Author Topic: [Axe] Super Smash Bros. Open  (Read 385030 times)

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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #285 on: January 03, 2015, 01:44:33 am »
That jigglypuff is looking quite nice. ^^ I still *really* need to try to find the time to work on some characters for you.
Thanks ^^
And don't worry, there's no hurry :P
Just be sure, if you work o a character, to have it well sized compared to Fox, Jigglypuff, Falco and MetaKnight :)

Have you considered hard-coding the movement into the app, using variables in the appvar to control specific speeds and friction? (or is this even possible?)
I don't think I understood what you are asking. Or maybe I am but what you ask is already done :P
It's already the app that checks input and gets characters in some states depending on what keys are pressed (except for specific things such as canceling), using constants in the appvar (exactly such as speed and friction) to have characters not behave the exact same way.

And if you suggested this to save space, I don't think it would really help. It's really sprites that use space. See MetaKnight and JigglyPuff: they can do the exact same moves but MetaKnight's appvar is 4 times bigger than Jigglypuff's because he has some of those huge sprites.

Are you using compression on the character data?
I know that it wont help when it's running and in RAM, but I'm thinking about for space when it's not running.
I don't. Because I use a lot of labels everywhere and it's easier in non-compressed data :P

Could you also put in a debug-like hitbox view option? Just black rectangles wherever hitboxes are?
I probably could. I just need to code the "Options" menu.

edit
Good news ! Seems like Multi is only half broken :D
Basically, if you do what you used to do to play Multi, you'll manage to play, you'll just have one calc be stuck at the "Waiting for other calc" screen but still sending inputs to the other calc so you can play by looking at the other screen.
I have no idea why it does that though. If it manages to send inputs, it means it's out of the initialisation loop so I don't know why it keeps saying "Waiting for other calc"... ???
« Last Edit: January 03, 2015, 03:42:27 am by Hayleia »
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #286 on: January 03, 2015, 05:06:51 am »
I think double posting is fine for an update ?
Well, I fixed multi :D

This was due to the first calc sending right inputs but not writing link inputs at the right place. And the other calc worked fine though.
Please update or you'll get two bytes of corrupted RAM :P
It was fun though, since after playing for a while and quitting, you were able to display "X=..." and "Y=..." at the bottom of the homescreen by pressing ON :P
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Offline aeTIos

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Re: [Axe] Super Smash Bros. Open
« Reply #287 on: January 03, 2015, 08:04:02 am »
Wow, that meta knight look sweeeeeeeeeeeeet. Now I'm even more sad that I can't send things to my calc.
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Offline Ivoah

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Re: [Axe] Super Smash Bros. Open
« Reply #288 on: January 03, 2015, 11:05:27 pm »
Wow, that meta knight look sweeeeeeeeeeeeet. Now I'm even more sad that I can't send things to my calc.

Why can't you send things?
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Offline aeTIos

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Re: [Axe] Super Smash Bros. Open
« Reply #289 on: January 07, 2015, 08:22:08 am »
My USB port is broken and I don't have a Silverlink (yet)
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Offline Drazile

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Re: [Axe] Super Smash Bros. Open
« Reply #290 on: January 28, 2015, 04:01:54 am »
This works great until the character selection screen (in single player). I press '2nd', and it freezes. The only way to turn off the calculator after that is to take out the batteries.

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #291 on: January 28, 2015, 08:23:37 am »
Did you send characters in archive ? Because if you don't have any character in archive, the program probably goes in a loop that runs 65536 times.
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Offline Drazile

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Re: [Axe] Super Smash Bros. Open
« Reply #292 on: January 29, 2015, 01:22:03 am »
I tried putting the character files in again, and it appears that some files (including FOX.8xp) are listed (in TI Connect) as 'Incompatible Type', and are not added into the calculator at all.

Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #293 on: January 29, 2015, 01:30:11 am »
Did you read the readme ? Because you absolutely don't need FOX.8xp (you actually need nothing that is in the src folder). Or maybe you downloaded a wrong version ? Be sure to use this one, other sources might be outdated.
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Offline Drazile

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Re: [Axe] Super Smash Bros. Open
« Reply #294 on: January 29, 2015, 05:19:55 pm »
Ah, yes, I had the wrong version (Super Starfox Bros.). That version didn't even have a readme. I installed the new version, and it works now.

Offline CKH4

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Re: [Axe] Super Smash Bros. Open
« Reply #295 on: January 30, 2015, 09:12:39 am »
Have you considered having the camera move randomly so that it would appear as if the camera was drifting? I think that this would be a cool effect.
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #296 on: January 31, 2015, 02:32:11 am »
Sorry, I didn't understand what you were asking. You want the camera not to always follow the characters ?
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Offline CKH4

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Re: [Axe] Super Smash Bros. Open
« Reply #297 on: January 31, 2015, 09:15:05 am »
No, I think that there should be a range that the camera is allowed to drift (only a few pixels up down right or left) though because when both characters are not moving it looks too rigid.
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Offline Hayleia

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Re: [Axe] Super Smash Bros. Open
« Reply #298 on: January 31, 2015, 12:19:19 pm »
Oh ok. Well I guess I could do something like that but I am not sure what movement could be both natural and not stiff, and I don't know if that would annoy players or not. I'll see what I can do :)
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
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Offline CKH4

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Re: [Axe] Super Smash Bros. Open
« Reply #299 on: January 31, 2015, 12:40:49 pm »
OK, it depends how you wrote the camera but good luck on it. What's planned for the next update?
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