Author Topic: [Axe] Super Smash Bros. Open  (Read 385054 times)

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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #165 on: November 10, 2014, 02:46:57 pm »
This is what brought me back to calc programming, and motivated me to flash my calcs and get them back into Dapianokid standard working order.
That's saying a lot.
Thank you.
Lol, I wasn't expecting to be an inspiration for people :P
But thanks for the kind words :)

You should rename this to "Super Axe Bros. Open"
Why would I do this ? I don't know what you people use but to talk about a "Super Smash Bros." game, the word I use is "Smash" because it's short and more descriptive than "Super" or "Bros." so if I renamed my game by removing the "Smash" part, it would get annoying :P
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #166 on: November 10, 2014, 03:10:56 pm »
You should rename this to "Super Axe Bros. Open"
Why would I do this ? I don't know what you people use but to talk about a "Super Smash Bros." game, the word I use is "Smash" because it's short and more descriptive than "Super" or "Bros." so if I renamed my game by removing the "Smash" part, it would get annoying :P


I was joking, but I said Axe Bros. because it is programmed in Axe parser.
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #167 on: November 11, 2014, 09:35:05 am »
Runer112 is going to be happy :D
- I use Axe, which he maintains
- I use a "linking protocol" inspired from code of his
- Now I also use Lib4Byte :P

If you played the latest build a bit, you probably noticed that there was some overflow when you reach "high" percents. The UpSmash no longer sends upwards then, the back air no longer sends backwards, etc.
Well, I fixed this without sacrificing precision (calculations are actually more precise now) thanks to Lib4Byte. See the result in action:


I just have some problems with constants (Falco should probably fly higher than this at 400%, and for some reason, he flies horizontally a lot faster than vertically. Plus, the neutral aerial sends backwards for some reason) which I need to solve before releasing.

I was joking, but I said Axe Bros. because it is programmed in Axe parser.
Ok but "Super Axe Bros" is ugly :P
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline Sorunome

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Re: [Axe] Super Smash Bros. Open
« Reply #168 on: November 11, 2014, 09:38:21 am »
What does lib4byte do? 32bit variables?
And it's looking awesome, as always ^.^

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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #169 on: November 11, 2014, 09:42:33 am »
What does lib4byte do? 32bit variables?
Basically yeah. You can add, substract and display 32bit numbers.
That's what makes my fix stupid because to prevent integers from overflowing when multiplying them, I actually multiply larger ints. I mean that I used to do (basically) cos(angle)*projspeed//128*percents/16 and now I do cos(angle)*projspeed*percents without any division between multiplications :P
This because since there's no division in Runer's lib (nor multiplication but that's easy to write), I actually want to overflow 16bits to divide by 65536 by ignoring 2 bytes :P

And it's looking awesome, as always ^.^
Thanks ^^
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

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Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #170 on: November 11, 2014, 11:42:51 am »
I was joking, but I said Axe Bros. because it is programmed in Axe parser.
Ok but "Super Axe Bros" is ugly :P


Yep, very ugly. Also, is there a new release for the fixed bug?
http://codinghobbit.no-ip.org
My Calcs:
TI-86 (now broken) $2
TI SR-56 - $0
TI-Nspire CX CAS - $152
TI-84+ Silver Edition - $56
TI-84+ Silver Edition - $0
TI-85 - $0
TI-73 Explorer VS - $10
ViewScreen - $3

Offline aeTIos

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Re: [Axe] Super Smash Bros. Open
« Reply #171 on: November 11, 2014, 02:28:05 pm »
Damn once this comes out I'll be forced to buy a silverlink to try this <_<
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #172 on: November 11, 2014, 03:35:49 pm »
Here's the release ^^
http://tiplanet.org/forum/download/file.php?id=1661

I actually had to change my multiplication routine to support signed numbers but it seems to work ok now.

Yep, very ugly. Also, is there a new release for the fixed bug?
Do you like the name I gave to the zip better ? Quite descriptive actually :P

Damn once this comes out I'll be forced to buy a silverlink to try this <_<
Well, if you have a compatible calc, the USB cable can work too ;)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

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Offline aeTIos

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Re: [Axe] Super Smash Bros. Open
« Reply #173 on: November 11, 2014, 03:42:17 pm »
Damn once this comes out I'll be forced to buy a silverlink to try this <_<
Well, if you have a compatible calc, the USB cable can work too ;)
heh thing is my USB port is broken :\
I'm not a nerd but I pretend:

Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #174 on: November 11, 2014, 03:49:09 pm »
Here's the release ^^
http://tiplanet.org/forum/download/file.php?id=1661

I actually had to change my multiplication routine to support signed numbers but it seems to work ok now.

Yep, very ugly. Also, is there a new release for the fixed bug?
Do you like the name I gave to the zip better ? Quite descriptive actually :P

Damn once this comes out I'll be forced to buy a silverlink to try this <_<
Well, if you have a compatible calc, the USB cable can work too ;)


Could you add a readme saying what files need to be sent to the calc, or at least make a source folder
http://codinghobbit.no-ip.org
My Calcs:
TI-86 (now broken) $2
TI SR-56 - $0
TI-Nspire CX CAS - $152
TI-84+ Silver Edition - $56
TI-84+ Silver Edition - $0
TI-85 - $0
TI-73 Explorer VS - $10
ViewScreen - $3

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #175 on: November 11, 2014, 04:11:51 pm »
I definitely could yeah, especially since I use a script to edit txt files then tokenises them then sends them to the emu (then does other magic things). I could just edit that script to put files at different places without having problems navigating through files to send them since I don't navigate, it does everything :P

But before the next release, the good files are the app and the appvars. The rest, the programs, are the source.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline JosJuice

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Re: [Axe] Super Smash Bros. Open
« Reply #176 on: November 14, 2014, 04:30:55 pm »

Offline Sorunome

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Re: [Axe] Super Smash Bros. Open
« Reply #177 on: November 14, 2014, 04:40:56 pm »
Haha, that's awesome, congrats Hayleia!
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Offline Keoni29

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Re: [Axe] Super Smash Bros. Open
« Reply #179 on: November 14, 2014, 06:50:00 pm »
Lol look at those gifs in the comments section.
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