where did he go?)

658
Casio Calculators / Re: [LuaZM] Pong++
« on: October 03, 2012, 07:22:18 am »
Other ideas:
-make a mix of phoenix/pong, where you have some enemies on screen trying to shoot you while you have to keep the ball alive.
-powerups that you have to hit with the ball (so either you or your opponent can get them, depending on who it was that hit the ball).
-expanding on Art_of_camelot's gun idea, give each player a certain amount of health and you can beat them either by making them miss the ball or killing them, you could also use the gun to change the ball's direction
-randomly changing spots on the board that make the ball "invisible", so that you can't see it until it leaves that area

There's lots more you can do, it just depends how much time you want to spend on it ;)

659
I was thinking it would be cool to have larger levels, i don't know how difficult it would be to have a field larger than the screen (so that it scrolled). You could also add in objects that don't move that you have to go around.

660
*Doh* i just realized this wasn't for the 83/+ and now i'm really bummed out. That new screenshot looks much better! My only suggestion i can think of is larger more complex levels.

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