Author Topic: [Axe Parser Shoot'em up] Devrays  (Read 26500 times)

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Offline DJ Omnimaga

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #75 on: June 12, 2011, 08:14:03 pm »
This looks awesome! O.O O.O

I'll be sure to try this out when I have time :)

Offline Darl181

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #76 on: June 12, 2011, 10:01:23 pm »
Tried it.  Do you have to get an achievement to unlock the next level or something?  I beat the first level twice, both with scores >9000, but it still shows a ? where the 2 should be. nvm, see two posts down
Imo, the input routine could be changed a bit..maybe pressing ALPHA makes a space or something.

Also, a bug report, which I guess is another zany asm thing.  I paused, quit, and 2nd+on didn't work...

Other than that, epic win ;D

Btw, for the ticalc.org version, I'd suggest putting in a screenie.  Unfortunately, some people look at nothing but the screenie, and without one it might not get as much attention as it deserves...


EDIT: I'm guessing the errs are a crabcakey thing, so I'll provide some info
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« Last Edit: June 12, 2011, 11:38:25 pm by Darl181 »
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Re: [Axe Parser Shoot'em up] Devrays
« Reply #77 on: June 12, 2011, 10:10:24 pm »
Well, I'm not having much luck with this. I've run it about 8 times in wabbitEmu and 8 on my calculator both in ram and archive and only once have the enemies appeared.

One possibility that I see is that an area of memory is not properly initialized, but really I don't know.

Also, whenever I pause it on a real calculator, it crashes. The screen turns off and when it turns back on, it looks like 15 rows have been cleared at the bottom.

Sorry to be the bringer of bad news, but I'm looking for the cause. (Although I'm doing it from an asm standpoint which isn't very effective.

Edit:
    This is a good one. It only works in DoorsCS. The moment you run it in Mirage, you have to clear ram in order to make it work again in DCS. This makes it seem like some variable is not properly initialized.

Edit2:
     Found It!!!!!!! When the program starts, you forgot to clear ($89D8). If my guesses as to how axe works are correct, then that should be around variable "R". Someone who knows more than me about axe could probably tell you exactly which one it is though.

And btw, that took way to long to find :)

Edit3:
     Yes, that should be "R". Axe.inc says so.
« Last Edit: June 12, 2011, 11:22:25 pm by thepenguin77 »
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Offline Darl181

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #78 on: June 12, 2011, 11:24:40 pm »
It seems to me there's some difference between the version uploaded on omni and the one on ticalc.  I tried the one on omni and it wouldn't let me go to the next level but the one from ticalc.org works fine (in that one respect at least :P)

EDIT:
Aichi, you uploaded the game into the BASIC section.  That might cause a problem...
If possible, a place like this http://www.ticalc.org/pub/83plus/asm/games/ would be a better place to put it ;)

EDIT2:
Feature requests...
1) Make name input default to spaces, or have it so when a certain key is typed the current selection turns into a space.  Atm it takes about a whole minute  to type ina name, and it's sort of confusing at first (My first recorded score is under the name "DAAAAAAA" :P
2) In-game teacher key.  Feigns calc turning off, but is really just a pause with a Shade(0) before it.  Pressing ON ends program and returns shading to the norm.
« Last Edit: June 13, 2011, 12:57:05 am by Darl181 »
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Offline Hayleia

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #79 on: June 13, 2011, 03:49:27 am »
Pressing ON ends program and returns shading to the norm.
:( No,no,no,no,no !!!
When a teacher comes, the first think he/she thinks about is pressing the ON key, so put a key that nobody would suspect, such as [MATH], or [8]+[GRAPH]+[PRGM]. We could even say "my calc does not turn on, I can't play with it".

