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Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: July 03, 2010, 07:38:15 pm »
369. Your first words were "Hello World."
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. 1561
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni« on: July 03, 2010, 07:38:15 pm »
369. Your first words were "Hello World."
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TI Z80 / Re: Geometry Wars Update« on: July 02, 2010, 09:46:14 pm »
Thanks.
I am also starting a new game which shouldn't take much longer than a few days. Right before I left, I played the impossible game on xbox. It is basically the exact type of game that I get ridiculously good at and I was so mad that I wouldn't be home to work on it. I finally beat it in oregon on an ipad after three hours at home plus three there, so it is quite a hard game. I think it will still be good without the music. It will also be my first official game to run on 83+'s. No screenshot yet as most of the code resides within a fastcopy, and I started it like 3 hours ago. Here is a youtube video of it. The only problem that I am currently having is that coding is much more boring than ski racing. So there is a lot of random walking off and drinks of water, but I will persist. 1563
General Calculator Help / Re: TI-83 Plus link port failure« on: July 02, 2010, 07:44:48 pm »
That would be a soldering fail. The tip should be neutrally at +5 volts so it is definitely not connected. It can't be software either because changing the value of the port like that is the lowest level command possible for the link port.
Hopefully you're good at soldering. :) 1564
TI Z80 / Re: Geometry Wars Update« on: July 02, 2010, 06:27:22 pm »
So I was just sitting here and I was like, even though I check ticalc.org and hour ago, it wouldn't hurt to check again. And I was very surprised to see my name as the first words on the page.
I also find it quite funny that bubble breaker made it because I actually just made that because my friend said "You won't make Bubble Breaker." As far as skiing in the summer, Mt. Hood has snow all the way to September. 1565
General Calculator Help / Re: TI-83 Plus link port failure« on: July 02, 2010, 06:20:15 pm »
For a volt meter, your best bet is to use Calcsys. I would assume you stuck a 2.5mm jack into the port and you aren't just sticking probes in there lol.
Go to calcsys, press 3, and you will be at port 00h which is the link port. With nothing else at this point, the calculator should be showing 5+ volts from both tip and ring to ground. Now press enter and type 03. This will set both of them to ground. They should be at 0+ volts or close to it. You can then test each connection by sending 01 for tip grounded and 02 for ring grounded. I should also mention that when you send any of those values besides 00 the calculator, it will run very slowly if it even runs at all. 1566
General Calculator Help / Re: TI-83 Plus link port failure« on: July 02, 2010, 04:58:59 pm »
The best way I see to test this is to plug headphones into your calculator. Make this program and run it with asm(. This program makes a ~50Hz sound on both sides and has no way of quitting.
Code: [Select] :AsmPrgm I tested it to work on mine and the sound will give you a headache, but it works. 1567
TI Z80 / Re: Geometry Wars Update« on: June 18, 2010, 06:31:06 pm »
Don't expect to hear from me for about two weeks as I am going skiing in Oregon. Don't worry I didn't die.
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Miscellaneous / Re: Where Did Your Name Come From?« on: June 17, 2010, 11:31:11 am »
Back in fourth grade when I started runescape, (I stopped in 6th), I really liked penguins. So I felt it was appropriate to make my name thepenguin. But that name was already taken. So I took my favorite number, which is also my kindergarten bus number, 77 and stuck it on the end.
The 77 was probably for the better as the only website it's been taken on was youtube where I just used thepengwn77. 1569
TI Z80 / Re: Geometry Wars Update« on: June 15, 2010, 01:52:38 pm »
It's currently in the making. Since I recently figured out usb pretty well. I think you will just connect the calc to the computer via usb and run my C++ program.
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TI Z80 / Re: Geometry Wars Update« on: June 15, 2010, 12:38:57 pm »
I don't think brandonW has finished periph8x though. I am currently trying to figure out how to send key presses in C++.
For screen shots, everything would be exactly as it is now except once you get wabbitemu running, you put your keyboard away, plug in your calculator, and use it as your new keyboard for wabbitemu. 1571
TI Z80 / Re: Geometry Wars Update« on: June 15, 2010, 12:15:17 pm »
The number pad works for me at least.
What I want to do is still have the game played in wabbitemu, just use my calculator as a controller. Taking screenshots of the calculator would take way too long as you said. I just want to have the calculator setup to play with. The two options I see are use the calculator as a keyboard, but windows might complain about so many buttons being pressed. The other option is to learn visual basic and write a program that receives the keys pressed from the calc and translates them into computer key presses. Edit: Nvm, I can do it in C++. Although I don't know how though. 1572
TI Z80 / Re: Geometry Wars Update« on: June 15, 2010, 11:43:08 am »
Nice video. Sometime I will have to try to figure out how to connect my calc to the computer and make an epic screen shot. I don't know how I would do it, but I'm sure it's possible. Maybe if I trick the computer into thinking my calculator is a keyboard like brandonW did.
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TI Z80 / Re: Geometry Wars Update« on: June 15, 2010, 10:33:09 am »
This actually didn't really make the impact I wanted. The problem is that during my collision code, which is about ~150 t-states, adding in the partition check takes 34 t-states. So ya, it skips some, but it also adds to others. I might have to do some serious data switching in my enemy array. Actually, I will have to do some serious data switching.
Also, 16 partitions? Edit: I swapped all of the enemies types (byte 0) with their partitions (byte 1). Every frame, all partitions get initially set to 0. Which means that null enemies get skipped faster. It also cut down my extra code to 30 from 38. Edit 2: Talk about a lucky shot, I'm going to have to eventually make the game harder and do 24 bit scores as this is the second time this game I looped it. 1574
TI Z80 / Re: Geometry Wars Update« on: June 14, 2010, 04:14:56 pm »
8 partition collision detection is now complete, I think.
Here is the new one with partitioning. For those who think they are awesome at the game, you can play the second one which starts out at 500 difficulty. (4000 enemies killed). Good luck getting weapon 2 though. 1575
TI Z80 / Re: Geometry Wars Update« on: June 13, 2010, 05:06:57 pm »
For the extra ram page, I only have 1 so I never use more than one. And I was actually the person who put that info about 2.53 in wiki ti ;). (Missile was being restless)
Before I start, for clarification, the bullets check for collisions with enemies. Instead of stacks, I saw making the second byte of enemy data it's partition data. When each enemy updates, it decides what partition it is in, and if it straddles it just says it's in both. The circles will say that they are in their partition and all surrounding ones which will at least save 1/4 of the screen. Then when each bullet comes through to check for enemies, it will determine it's partition and AND it with the enemies, if it returns NZ, check for collision, Z move on. Dodgers: I am going to write this like code as it is easier than explaining. Is enemy in bullet's way. (determine signs of sin and cos and compare to relative position) No. return but check for kill Yes Is enemy within 20 x and 20 y No. return, bullet misses Yes. Use movement code in reverse, i.e. instead of chasing bullet, negate values and it runs. Is enemy withing 10 x and 10 y No. return, bullet misses Yes. Do same as before but double the effects. Grand total of three speeds away return and check for collisions. Another note, these guys can only move a total of 6 speeds away per frame, this is because they got pushed so hard from the 5 shot that you couldn't kill them. Also, when I was changing to 8 bit, I had the numbers backwards and the dodgers became suicidal and flew towards the bullets. Edit to your edit: Newer calcs have 1 extra ram page, no problem there. Edit 2: It's too hard to control with 16 buttons, going back to the way it was before. |
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