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Messages - dinosteven

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136
Axe / Re: Grayscale Problems
« on: October 25, 2012, 09:36:03 pm »
*bump
Code: [Select]
:375->T
:Repeat T=0
:T--
:RectI(76,12,8,50)^r
:Rect(76,62-(T*2/15),8,T*2/15)^r
:End
It leaves some residue; please tell me how to fix this!

137
Axe / Re: Unobtainable Characters with AXE
« on: October 11, 2012, 08:51:58 pm »
Not sure about Axe, but Xeda's Xtra2 can do this:
http://www.ticalc.org/archives/files/fileinfo/425/42505.html

138
Axe / Re: Grayscale Problems
« on: October 08, 2012, 11:48:36 am »
I clear the buffer with [ClrDraw^rr] so it clears both. What it's supposed to do is erase the whole timer, then draw the parts that are left in the timer. Then I do DispGraph^rr.
Changing the order makes it fill grey from top to bottom (quite smoothly), but I want it to be all grey and have white come down until it's all white.

You solved my other problem with DispGraph:DispGraph(L3)!
I wanted to display them both as 1 buffer, but be able to pxl-test() them separately. I can do that now, thanks!

139
Axe / Grayscale Problems
« on: October 08, 2012, 09:22:52 am »
I can't get my grey timer to work!
Where T goes from 375 to 0, my code:
Code: [Select]
:RectI(76,12,8,50)^r
:Rect(76,62-(T*2/15),8,T*2/15)^r
It works, but it leaves behind some residue. ??? Why?

Also, in a totally separate problem, is there a way to display both buffers together without flashing between the two? I want to use the back buffer as something I can pxl-test() separately from the main buffer, but I don't want it to be grey.

140
TI Z80 / Re: Bounce
« on: October 06, 2012, 09:30:32 pm »
Added slowmo (infinite for now), reordered some code, made the ABOUT, and fixed the 2nd issue. BOUNCE and BOUNCSRC have been updated on my 1st post.
I would've had this sooner, but RAM clears came. I had FOUR RAM CLEARS this week, each one restarting my progress. ARGGH.
3 bugs left: ball randomly deciding to skip, ball breaking the wall (less common occurrence now), and the time meter residue.

So what's wrong with my time meter? Here's what I've got:
Code: [Select]
:RectI(76,12,8,50)^r
:Rect(76,62-(T*2/15),8,T*2/15)^r
T is the amount of time left. I can't find the problem. ???

141
General Calculator Help / Re: Can calc. gaming permanently crash my calc?
« on: October 05, 2012, 07:33:29 pm »
It's BASIC. If anything happens, just press [ON].

142
TI Z80 / Re: Bounce
« on: September 30, 2012, 06:29:17 pm »
Nice idea; I'll try slowing it down by a factor of 2. I have no idea what your asm code means, though...

Unfortunately, I tried messing with code too much and got stuck in an infinite loop... RAM clear... I'll try and fix the damage from a backup, then implement slow motion.

EDIT: RAM Clear wasn't to disastrous. Thank god for my obsessive backup-ing... I think I have everything back to what it was now. Time to add slowmo!

EDIT EDIT: Calc frozen now... idk why... gonna take out the batteries and re re write BOUNCE...
*sigh

143
TI Z80 / Re: Bounce
« on: September 30, 2012, 01:16:03 pm »
No, 'cause the paddle and timer are processed in the main loop. I could possibly make a separate engine for the ball and tell it to run X number of times...
But then the default non slow-motion speed would be at least 2 times as fast as it is now.
And that's a lot of work to do...
Any other ideas?

144
TI Z80 / Re: Bounce
« on: September 30, 2012, 10:44:07 am »
Oh... that makes more sense.
I need Rect for something else anyways, so I don't need to change anything.

Do you have any ideas on how to do slow-motion? I need something that slows the ball's movement, but not the timer or the paddle. I can't change its velocity; it won't land and bounce properly if I do - that's the cost of simulating gravity more accurately. And Pause doesn't work 'cause it slows everything down. I'm stuck.