EDIT1:Reading the 2nd EDIT is useless as the bug was already reported by Darl181
EDIT2:I don't know if it is Devrays' fault but my calc doesn't want to turn off anymore. I think it is its fault because I turned off my calc after playing chess, then turned it on, played Devrays, then tried to turn it off and nothing. Lol, it is a good bug.
EDIT3: I made a Ram Clear and replayed Devrays, and now my calc accepts to turn off.
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« Last Edit: June 13, 2011, 10:08:40 am by Hayleia »
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Offline Aichi

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #80 on: June 13, 2011, 06:14:45 am »
Tried it.  Do you have to get an achievement to unlock the next level or something?  I beat the first level twice, both with scores >9000, but it still shows a ? where the 2 should be. nvm, see two posts down
Imo, the input routine could be changed a bit..maybe pressing ALPHA makes a space or something.

This information is stored directly in the program. You should make you sure that your shell supports writeback. I did all testing on DoorsCS7 and it supports writeback.
I'll add converting the current character into space by pressing DEL. :)

Btw, for the ticalc.org version, I'd suggest putting in a screenie.  Unfortunately, some people look at nothing but the screenie, and without one it might not get as much attention as it deserves...

EDIT:
Aichi, you uploaded the game into the BASIC section.  That might cause a problem...
If possible, a place like this http://www.ticalc.org/pub/83plus/asm/games/ would be a better place to put it ;)

Yeah, I'll attach a screenshot together with some bugfixes in v1.01.
And I'm sure that I uploaded it into the correct section. It must have been changed by an admin who didn't look properly at The Game. :D
EDIT: Eh, does anyone know how to change the section back?
EDIT²: I'm going to send a mail to Ticalc. :)

Also, a bug report, which I guess is another zany asm thing.  I paused, quit, and 2nd+on didn't work...

It's Devrays' (or Crabcakes) fault, sorry. =/ Just press 2ND -> MODE or CLEAR at the home screen. :)
EDIT: It is caused by the pause mode. I use getkeyr to get access to APD and contrast changing during pausing.

Edit2:
     Found It!!!!!!! When the program starts, you forgot to clear ($89D8). If my guesses as to how axe works are correct, then that should be around variable "R". Someone who knows more than me about axe could probably tell you exactly which one it is though.

And btw, that took way to long to find :)

Edit3:
     Yes, that should be "R". Axe.inc says so.

R works as a permanently switcher in my game.
Code: [Select]
(R=0)->RIf R is 0, it gets 1, otherwise it gets 0.
I use it to simulate moving 0.5 pixels per frame and I thought it doesn't matter what R is at the start,
so I didn't initialize it. Thanks a lot for finding that bug. You'll get an entry in the special thanks if you want. :)
And which shell do you use on the real calc?

2) In-game teacher key.  Feigns calc turning off, but is really just a pause with a Shade(0) before it.  Pressing ON ends program and returns shading to the norm.

Nice idea, LOG could set the contrast to 0 and call Devrays' pause routine. :)
I don't want to tempt someone to not concentrate to math though. :P
« Last Edit: June 13, 2011, 09:27:43 am by Aichi »

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #81 on: June 13, 2011, 10:59:40 am »
I just watched the video, and that looks FREAKIN' AMAZING! I'm going to try this as soon as possible! Great job, Aichi!
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Re: [Axe Parser Shoot'em up] Devrays
« Reply #82 on: June 13, 2011, 11:33:20 am »
v1.01 Update! :)

  • The sprite of the "1" has been changed
  • Presetted highscores have been added
  • Pressing DEL during the name input will change the current character into space
  • The spawning position of the boss of level 4 has been shifted
  • The teleporting intervall of the boss of level 4 has been decreased
  • A teleporting animation for the boss of level 4 has been added
  • A bug that prevents enemies from spawning has been fixe
  • A bug that prevents the calculator from turning off has been fixed
  • A graphic glitch that shows up the sprite of the own ship at explodings has been fixed
  • A graphic glitch that displays the boss of level 2 incorrectly has been fixed
« Last Edit: June 13, 2011, 02:45:03 pm by Aichi »

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #83 on: June 13, 2011, 12:41:52 pm »
R works as a permanently switcher in my game.
Code: [Select]
(R=0)->RIf R is 0, it gets 1, otherwise it gets 0.
I use it to simulate moving 0.5 pixels per frame and I thought it doesn't matter what R is at the start,
so I didn't initialize it. Thanks a lot for finding that bug. You'll get an entry in the special thanks if you want. :)
And which shell do you use on the real calc?

