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 - thepenguin77

Pages: 1 ... 102 103 [104] 105 106 ... 108
1546
General Calculator Help / Re: Pucrunch compression
« on: July 05, 2010, 10:38:08 pm »
I would assume that basic is out of the question. But axe is definitely do-able.

You should also check out, LZ77, I didn't read the whole pucrunch article, but LZ77 seems a lot easier to do. I used it in Z-Rox and it cut the program from 15k to 7k. It cut the pictures from 13k to 5k. It also does RLE natively.

1547
TI Z80 / Re: The Impossible Game
« on: July 05, 2010, 08:47:37 pm »
Sadly I don't think I can match the music of the original while still providing a playable game.

But!... I have the game timed so perfectly that if you start the game (press 2nd in mirage) on the 4th drum beat/2nd snare, the music is correct for the whole game.

Btw I tried it and it's pretty fun, even thought it's very hard (especially getting the right timing to jump on black blocks). Nice job so far.
I had the exact same problem when I started the game on xbox. If you just hold 2nd, you will auto jump and it is timed perfectly.

1548
TI Z80 / Re: The Impossible Game
« on: July 05, 2010, 08:38:42 pm »
I don't think I am going to add flags because there would be no reason not to use them. In the real game, when you start using flags, you lose the awesome music, which is really the whole reason you want to go farther, and get some elevator music.

My game would have no reason not to use the flags aside from the that it takes the fun out of the game.

1549
ASM / Re: Create Groups
« on: July 05, 2010, 08:35:13 pm »
I was about to jump right on this, but then I realized, I have no idea how to make groups.

I've done quite a bit of searching and there is almost no information on this, the best thing I can find is JForceGroup. I believe all this does is bring up the group menu. I think I can manually select the groups data wise, but it would still probably need a rawKey hook to press right and then enter.

So it depends what you are using this for. I would imagine that the group screen will pop up for a second. I also think this might be quite a program to type in with hex.

Edit:
   Looks like you'd have to use a getCSC hook because you would also have to regain control after the group completes.

1550
TI Z80 / Re: The Impossible Game
« on: July 05, 2010, 02:04:18 pm »
lol why didn't I ever think of that. Much better.

Edit:
   This messes with the 6 bits per sprite if you were to look at it closely, but the way the calculator runs, no one would ever notice.

1551
TI Z80 / Re: The Impossible Game
« on: July 05, 2010, 01:48:09 pm »
The spikes being blurry is the main problem that I had with the game. I really have no fix for that though so it will just have to do. Although it does make really cool screenshots when the spikes don't blur.

1552
TI Z80 / Re: The Impossible Game
« on: July 05, 2010, 01:12:09 pm »
i liked it, but i got a RAM clear right after i played it  :-\
Did you play it in DCS? There is a problem with the extra ram page usage that I recently pointed out to kerm martian.

Edit:
    Anyways, here is a version that shouldn't crash.

1553
TI Z80 / Re: The Impossible Game
« on: July 05, 2010, 12:00:06 pm »
Game play is mostly done. The only thing it is lacking is the attempt counter and the ability to win. After about 20 attempts I managed to beat it.

1554
TI Z80 / Re: The Impossible Game
« on: July 04, 2010, 07:56:50 pm »
We have collision detection. Although, it's only with the blocks, and instead of dying, a black line appears at the bottom.

1555
The Axe Parser Project / Re: Features Wishlist
« on: July 04, 2010, 06:35:57 pm »
I was just assuming that the program was in ram. If it's in ram, you can do all you want to its name. By directly modifying the name, the program never has two instances in ram and is only archived once.

You also don't want to use % in a program name as it becomes invisible. I thought that making it an appVar would be the simplest because it wouldn't even require changing the file because the name is preserved as is.

The easiest way I see to back up programs in ram is:
change to appVar
archive
recreate original program
copy from archive

It would of course be different for archived programs.

On recovery, just unarchive, and change the type back to program.

1556
The Axe Parser Project / Re: Features Wishlist
« on: July 04, 2010, 04:39:12 pm »
Ok that's good.

I don't know the inner workings of axe, but couldn't you change the last letter of the source name to something random, like B or %, archive it, remake the source program, and copy the source back from archive? That way, the backup would always be there and would not require any extra ram to create.

You could then have an option to restore backup.

Edit:
    Better yet, just change it's type to appVar, no name changing required.

1557
The Axe Parser Project / Re: Features Wishlist
« on: July 04, 2010, 04:28:56 pm »
I'm not going to read through all 59 pages and make sure this hasn't been posted before. I haven't tried programming in axe yet, but it always seems that everyone is afraid of losing their source.

Why doesn't axe archive/leave archived the source and use a temp program for compiling? This would eliminate the chance of deleting your program.

1558
TI Z80 / Re: The Impossible Game
« on: July 03, 2010, 10:49:29 pm »
Ya, it looks like that's just going to be how it is. I made a quick demo of my idea in the previous post with the intentional grayscale and it didn't work well.

The reason this was a problem is because I basically have a fixed frame rate I have to use. My goal is to have this game exactly match the real one as far as speed, which requires the 50 fps. It also has to move 2 pixels per frame because I don't like the idea of having no frame of margin on hard jumps if I were to go 3 pixels per frame.

1559
TI Z80 / Re: The Impossible Game
« on: July 03, 2010, 10:09:21 pm »
That's what I figured. I can make it a little better by changing the blocks to solid black, that way the player can see them better, but then they lose a sense space.

I sure am glad I didn't go with single pixel scrolling, I knew this would happen I just didn't think it would be this severe.

One last option I have is to make a second lag graph buffer and copy the double image, then the current image and repeat this every frame. I would have two temporary graph buffers going as well as my main one and it would go copy1 disp1 update, OR1 copy2 disp1 disp2  update, OR2 copy1 disp2 disp1 update and repeat where the disp's are assumed to be equally spaced in the cycle. This would make the picture last longer while still giving the effect of only one object. The only problem is that this would require a full rewrite as my code is all interlaced in one giant fast copy, and it would definitely lose 83+ compatibility.

Edit:
    The youtube video is laggy, the actual game scrolls about 6 pixels per frame on hi def tvs.

1560
TI Z80 / The Impossible Game
« on: July 03, 2010, 09:38:16 pm »
For all you googlers out there. Here's the newest official version with screenshots of all the levels.

And here's the actual newest version with a screenshot of the full new level here.



The next game that I want to make is the impossible game. This game is originally from xbox live and was ported to iPod. So now I will port it to Ti.

Here is a youtube video showing you what the game is like.

I was not going to actually post this game in the projects forum, but I need some help. Everything was going very well in creating the game, 2 days in and I already have the map engine and jumping. The graphics were really smooth, 50 fps at 2 pixels per frame. It was going so well that I sent it to my calc to test it out.

Then the problems started. The calculator screen obviously doesn't respond as fast as wabbitemu's and the whole game was grayscaling. So I am basically stuck now. The screen just isn't really responding the speed that I need it to. All the sprites were two light, so I double imaged them, (made them look as if they are stuck between two frames), and now they are two dark.

Does anyone know any cool lcd tricks or am I just kind of out of luck?

Btw, the reason I had this problem is that the newest version of wabbitemu glitches for me, so I use the last stable (83).

The first clip is how the game looks theoretically, the second is how it really looks. Don't forget to use firefox.

Pages: 1 ... 102 103 [104] 105 106 ... 108