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Messages - thepenguin77
Pages: 1 ... 93 94 [95] 96 97 ... 108
1411
« on: August 09, 2010, 06:55:17 pm »
Does it really work for the TI-83+ BE? I used MirageOS and when I tried to play the game (excuse me), all I got was a black screen (see screenshot below). I thought it was my calculator's fault but I tested it on Wabbitemu and it was the same result. I can still kind of make out the box as you can see in the screenshot but obviously I can't see where I'm going.
Lol, oops. I forgot that 83+ BE's don't have extra ram pages. I could possibly make a temporary appVar to hold the screen data, I only need 2,500 bytes. @Magic Banana I was thinking of adding in min/max jumps, that's pretty easy to do. The super jump is present in the ipod version as well, so I didn't feel bad about leaving it in. Here is why it happens: When you make contact with a block, the game figures out how far overlapping you are with it. If you are in the top three pixels, which is normal for small drops, it just says you're on top and makes you jump. The super jump happens when you jump so close to the block that you brush the corner, make a frame where you are within three, and then jump off the top. If you to tap 2nd instead of holding it, you actually jump to the level of the block and stop. (I just did it.) The way this happens actually causes a problem then because even though it looks like one jump, you are still jumping twice according to code. Which means that it doesn't count towards making your jump count smaller. I think I do the minimum jumps every time, so I'm not sure adding the stat would make much of a difference. Since we're talking about how the game works, it should also be noted that blocks can't kill you if you are travelling faster than 3 pixels per frame. Although I'm not sure if this can be exploited.
1412
« on: August 08, 2010, 05:32:41 pm »
I have thought about doing that for a long time. The reason I never did it is because 1. I'm too lazy, and 2. that could actually really cause problems. I look at the off by one as a joke, but that would be so unnoticeable that people wouldn't turn it off and would end up losing points on tests.
Like for instance when I put my friends float on 0 (I know it's not called float but calling it float causes the least problems). He took a test and thought that all the problems conveniently came out even. I tried to tell him while he was taking it but he didn't understand. Luckily I told him afterwards that someone else did it and the teacher didn't take off. But the off by one would just make someone look incompetent.
1413
« on: August 08, 2010, 05:26:04 pm »
Seeing that a garbage collect fixed it, it would mean there is another way to make a group straddle a page boundary that causes problems. If you can find a way to repeat the problem, I can fix it. But until I can watch the variables in an emulator that does the error memory, I really can't fix it.
1414
« on: August 08, 2010, 05:14:02 pm »
Glad everyone likes it. I was debating the pause button but, I was like, "Well, all good games have them." This is a great game. Very addicting. I have discovered, that, for the ipod level, if you hold down 2nd, you will make it all the way over the first "hill" of blocks (which is the second group of blocks) before hitting a spike.
Interesting you noticed that. I bet there are a lot of other ones we don't know about, especially in the xbox one because the ipod one is designed to trick you. Good news to all those 83+ users out there because this is my first ever game that works for your calcs. The only difference is that those ones run slightly faster/slower because they use halts instead of crystal timers. This game might even work with a smart view because I used big delays, ~90 clocks instead of 60 clocks per screen write. If anyone manages to beat a level, I'd love to hear it. This game really is all skill because for instance, I took the game-winning screen shot on my first try. So practice makes perfect.
1415
« on: August 07, 2010, 12:14:11 am »
With school coming up soon I uploaded this to ticalc. The only changes that I made was adding a pause button. I didn't put a level editor in because I feel like people wouldn't really want to make their own because the defaults are already good enough. Plus I'm lazy. Here is the link. Go and get it.
1416
« on: August 06, 2010, 10:07:17 am »
84+ SE: Walmart
Bought a BE first, but returned it. The lady looked at me funny when I did.
1417
« on: August 05, 2010, 11:00:51 pm »
Sir, I was just thinking, how smart is your kld routine? I am just worried that if you had data like .db $45, $CD, $FF, $00, that kld would mess with it.
I'm not sure what you mean by this. You can use kld to replace ld, and when it runs, it just gets replaced with ld anyway. At runtime, it's no different than coding for TIOS.
I spoke before I understood. When you said it only has to be run once, I thought that you would put rst 8h at the start of your program and every single call or ld would be changed. I forgot it was a macro every time.
1418
« on: August 05, 2010, 03:54:04 pm »
Left Right On.
Or 2 5 On, and 2 8 On
1419
« on: August 05, 2010, 03:22:03 pm »
I have no idea. But it's really helpful when people bring me their calcs at school that have "Viruses." Basically some font hook gone crazy, sometimes on purpose.
PTT does have one fatal flaw though, it kills all hooks, but not OFFSCRPT. Which means make an OFFSCRPT that disables it, all you have to do is off/on and you're good to go.
1420
« on: August 05, 2010, 02:09:36 pm »
My personal favorite is to bring up the press to test menu and cancel. Just brining it up kills all hooks.
1421
« on: August 05, 2010, 01:50:50 pm »
I had to change ld (op1), a to ld (op2), a. I accidentally made the whole answer negative.
1422
« on: August 05, 2010, 09:59:59 am »
Sir, I was just thinking, how smart is your kld routine? I am just worried that if you had data like .db $45, $CD, $FF, $00, that kld would mess with it.
1423
« on: August 05, 2010, 09:55:19 am »
I had one laying around too, optimized it a little though.
hook: add a, e or a jr nz, quitZ
bcall(_Op2Set1) ;op 2 = 1
ld a, r and %00000001 rrca ld (op1), a ;neg or positive bcall(_FPAdd) quitZ: cp a ret hookEnd:
And to make it epic, store it at smallEditRam, its a 108 byte area that no one ever uses. That way, it won't get destroyed.
1424
« on: August 05, 2010, 12:40:18 am »
While things are still in the very early stages, what if you used page 83 instead of page 80 for the second ram bank. This wouldn't be compatible with 83+, but it would allow code execution everywhere. Or at least swap 83 in when programs are executing. This way, you are already better than TI-OS in terms of program size.
1425
« on: August 04, 2010, 10:49:02 am »
I would press F5.
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