I think the editor should be separate. Some people may not want to create levels and will prefer a smaller file in that case. I don't think the play button will work, though.
Actually, do Axe programs initialize variables automatically? If not, there's always:
Its easy Just go to options, and select Application under 'shell'. The only difference between apps and programs is you can't modify any data that you create in your program. ie: you cant do this:
[000102030405]->Str1 Copy(Str1,L1,6) //copy it to some free ram, but you cant copy back 9->{L1+5}
Well I'm sure I don't do that anywhere... ... Actually SMC is possible but not realistically I know that...
I'm not sure it's worth it yet. If I hit the point where I can't keep it below the limit, yep, it's an app. Until then, I'll settle for a prgm's faster compile speed.
You could always make it an app if you wanted, you get double the file size that way ^^
I've never worked with apps before. I have no idea what I can/can't do from one... etc. Never really looked into it. I don't even know how to compile to an app with Axe...
Well, I've hit the wall. (figuratively ) There's like no way I can add more to this and stay under the 8kb limit, so I'm going to take away so I can add more. I've got the editor fully functional (I think) in a separate program. Question is, is it possible to make my "play" button still work? Or even launch the editor from the main menu? (main menu -> editor shouldn't be too hard, but the play button will certainly give me problems...)
The test mode sends an overly high amount of energy to the LCD which causes it to turn blue, and it can damage the screen. I don't know why this was included.
Aw you limited the amount of balls . I loved having OVER 9000 on the screen. J/k, but is it because of memory limitations? It seemed to run pretty fine with like 30 at once. It was just hard to keep them all in the screen.
I'll try this when I get some time.
Memory limitations? A ball takes up 4 bytes in memory. I have them stuck one on top of another in L1 how many balls can I have then? (EDIT: ran the numbers, I can have 178 at a time ) It was because it got far too easy in endless mode if you had 50 balls on screen As I said, I consider it a temporary measure. I fully intend to remove the cap eventually
Ah cool to hear. I like intense stuff a lot.
Btw I love the endless mode. Maybe there could be an endless mode where additional ball blocks are more frequent but it scrolls down 4 times faster?
I have to delete the editor from the main program. Then I can add that... btw, should it be "Epic mode" or "Extreme mode"?
The test mode sends an overly high amount of energy to the LCD which causes it to turn blue, and it can damage the screen. I don't know why this was included.
It's probably how they test the drivers in the production factory.
Na. They eventually plan to form a SWAT team armed with flash drives and fry the lcd's out of all the calculators running 3rd party OS'es That's why I'm waiting on developing mine
If you are going to use a string more than once, it is a good idea to give it a name, though. If you inline the string each time, the data will be added again and again. (Well, unless Quigibo made it check for duplicates, but I think that would be a waste of processing time)
So many smileys... So, I'll need to clarify this, because it isn't working. To select a different block in the level editor, you hold 2nd and press the number while it's held down, right? If that's the case, it isn't working.
After the score gets to the max, it just loops I guess?
And for the teacher key contrast thing, I've found from playing Simul that changing the contrast once you're back in TIOS restores it to what it was before.
Okay sorry if I was a little unclear, but how would you select C4 block (#10) with that control scheme? No, you hold 2nd and use the up and down arrows. *looks back at the readme EDIT: *edits the readme Also, yep, when (and if) you manage to hit 655360000, it does loop. Note that that is 600 million, in increments of 10.
Also, the contrast sets itself to 45 when you exit that mode, which I find to be a decent number. If you don't like that, please tell me (note, for those of you inexperienced in axe/asm, reading the contrast value is not possible, so no maintaining it, sry) (at least not in axe without hex codes)
It's actually very simple to return the contrast to the value it was previously set to, without any need for assembly. To change the contrast value to what the user had it set to:
Aw you limited the amount of balls . I loved having OVER 9000 on the screen. J/k, but is it because of memory limitations? It seemed to run pretty fine with like 30 at once. It was just hard to keep them all in the screen.
I'll try this when I get some time.
Memory limitations? A ball takes up 4 bytes in memory. I have them stuck one on top of another in L1 how many balls can I have then? (EDIT: ran the numbers, I can have 178 at a time ) It was because it got far too easy in endless mode if you had 50 balls on screen As I said, I consider it a temporary measure. I fully intend to remove the cap eventually
Repeat 1=2 If getKey=15 Goto E End -1→B 62→A Repeat A>62 Shade(A) A+B→A If A<1 -B→B End End End Lbl E Shade(47)
Remember that? I think I still have that program
No the problem was writing to random bytes in ram then returning to TI-OS. It was just contrast 63, though. Looks a little purple, and I've never seen my calc do blue. Made me think it might be the infamous test mode
@Darl181 I think he means test mode blue screen. The one that can damage the screen if left like that for a minute.
