Author Topic: Galactic 68K  (Read 9938 times)

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Offline Halifax

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Galactic 68K
« on: February 16, 2007, 08:27:00 pm »
All things happening with Galactic 68K will be in here.
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Offline bfr

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Galactic 68K
« Reply #1 on: February 17, 2007, 09:15:00 am »
Wow, I didn't even notice this thread before.

Anyway, Galactic 68K alpha 1 is released.  Here is the download link:  http://bfr.tifreakware.net/galactic.zip

There are five bug-free (from what I've tested) levels so far.  More levels, including a final boss, need to be finished, and I'll probably add more backgrounds and sprites, but note that sophisicated backgrounds make the game slower.  As the levels go on, the AI will become more intelligent. (...in case it doesn't look that intelligent now.  It actually isn't too bad, but at the moment, it doesn't try to dodge bullets.  That will come in later levels.)

I don't have a readme yet, so here are the controls:

2ND = shoot, arrow keys=move (pretty typical)

In some menus and things, when the program is waiting for a key press, 2ND won't work (this is often due to using ngetchx() which doesn't support the 2ND key alone), so you should just press ENTER (or another key).

EDIT:  There are now eight levels, except I haven't released this new version yet

Offline trevmeister66

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« Reply #2 on: February 17, 2007, 03:06:00 pm »
i don't have my 89 calc with me right now, so:
Does it only take one hit to kill the enemy or does it have health?
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Offline bfr

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« Reply #3 on: February 17, 2007, 04:54:00 pm »
No. Enemies have different amount of lives, depending on the level - typically two or three lives.  

Offline bfr

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« Reply #4 on: February 17, 2007, 05:50:00 pm »
Here is Galactic 68K 1.0:

http://bfr.tifreakware.net/galactic.zip

This contains ten action-packed levels fightings against increasingly difficult AI ships, with a shop that appears every so often, and a final eleventh level containing a powerful boss.  Enjoy!


Offline trevmeister66

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« Reply #5 on: February 17, 2007, 06:46:00 pm »
grr, i wish i had my calc  :grr:mad.gif
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Offline bfr

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« Reply #6 on: February 18, 2007, 05:10:00 am »
 :police:police.gif

Well, it's actually good that you didn't have your calculator at that moment.  After playing it excessively, I eventually realized that it sucked up a bunch of my calculator's memory - I allocated a whole bunch of memory (four times the size of the TI-89's 160x100 LCD), and only freed half of it.  I'll try to get a new version up soon.  

Offline trevmeister66

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« Reply #7 on: February 18, 2007, 06:03:00 am »
o, i see. Hope you get it fixed soon (i get my calc back tomorrow :)smile.gif)
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Offline bfr

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« Reply #8 on: February 18, 2007, 04:43:00 pm »
I fixed it.  :)smile.gif

I would have finished it earlier today, but I had to go to my sister's swim meet and then to my cousin's house.  

It can still be downloaded at http://bfr.tifreakware.net/galactic.zip

Enjoy!  :)smile.gif

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Galactic 68K
« Reply #9 on: February 18, 2007, 06:04:00 pm »
Time to send this to my friend who will send this to me at school... I can't wait to try it! :)smile.gif

Offline lachprog

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« Reply #10 on: February 19, 2007, 07:41:00 am »
Hi, i tried your game and it looks cool  :)smile.gif

QUOTE

In some menus and things, when the program is waiting for a key press, 2ND won't work (this is often due to using ngetchx() which doesn't support the 2ND key alone), so you should just press ENTER (or another key).


This can be fixed by using _keytest() or _keytest_optimized() instead of ngetchx() . If you want to do that you also need to redirect a couple of interupt handlers. (I can post some code if you're interested... )

Offline bfr

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« Reply #11 on: February 19, 2007, 10:37:00 am »
Thanks for the suggestion :)smile.gif, but....

I did exactly what you said for Catch That Ship (and used a while() loop + keytest() thing instead of ngetchx()), but ngetchx() just seemed easier and more efficient.  I think I might change it, though.  

*bfr

Offline lachprog

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« Reply #12 on: February 19, 2007, 12:29:00 pm »
QUOTE

 when the interrupts are redirected, ngetchx() can't be used...?


The reason  AFAIK:

There are several interrupts set up by the AMS, they are triggered repeatedly in a given time interval. One of those interrupts reads the keyboard and temporarly saves keypresses in memory. This is read by ngetchex(). So with interrupts disabled there will be no keyboard reading in AMS, and therefore routines like ngetchx() and other won't work.

QuoteBegin
-->
QUOTE

Also, in Catch That Ship, I kind of blindly redirected the interrupt handlers because before, I remembered somebody saying I had to for some reason. Just out of curiousity, does anybody (Lachprog) know the details of why this needs to be done?


I guess that too was because of keytest. keytest is using the function called _rowread, that requires that interrupt 1 and 5 is disabled. The reason is that _rowread interferes with some AMS keyboard reading functions using interrupts 1 and 5 (probably ngetchx() and other funcs...)

BTW, you will also get rid of the "BUSY" and "2nd" etc. indicator at the bottom of the screen if you redirect interrupts...



Offline bfr

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« Reply #13 on: February 19, 2007, 12:56:00 pm »
Is GKeyFlush() one of those functions that uses interrupts 1 and 5?  Because I'm having problems....

Here's how I redirected the interrupts, btw:

(global variables):

INT_HANDLER save_int_1, save_int_5;

(in the _main function):

save_int_1=GetIntVec(AUTO_INT_1);
  save_int_5=GetIntVec(AUTO_INT_5);
  SetIntVec(AUTO_INT_1, DUMMY_HANDLER);
  SetIntVec(AUTO_INT_5, DUMMY_HANDLER);

And here's how I'm setting the interrupts back to the way they were:

SetIntVec(AUTO_INT_1, save_int_1);
SetIntVec(AUTO_INT_5, save_int_5);

EDIT:  Well, I guess I'll just stick with ngetchx() for now because it's not working....

EDIT AGAIN:  Something in the following code is causing the problem:

c1-->
CODE
ec1
if((dp = malloc(LCD_SIZE)) == NULL || (lp = malloc(LCD_SIZE)) == NULL || (lp2 = malloc(LCD_SIZE)) == NULL){
 

Offline Halifax

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« Reply #14 on: February 19, 2007, 02:26:00 pm »
Happy Birthday BFR!
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