Author Topic: [Axe] Super Smash Bros. Open  (Read 382583 times)

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Offline ClrDraw

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Re: [Axe] Super Smash Bros. Open
« Reply #75 on: September 10, 2014, 12:35:34 pm »
Yup. My parents are so worried about a virus destroying their 6 year outdated computer that they installed a crapload of parental filters...
Visit my GitHub for all my TI programs as well as other projects.
Also check out my website.

Offline Eeems

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Re: [Axe] Super Smash Bros. Open
« Reply #76 on: September 10, 2014, 02:00:44 pm »
The progress is looking awesome so far :)

Yup. My parents are so worried about a virus destroying their 6 year outdated computer that they installed a crapload of parental filters...
So they destroyed their 6 year outdated computer themselves?
/e

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #77 on: September 11, 2014, 01:58:58 pm »
The progress is looking awesome so far :)
Thanks ^^

Also, UPDATE

First update with source code since I think they will be no more changes to what's already done, "only" additions. Which means that if you contribute, I should never tell you "sorry, it doesn't work with the new update, start over".
Do not compile and publish this under your name. TI Planet, Omnimaga and Cemetech know that I am the one who wrote this. However, nothing prevents you from adding things to the code, publish your work on one of those three forums and you'll be added to the credits section when it's done.
If you want to play around with it, compile with the latest Axe dev build. I am not kidding, "official" releases won't manage to compile it.
And once again, don't comment on the lack of optimization, it is made on purpose so that people can play around with it.

Apart from that, what's new ?
Still nothing  ;D
More seriously:
  • A sprite was having problems in the left FireFox causing some QR code to appear (you know what I mean). If you see other QR codes (or if you have any problem in fact), please report it.
  • They key system has been rewritten. It stills sends and gets one byte (8 bits) but now supports the 14 keys I need, and not just 8. This is the kind of changes that "prevented me" from giving the source since it could have killed compatibilities with characters.
  • The character selection menu no longers list weird appvars. I did not see that bug before the last release since it only appears when you launch the game a second time and I only make my tests on a freshly resetted emu -.-
  • RAM occupation has been rethought to support more characters/items. This was the other change that could have provoked incompatibilities.
  • The "connection initialization protocol" has been rewritten too, based on Runer's idea. It should now never fail as long as you follow those simple rules: both calcs must be in the Link/Local menu when you press 2nd on the first one and you must not press on 2nd at the same time on both calcs.
As I said previously, nothing that interesting for the user, but I can tell you this was still very annoying to do, and I think people will be happy with that.

SMASH:
SMASHH --definitions and such, making code a lot more readable, also used for Fox and Maps.
SMASHC --the big part of the code.
SMASHC2 --routines that I put outside of the main program due to RAM limitations when compiling.
DEORG --say thanks to matref for this appvar.

FOX (will be made more readable using more macros from SMASHH):
FOX

MAPS:
MAP1 --Stadium-like
MAP2 --Stadium-like but with rectangles only
MAP3 --New Pork City, if you want a slow map with a weird camera and even weirder collisions

UTILITARY:
Use this to generate appvars. Basically, to make Fox, compile Fox as NoShell, compile this utilitary as what you want, then launch it and you should have an appvar. It works for maps too. However, it only works with my Fox and maps, if you want it it to work with your appvars, just edit it it should be easy.
PROG2APP

If I forgot something (like a file), please tell me.

Also, would it be possible to have a subforum or something for this ? I'd like to make a tutorial (two actually, one in Axe and one in Asm) explaining how to make characters, and how to make maps but I don't want posts to be lost in that topic, and I don't want new topics to be lost in the forum either -.-
« Last Edit: September 11, 2014, 02:12:57 pm by Hayleia »
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Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #78 on: September 11, 2014, 08:11:21 pm »
Awesome update. I'll have to give this a try as soon as I can get my hand on two working 15 MHz calcs :)


Also for a sub-forum you need to contact [email protected] I think. You could also cross-post your request to all admins via PM. I definitively think it deserves a sub-forum, but again I thought that Pokémon Topaz and IkarugaX did too when they were still in the works, yet they never got one, so it's pretty hard to get anything featured in their own sub-forums unless Deep Thought (who recently restructured the project boards) is around now <_<

Yup. My parents are so worried about a virus destroying their 6 year outdated computer that they installed a crapload of parental filters...

It reminds me when Ztrumpet's dad thought that Firefox was a virus... O.O
« Last Edit: September 11, 2014, 08:13:08 pm by DJ Omnimaga »

Offline Princetonlion.tibd

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Re: [Axe] Super Smash Bros. Open
« Reply #79 on: September 11, 2014, 09:26:08 pm »
Wait, what :P

I'm not really using my 83+ recently, so I might give this a try. Where do I find dev axe versions?

Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #80 on: September 11, 2014, 10:21:25 pm »
On a side note, if this comes out on Ticalc.org around October, this will be HUGE! O.O SSB3DS comes out in North America next month so this will definitively help sell your game on ticalc.org. However you should try to make a modified title screen as backup that says Super Calc Bros Open instead in case Nintendo tries to put the axe in the game like they did with the Atari 2600 version of SMB last year.

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #81 on: September 12, 2014, 07:55:11 am »
I'm not really using my 83+ recently, so I might give this a try. Where do I find dev axe versions?
Here's the post by Runer112 saying where to find them.

Awesome update. I'll have to give this a try as soon as I can get my hand on two working 15 MHz calcs :)
You don't need two 15MHz calcs, there's a Local mode with two players on the same keyboard ;)

Also for a sub-forum you need to contact [email protected] I think. You could also cross-post your request to all admins via PM. I definitively think it deserves a sub-forum, but again I thought that Pokémon Topaz and IkarugaX did too when they were still in the works, yet they never got one, so it's pretty hard to get anything featured in their own sub-forums unless Deep Thought (who recently restructured the project boards) is around now <_<
Well I don't know about deserving, but I don't think a subforum for Pokémon Topaz would have been useful since it only needs one topic. Smash on the contrary needs lots of topics (Axe HowTo for Characters, Axe HowTo for Maps, Asm HowTo for Characters, Asm HowTo for Maps, Dev topic (this one)) o.o

On a side note, if this comes out on Ticalc.org around October, this will be HUGE! O.O SSB3DS comes out in North America next month so this will definitively help sell your game on ticalc.org.
How did you know I wanted to charge people for that game ? :P
(Lol, charging for an open source game people can download and compile >.<)
Anyway, that would indeed be great but I don't promise anything :P

However you should try to make a modified title screen as backup that says Super Calc Bros Open instead in case Nintendo tries to put the axe in the game like they did with the Atari 2600 version of SMB last year.
I think they only cared about that game because it was paid (or was it not ?) so it was in some way making money from Nintendo. Mine however is a free fan game that no one will buy and only advertises for their game, like Super Smash Flash 2.
« Last Edit: September 12, 2014, 08:50:07 am by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #82 on: September 12, 2014, 05:48:52 pm »
Oh right I forgot about the local mode.

For the subforum I guess you could always create the new topics right now, since that might convince staff more to add a sub-forum and it would kinda suck if the entire discussion had to be moved completely on a different forum just because of the long wait. >.< For the time being they'll most likely remain close to the top anyway.

As for Princess Rescue it's possible that it's because money was made from it. Granted, the money was probably to cover production costs since the cartridges were not mass produced, but it was still sold for money. Other people said it might have been because of the music, though.

Offline Princetonlion.tibd

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Re: [Axe] Super Smash Bros. Open
« Reply #83 on: September 12, 2014, 06:26:42 pm »
Do I have to type the dev code in? :P
Just that it's a ton of seemingly random numbers

Offline Geekboy1011

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Re: [Axe] Super Smash Bros. Open
« Reply #84 on: September 12, 2014, 08:27:01 pm »
Use the request button up top for the subforum request. I dont have an issue with it as long as the other admins are cool with it. But for that you gotta push it to them :P and using the forms is definitely the best way.

also havent played but looking sweettt

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Re: [Axe] Super Smash Bros. Open
« Reply #85 on: September 12, 2014, 11:59:11 pm »
Ah I was unsure if the request form could be used for such "urgent" but not site access-threatening issues, because I thought the request might be lost behind a queue of about 20-30 other requests if the site upgrade happens to be on hiatus.

Offline Geekboy1011

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Re: [Axe] Super Smash Bros. Open
« Reply #86 on: September 13, 2014, 12:03:50 am »
The request form is there for just about anything you want to bring to our attention that is not a matter that the report button is appropriate for. It to be frank goes to a spreadsheet that we keep tabs on and mark stuff as it gets done. Organized and fast like

Offline DJ Omnimaga

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Re: [Axe] Super Smash Bros. Open
« Reply #87 on: September 13, 2014, 12:21:32 am »
Ah ok I wasn't sure if you were notified and all automatically, plus I remembered that the request form lacks a priority option like the issue form.

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #88 on: September 13, 2014, 04:23:21 am »
Do I have to type the dev code in? :P
Just that it's a ton of seemingly random numbers
Instead of clicking on the link, right click and use "Save the target as" or something ;)

@DJ_O and geekboy
Ok, well I'll create the topics then I'll use the forms ask for a subforum to put them all at one place because for now, a subforum with one topic would be useless -.-
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Re: [Axe] Super Smash Bros. Open
« Reply #89 on: September 21, 2014, 05:25:45 pm »
On a side note, for maps, will static backgrounds (for example a bunch of clouds, not necessarily a full-screen picture) be supported? Also will some maps be tile-based?