Author Topic: [Axe] Super Smash Bros. Open  (Read 385038 times)

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Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #210 on: November 17, 2014, 08:11:20 am »
Me thinks that you should really put a readme in the latest zip :)
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ViewScreen - $3

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #211 on: November 17, 2014, 01:45:47 pm »
I actually wrote a readme this morning, but I am too lazy to update the zip just for that :P
So yeah, you'll have to wait for the next release (which should come quick if I manage to solve that one problem I am facing...).
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 #212 on: November 17, 2014, 03:06:34 pm »
I actually wrote a readme this morning, but I am too lazy to update the zip just for that :P
So yeah, you'll have to wait for the next release (which should come quick if I manage to solve that one problem I am facing...).


What's the problem?
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 #213 on: November 17, 2014, 03:09:31 pm »
"Clipping" rectangles. Axe's Rect clips, but when your rectangle is "far", its coordinates seem to loop and it's back on screen when it shouldn't. And so far, with all attempts I made, I either managed to never have rectangles that shouldn't be here but missing rectangles sometimes, or always have rectangles that should be here but supernumerary rectangles 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.

click here to know where you got your last +1s

Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #214 on: November 17, 2014, 03:13:07 pm »
"Clipping" rectangles. Axe's Rect clips, but when your rectangle is "far", its coordinates seem to loop and it's back on screen when it shouldn't. And so far, with all attempts I made, I either managed to never have rectangles that shouldn't be here but missing rectangles sometimes, or always have rectangles that should be here but supernumerary rectangles too -.-


Is that why the floor disappears sometimes?
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 #215 on: November 17, 2014, 03:14:07 pm »
Exactly, in the latest version, I chose the "never have rectangles that shouldn't be here but missing rectangles sometimes" solution.
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 chickendude

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Re: [Axe] Super Smash Bros. Open
« Reply #216 on: November 18, 2014, 06:01:36 am »
Is it just wrapping byte boundaries? It sounds like you need to do some early clipping with your rectangles (check for overflow while calculating the rectangle coordinates). Hope you figure it out soon :)

Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #217 on: November 18, 2014, 08:17:04 am »
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 Sorunome

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Re: [Axe] Super Smash Bros. Open
« Reply #218 on: November 18, 2014, 09:42:50 am »
"[Hayleia] and a few other programmers "
Hayleia can multiply O.O

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Offline bb010g

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Re: [Axe] Super Smash Bros. Open
« Reply #219 on: November 18, 2014, 09:52:17 am »
"[Hayleia] and a few other programmers "
Hayleia can multiply O.O
Commented on the post about that; hopefully they notice.
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #220 on: November 18, 2014, 10:12:43 am »
Not the only mistake they made :
  • "for monochrome z80 calculators (the TI-83 and TI-84 being the most ubiquitous of these)". No 83, and what's the 84 ? I know a lot of calcs starting with "84" but I don't know any finishing with "84".
  • "The game runs in 6 MHz mode with a simple background, or it can run in 15 MHz mode with a more complicated background". Where is there a background ? And it always run, whatever map you choose, just slower on 6MHz and only bearable on simple maps.
  • "Right now both players need to play on the same calculator (with different keys)". Nope, two calcs work too.
  • "and Fox is the only playable character". One can say Falco is there too or that no one is there since no one is finished, but "Fox is the only playable character" is false in both cases.
edit
I obviously don't complain about visibility and I thank websites who relayed the info, but it's better if that doesn't bring people on that topic to be disappointed to know that it doesn't run on their 83 for example.
« Last Edit: November 18, 2014, 02:58:57 pm by Hayleia »
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 Matrefeytontias

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Re: [Axe] Super Smash Bros. Open
« Reply #221 on: November 18, 2014, 10:23:52 am »
*cough* you didn't actually do it alone.

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #222 on: November 18, 2014, 02:35:27 pm »
Yes and no. The code for the game in itself is all from me. Then, ok, it's true that without a lot of people, I would have done nothing. You worked for sprites, Runer worked for Axe, TI wrote the TI-OS, ...
So yeah, I have a lot of people to thank but I wouldn't say we were a team working full time on this or something (even though, once again, I still admit that without you, my game would not exist).
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.

click here to know where you got your last +1s

Offline Matrefeytontias

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Re: [Axe] Super Smash Bros. Open
« Reply #223 on: November 18, 2014, 02:39:35 pm »
I didn't do sprites, I did what made the zoom possible :P (more like, made the thing that made it possible Axe-compatible).

Seriously though, of course you wrote 99.9% of it, but not really 100%.

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #224 on: November 18, 2014, 02:40:16 pm »
Yeah, I didn't mean you worked drawing sprites, but you worked for sprite drawing :P
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.

click here to know where you got your last +1s