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Omnimaga
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TI 68K
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Galactic 68K
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Topic: Galactic 68K (Read 9788 times)
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bfr
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Galactic 68K
«
Reply #15 on:
February 19, 2007, 02:31:00 pm »
o.o
I entered in a fake birthday.
Anyway, to celebrate my fake birthday I guess, I finally get it to work!
http://bfr.tifreakware.net
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bfr's website -
http://bfr.tifreakware.net
Halifax
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Galactic 68K
«
Reply #16 on:
February 19, 2007, 02:53:00 pm »
lol you submitted a fake birthday you fiend
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There are 10 types of people in this world-- those that can read binary, and those that can't.
graywolf
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Galactic 68K
«
Reply #17 on:
February 19, 2007, 03:28:00 pm »
I was about to say "Happy Birthday" too, but I guess not!
Did you get the bug fixed?
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bfr
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Galactic 68K
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Reply #18 on:
February 19, 2007, 03:56:00 pm »
Yup.
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lachprog
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Galactic 68K
«
Reply #19 on:
February 20, 2007, 05:20:00 am »
Your redirecting of interrupts and resetting of them seems ok.
I think the problem is that you initialize grayscale ( GrayOn() ) BEFORE you redirect the interrupts. You should redirect the interrupts first, then call GrayOn();
The reason is that the grayscale routines "attach" itself to interrupt 1 and/or 5, so when you redirect the interrupts AFTER calling GrayOn() you actually redirect the grayscale. (i just did a quick experiment on this in Super Mario 68K, and it crashed the game...)
QUOTE
Is GKeyFlush() one of those functions that uses interrupts 1 and 5?
I'm not exactly sure, i've never used any of those funcs actually, but i believe so... The tigcc doc says that it uses a keyboard queue, so i'm pretty sure it does...
Also, i just saw in the documentation that it might interfere with grayscale
( by calling GKeyIn(), which calls idle(), which might interfere with grayscale )
BTW, GKeyFlush() shouldn't be neccessarry if you use keytest only...
Hope this is useful for you
Ant BTW, happy birthday, bfr!
I'm just curious, but what are you using lp2 for?
EDIT: By some reason my browser didn't show any of the posts from 19 Feb, 2007, 20:31 yesterday until now. Didn't know you had fixed the bug already...
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Liazon
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Galactic 68K
«
Reply #20 on:
February 20, 2007, 05:55:00 am »
o.o
it's bfr's b-day! Happy B-day man!
*
Liazon
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bfr
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Galactic 68K
«
Reply #21 on:
February 20, 2007, 11:53:00 am »
QuoteBegin-Lachprog+20 Feb, 2007, 10:2-->
QUOTE
(Lachprog @ 20 Feb, 2007, 10:20)
Your redirecting of interrupts and resetting of them seems ok.
I think the problem is that you initialize grayscale ( GrayOn() ) BEFORE you redirect the interrupts. You should redirect the interrupts first, then call GrayOn();
The reason is that the grayscale routines "attach" itself to interrupt 1 and/or 5, so when you redirect the interrupts AFTER calling GrayOn() you actually redirect the grayscale. (i just did a quick experiment on this in Super Mario 68K, and it crashed the game...)
QUOTE
Is GKeyFlush() one of those functions that uses interrupts 1 and 5?
I'm not exactly sure, i've never used any of those funcs actually, but i believe so... The tigcc doc says that it uses a keyboard queue, so i'm pretty sure it does...
Also, i just saw in the documentation that it might interfere with grayscale
( by calling GKeyIn(), which calls idle(), which might interfere with grayscale )
BTW, GKeyFlush() shouldn't be neccessarry if you use keytest only...
Hope this is useful for you
Ant BTW, happy birthday, bfr!
I'm just curious, but what are you using lp2 for?
EDIT: By some reason my browser didn't show any of the posts from 19 Feb, 2007, 20:31 yesterday until now. Didn't know you had fixed the bug already...
Thanks, that was the problem - well, kind of (but Kevin Kofler already helped me solve it anyway). I was already initializing grayscale before redirecting the interrupts, but Kevin Kofler told me yesterday that it is supposed to be the other way around; the interrupts are supposed to be redirected before grayscale is initialized, which seems odd, but it worked.
And yeah, GKeyFlush() didn't seem to be doing anything...I'll eliminate it. I also still think that Galactic is too easy at the moment, so I'm probably going to release another version this weekend that has maybe a few more levels, but the new ones, if they are added, will be hard, and many of the old ones will become harder, and the amount of money the the player starts with will be decreased by half. I have yet to defeat the boss, but I can get to it pretty quickly. Part of why I haven't been able to defeat the boss might be because of s mistake in my coding, so I'll try to double-check that.
Also, remember everybody - there is already a working (but overly easy, in my opinions) version released at
http://bfr.tifreakware.net/galactic.zip
.
Oh, and one more thing - that isn't my real birthday; I entered in a fake birthday. .
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bfr's website -
http://bfr.tifreakware.net
bfr
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Galactic 68K
«
Reply #22 on:
February 23, 2007, 11:41:00 am »
OK. I'm going to try to release a new awesome version of Galactic 68K. But, while I was trying to improve it, I messed it up. Hopefully I can get it fixed. Here's a screenshot of it being messed up:
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bfr's website -
http://bfr.tifreakware.net
graywolf
Guest
Galactic 68K
«
Reply #23 on:
February 23, 2007, 12:19:00 pm »
Lol, that does not look like Galaxian.
Looks more like ship sprites...
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bfr
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Galactic 68K
«
Reply #24 on:
February 23, 2007, 12:26:00 pm »
It's not supposed to look like Galaxian; it's supposed to look like Galactic.
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bfr's website -
http://bfr.tifreakware.net
graywolf
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Galactic 68K
«
Reply #25 on:
February 23, 2007, 02:34:00 pm »
Whoops! Sorry, that's what I meant.
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bfr
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Galactic 68K
«
Reply #26 on:
February 24, 2007, 05:53:00 am »
Here's the problem that caused the calculator to freeze, the graphics to get messed up, and what just really distored the game: I set one variable to 10 instead of 1.
Anyway, I added a few more levels, added scrolling backgrounds to a few more levels, and made the game slightly harder. It can be downloaded
http://bfr.tifreakware.net/galactic.zip
. Here are some screenshots:
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graywolf
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Galactic 68K
«
Reply #27 on:
February 24, 2007, 08:18:00 am »
I like the backgrounds. How many ship sprites (and enemy) are there? And will there be a black background with scrolling stars (or white with scrolling stars like in the game Venus - 68k)?
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bfr
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Galactic 68K
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Reply #28 on:
February 24, 2007, 09:24:00 am »
There are five user ship sprites and six enemy ship sprites, including the boss. There are also different sprites for different weapons/lasers. The player starts off with a slight variation of the classic Galactic ship, and then, as the game goes on, gets to use other variations of the classic Galactic ship, gets to use some ships that are more different from the classic Galactic ship, and the player can also buy a new ship at the shop.
Yes, some level(s) have a black background with scrolling white stars.
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graywolf
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Galactic 68K
«
Reply #29 on:
February 24, 2007, 12:59:00 pm »
Sounds cool!
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