What I don't get is the "test mode" part. Is this something TIOS does?
No. It's a particular mode of the lcd driver that puts lots of random blue lines on the screen and potentially (i'm pretty sure it's unconfirmed) damages your screen.
... I wasn't really watching the time. I paused a couple times in the middle, and all I really know is that I ended up with that number at the end of the school day.
New in v 0.97: moving and C4 blocks (the C4 is still a little unreliable, but completely stable) slightly decreased program size, I'll eventually want to put the editor in its own program. limited paddle size to half the screen, I'm thinking of this as a temporary fix. limited number of balls to 10 (or 11, I'll have to check my code), same here. Fixed a couple bugs: no more random blocks in random level or endless modes. (I mean, outstandingly random) the score no longer loops when it hits 65536. Now the magic number is 655360000. Known bugs: as I said before, the C4 is a little unreliable, it occasionally won't destroy everything it should. when you hit a C4 block with nothing around it it seems to freeze for a couple milliseconds. note that this is temporary, and I doubt any of you could pull out a battery that fast anyways also, a brand-new, fresh off the press readme! (ok, not all of it, just the editor controls, known bugs, and update notes...)
EDIT: the scrolling and C4 blocks don't get used in the random level or endless modes, only custom levels
Beat this :
Nice! You must be enjoying debugging a lot
I don't really enjoy debugging, just finding the bugs
Oh, and I got 610980. Tip: don't try to play in a poorly lit room and try to record it with a digital camera at the same time, playing it by watching the camera screen.
Wow that's a big number... a 20 bit number to be exact My system supports 29.3 bits. try using all of them (jk)
Also, anybody who has messed with the teacher keys recently will have noticed that the cursor blinks too fast in this version, will be fixed in the next. Also, I've modified the blank-screen one since to set the contrast to 0, thus making the lcd look like it is off. Also, the contrast sets itself to 45 when you exit that mode, which I find to be a decent number. If you don't like that, please tell me (note, for those of you inexperienced in axe/asm, reading the contrast value is not possible, so no maintaining it, sry) (at least not in axe without hex codes) Also, I have the C4 blocks working slightly more consistently, and I think I have the lag issue resolved. Still a bit inconsistent, though.
New in v 0.97: moving and C4 blocks (the C4 is still a little unreliable, but completely stable) slightly decreased program size, I'll eventually want to put the editor in its own program. limited paddle size to half the screen, I'm thinking of this as a temporary fix. limited number of balls to 10 (or 11, I'll have to check my code), same here. Fixed a couple bugs: no more random blocks in random level or endless modes. (I mean, outstandingly random) the score no longer loops when it hits 65536. Now the magic number is 655360000. Known bugs: as I said before, the C4 is a little unreliable, it occasionally won't destroy everything it should. when you hit a C4 block with nothing around it it seems to freeze for a couple milliseconds. note that this is temporary, and I doubt any of you could pull out a battery that fast anyways also, a brand-new, fresh off the press readme! (ok, not all of it, just the editor controls, known bugs, and update notes...)
EDIT: the scrolling and C4 blocks don't get used in the random level or endless modes, only custom levels
63, 64, same thing It was a solid screen. The blue might've been an illusion... Either way, the problem there was I forgot to remove a set of curly braces ({}) (:
@Darl181 I think he means test mode blue screen. The one that can damage the screen if left like that for a minute.
Well actually I'm not sure. The game exited to the os. I pushed enter, and the whole screen became an almost-blue black. I've never actually seen the test mode, so that might've been just contrast 64, but I was gonna pull the battery either way.
Well the problem was mostly that my inner and outer loop variables were the same. Whenever a block was destroyed, I decremented D. That's not really the problem, though, because that'll just repeat that block, and I have protections against that. The problem is immediately AFTER my inner loop. I set D to zero! That tells it to repeat EVERYTHING!!! And that most likely includes the C4 block that just got destroyed... Endless loop.
Well, after an epiphany, a blue screen of death, and a good half-hour's work, I have C4 mostly working!!!
Two things left: It often misses a couple blocks. When the only block on-screen is a C4 block, hitting it acts just as though I had thrown in a 'Pause 400'...
Ok so when score reaches 10000 it increases the second variable? Sounds interesting. I wonder how do you display them? I think I tried such thing before and failed. File size seems pretty nice so far. Keep up the good work and I hope you can solve the issues you are having.
Well thats why it increases the second variable when it hits 10000 instead of 65535 or 60000.
yup. it just crashes my calc when it tries to return...
I think I have an idea what the problem is. I noticed that when the ball just barely clips the corner of the block, it doesn't cause problems. So I think it may be having trouble deleting the C4 block.