145
TI Z80 / Re: Bounce
« on: September 30, 2012, 09:39:34 am »
So Rect is 112 bytes larger than pt-on? Wow, that's huge. That means that I can save 112 bytes by using Pt-On for my paddle!

146
TI Z80 / Re: Bounce
« on: September 29, 2012, 11:55:47 pm »
But you can save a byte in the source by using
Smaller source doesn't always mean smaller program. Sometimes it's actually larger :) (In this case it's the same size.)
How can a smaller source mean a bigger program? Can you give me an example?

147
TI Z80 / Re: Bounce
« on: September 29, 2012, 06:49:43 pm »
I tried:
Code: [Select]
:Repeat getKey(0)
:End
it didn't work. :(
But you can save a byte in the source by using
:Pause 9
rather than
:Pause 50
I just tried it; it works.

148
TI Z80 / Re: Bounce
« on: September 29, 2012, 04:01:20 pm »
Oh, I see what you mean. But [2nd] is really the best choice...

OK. After some digging, I found ztrumpet's Jump! source. He solved it like this:
Code: [Select]
While getKey(54)
Pause 50
End
So the user has to let go of [2nd] before it does anything, fixing it! He's a genius.
Problem solved.

149
TI Z80 / Re: Bounce
« on: September 29, 2012, 11:28:19 am »
Yeah, that seemed to be the problem. I had the safeguards set before I updated the variables. Just moved the code.
Unfortunately, after 5 test runs, it broke the wall. But it happens way less often now and it doesn't break the game.  :)

But I don't understand what this means:
And to your 2nd problem - just use a different key in one case XD
??? Please explain!

150
TI Z80 / Re: Bounce
« on: September 28, 2012, 11:27:45 pm »
I've managed to get the menu working, and I've reorganized my code so it works.

New features:
Spoiler For Features:
Menu - Highscores, Play and Quit are working; About will be added in shortly. Choosing About will just reset the Menu.
*Also, I seem to have neglected to give you the controls. They'll come shortly.
Changed ball sprite to a square, like the original game. Unfortunately, as wall-breaking isn't fixed, this causes some problems sometimes.
Did some things to try and stop wall-breaking. Failed.
Ball now starts in center of paddle, so you don't have to act the instant it starts.
Now, for the Controls:
Spoiler For Controls:
Left to move the paddle Left; Right to move the paddle Right.
The ball will move with the paddle in the menu, but not in-game. It will bounce 'away' from the paddle if it doesn't hit the center of the paddle.
Up/Down to change the ball's height. Height scrolls in-game, but on in the menu.
Clear to quit. In the menu, it exits; in-game, it acts as if you lost.
To select an item, move the ball under the choice and change the height so it hits the letters.
You can also hit [2nd] to instantly select.
When text is on the screen, hit [2nd] to continue.
To Do:
Spoiler For To Do:
Fix Bugs (see below)
Add the About choice.
Fix the logo.
More on the level editor
Add slowmo and pause features (there's more, but that's all for now)
I've also got a lot of glitches that I can't seem to fix.
If you know Axe, please go to page one and download my source! I need help fixing these bugs... Any help would be appreciated!

Bugs:
Spoiler For Bugs:
Sometimes the ball goes through the wall, and if it goes far enough, will bounce from it, messing it up completely. I added:

:If X>70
:70→X
:End
:If X<1
:1→X
:End

but it still goes through the wall sometimes! (Although not as often as before.) I don't understand!

Sometimes the ball will start flashing, skipping. It's hard to explain, but if you play it a few times, you'll see it. When it does this, there's no way to catch it - you'll lose when it comes down, even if your paddles located perfectly. idk why this happens and how to fix this.

The gray scale timer leaves behind residue as it moves down. I have no idea what's happening here.

I think that's all the bugs! Please help fix this if you can!

And that's all! As a final note, don't hold down [2nd] to progress. Tap it. Otherwise, it'll detect another [2nd] and you'll play the game again rather than going back to the menu. I'll try to fix that soon.

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