I'm not sure why your code didn't work, but anyways, the enemies problem is gone. I also use Mirage on my calc (never going to change.)


But the pause glitch is still there. It appears that the game crashes right as it's about to display "[Del] Exit". You can see the white menu appearing, and right when it's about to display that, it crashes. I tried running it in all 3 shells on my calculator, and it crashed in all of them. But I really have no idea why it doesn't crash on the computer though. The only thing I can figure is that wabbitemu and the computer have slightly different interrupt timings or something like that.

And a poke about + / - for contrast changes.

Edit:
    It also crashes when you beat a level, the white scrolls to the top of the screen and when it gets there, crash.
« Last Edit: June 13, 2011, 12:44:36 pm by thepenguin77 »
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Re: [Axe Parser Shoot'em up] Devrays
« Reply #84 on: June 13, 2011, 01:54:57 pm »
I'm not sure why your code didn't work, but anyways, the enemies problem is gone. I also use Mirage on my calc (never going to change.)

Good to hear, thanks again!

And a poke about + / - for contrast changes.

Since Shade() -> {n} does not work - At which byte is the contrast stored?

But the pause glitch is still there. It appears that the game crashes right as it's about to display "[Del] Exit". You can see the white menu appearing, and right when it's about to display that, it crashes. I tried running it in all 3 shells on my calculator, and it crashed in all of them. But I really have no idea why it doesn't crash on the computer though. The only thing I can figure is that wabbitemu and the computer have slightly different interrupt timings or something like that.


Edit:
    It also crashes when you beat a level, the white scrolls to the top of the screen and when it gets there, crash.

Hm, quite weird. Does the TI crash before displaying [DEL] Exit? It could be caused by the Text routine.
Furthermore I tested out some combinations and I hadn't managed to crash my TI. Do you have any hooks installed besides MirageOS?

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #85 on: June 13, 2011, 02:21:15 pm »
Nice update Aichi. I approved the update :)

Offline thepenguin77

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #86 on: June 13, 2011, 02:23:56 pm »
Since Shade() -> {n} does not work - At which byte is the contrast stored?

Contrast is stored at (contrast) which is $8447. It depends how axe handle's it, but you will probably have to add 18h to that to make it right for displaying. And don't forget to restore it when you're done :D

Quote
Hm, quite weird. Does the TI crash before displaying [DEL] Exit? It could be caused by the Text routine.
Furthermore I tested out some combinations and I hadn't managed to crash my TI. Do you have any hooks installed besides MirageOS?

Yep, that's it. My zStart font hook is making it crash because it expects memory to be set up correctly. Technically this is crabcake's fault, but I'll fix zStart. If I see that something crabcake-like is going on, I'll just have it abort.
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Re: [Axe Parser Shoot'em up] Devrays
« Reply #87 on: June 13, 2011, 02:30:47 pm »
Could you maybe report this to Hot Dog in his thread?

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Re: [Axe Parser Shoot'em up] Devrays
« Reply #88 on: June 13, 2011, 03:20:26 pm »
Yes, I probably should. Theoretically, crabcakes should disable hooks when it starts and reenable them when it quits, so that stuff like this doesn't happen.


Also, Aichi, you might want add a limit to the speed at which you can get collision damage. The problem is that if you accidentally ram a wall or a boss, you instantly die. This is especially true if the level 4 boss teleports inside of you ;)
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Re: [Axe Parser Shoot'em up] Devrays
« Reply #89 on: June 13, 2011, 03:23:15 pm »
I wonder if it's possible to use custom hooks in Axe, though? Would that cause issues for crabcake users?