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I don't know how it worked, but something i did made the screen turn blue, but I can't remember what it was...EDIT....here it isCode: [Select]Repeat 1=2If getKey=15Goto EEnd-1→B62→ARepeat A>62Shade(A)A+B→AIf A<1-B→BEndEndEndLbl EShade(47)
Repeat 1=2If getKey=15Goto EEnd-1→B62→ARepeat A>62Shade(A)A+B→AIf A<1-B→BEndEndEndLbl EShade(47)
Glad to hear it's working. @Darl181 I think he means test mode blue screen. The one that can damage the screen if left like that for a minute.
Beat this :
Spoiler For hoo wantz dem updateses? ;D: New in v 0.97: moving and C4 blocks (the C4 is still a little unreliable, but completely stable) slightly decreased program size, I'll eventually want to put the editor in its own program. limited paddle size to half the screen, I'm thinking of this as a temporary fix. limited number of balls to 10 (or 11, I'll have to check my code), same here. Fixed a couple bugs: no more random blocks in random level or endless modes. (I mean, outstandingly random) the score no longer loops when it hits 65536. Now the magic number is 655360000. Known bugs: as I said before, the C4 is a little unreliable, it occasionally won't destroy everything it should. when you hit a C4 block with nothing around it it seems to freeze for a couple milliseconds. note that this is temporary, and I doubt any of you could pull out a battery that fast anyways also, a brand-new, fresh off the press readme! (ok, not all of it, just the editor controls, known bugs, and update notes...)EDIT: the scrolling and C4 blocks don't get used in the random level or endless modes, only custom levelsBeat this :
Aw you limited the amount of balls . I loved having OVER 9000 on the screen. J/k, but is it because of memory limitations? It seemed to run pretty fine with like 30 at once. It was just hard to keep them all in the screen. I'll try this when I get some time.
Quote from: Darl181 on June 16, 2010, 03:55:38 pmI don't know how it worked, but something i did made the screen turn blue, but I can't remember what it was...EDIT....here it isCode: [Select]Repeat 1=2If getKey=15Goto EEnd-1→B62→ARepeat A>62Shade(A)A+B→AIf A<1-B→BEndEndEndLbl EShade(47)Remember that? I think I still have that program
Quote from: DJ Omnimaga on November 13, 2010, 03:04:12 amGlad to hear it's working. @Darl181 I think he means test mode blue screen. The one that can damage the screen if left like that for a minute.What I don't get is the "test mode" part. Is this something TIOS does?
Also, great to see the update QuoteBeat this :Hmm, how long did that take?OK, downloaded and sent to calc.
Quote from: lookitsan00b on November 13, 2010, 02:40:44 pmSpoiler For hoo wantz dem updateses? ;D: New in v 0.97: moving and C4 blocks (the C4 is still a little unreliable, but completely stable) slightly decreased program size, I'll eventually want to put the editor in its own program. limited paddle size to half the screen, I'm thinking of this as a temporary fix. limited number of balls to 10 (or 11, I'll have to check my code), same here. Fixed a couple bugs: no more random blocks in random level or endless modes. (I mean, outstandingly random) the score no longer loops when it hits 65536. Now the magic number is 655360000. Known bugs: as I said before, the C4 is a little unreliable, it occasionally won't destroy everything it should. when you hit a C4 block with nothing around it it seems to freeze for a couple milliseconds. note that this is temporary, and I doubt any of you could pull out a battery that fast anyways also, a brand-new, fresh off the press readme! (ok, not all of it, just the editor controls, known bugs, and update notes...)EDIT: the scrolling and C4 blocks don't get used in the random level or endless modes, only custom levelsBeat this :Nice! You must be enjoying debugging a lot
* Darl181 forgot to check the readme againSo, 2nd and the number... now I know Oh, and I got 610980. Tip: don't try to play in a poorly lit room and try to record it with a digital camera at the same time, playing it by watching the camera screen.
Also, the contrast sets itself to 45 when you exit that mode, which I find to be a decent number. If you don't like that, please tell me (note, for those of you inexperienced in axe/asm, reading the contrast value is not possible, so no maintaining it, sry) (at least not in axe without hex codes)
Shade({ᴇ8447}ʳ+24)
So many smileys...So, I'll need to clarify this, because it isn't working. To select a different block in the level editor, you hold 2nd and press the number while it's held down, right? If that's the case, it isn't working.After the score gets to the max, it just loops I guess?And for the teacher key contrast thing, I've found from playing Simul that changing the contrast once you're back in TIOS restores it to what it was before.
Quote from: lookitsan00b on November 14, 2010, 08:57:49 pmAlso, the contrast sets itself to 45 when you exit that mode, which I find to be a decent number. If you don't like that, please tell me (note, for those of you inexperienced in axe/asm, reading the contrast value is not possible, so no maintaining it, sry) (at least not in axe without hex codes)It's actually very simple to return the contrast to the value it was previously set to, without any need for assembly. To change the contrast value to what the user had it set to:Code: [Select]Shade({ᴇ8447}ʳ+24)
Quote from: DJ Omnimaga on November 14, 2010, 04:36:25 amAw you limited the amount of balls . I loved having OVER 9000 on the screen. J/k, but is it because of memory limitations? It seemed to run pretty fine with like 30 at once. It was just hard to keep them all in the screen. I'll try this when I get some time. Memory limitations? A ball takes up 4 bytes in memory. I have them stuck one on top of another in L1 how many balls can I have then? (EDIT: ran the numbers, I can have 178 at a time )It was because it got far too easy in endless mode if you had 50 balls on screen As I said, I consider it a temporary measure. I fully intend to remove the cap eventually
The test mode sends an overly high amount of energy to the LCD which causes it to turn blue, and it can damage the screen. I don't know why this was included.
The test mode sends an overly high amount of energy to the LCD which causes it to turn blue, and it can damage the screen. I don't know why this was included. Quote from: lookitsan00b on November 14, 2010, 08:57:49 pmQuote from: DJ Omnimaga on November 14, 2010, 04:36:25 amAw you limited the amount of balls . I loved having OVER 9000 on the screen. J/k, but is it because of memory limitations? It seemed to run pretty fine with like 30 at once. It was just hard to keep them all in the screen. I'll try this when I get some time. Memory limitations? A ball takes up 4 bytes in memory. I have them stuck one on top of another in L1 how many balls can I have then? (EDIT: ran the numbers, I can have 178 at a time )It was because it got far too easy in endless mode if you had 50 balls on screen As I said, I consider it a temporary measure. I fully intend to remove the cap eventually Ah cool to hear. I like intense stuff a lot. Btw I love the endless mode. Maybe there could be an endless mode where additional ball blocks are more frequent but it scrolls down 4 times faster?
Quote from: DJ Omnimaga on November 15, 2010, 02:11:32 amThe test mode sends an overly high amount of energy to the LCD which causes it to turn blue, and it can damage the screen. I don't know why this was included.It's probably how they test the drivers in the production factory.