Author Topic: Half Life 2: On-Calc  (Read 76610 times)

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SirCmpwn

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Re: Half Life 2
« Reply #45 on: March 18, 2010, 07:01:38 pm »
I think I know of one method, let me test it... got it.  Here's a new screenie.  I used CalcCapture.

Offline ztrumpet

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Re: Half Life 2
« Reply #46 on: March 18, 2010, 07:05:00 pm »
That looks really nice!  Great job! ;D

SirCmpwn

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Re: Half Life 2
« Reply #47 on: March 18, 2010, 07:07:20 pm »
Thanks!  I'll work a little bit more on it, and I'll show the updated screenshot later.  I'm just too lazy to pull the latest version off my calc ;)

Offline meishe91

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Re: Half Life 2
« Reply #48 on: March 18, 2010, 07:09:21 pm »
So instead of just changing the grayscale level you're adjusting the contrast?
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SirCmpwn

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Re: Half Life 2
« Reply #49 on: March 18, 2010, 07:09:40 pm »
I'm not using grayscale.

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Re: Half Life 2
« Reply #50 on: March 18, 2010, 07:11:14 pm »
That's what I mean...instead of doing grayscale you're adjusting contrast to get that look type thing.
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SirCmpwn

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Re: Half Life 2
« Reply #51 on: March 18, 2010, 07:13:30 pm »
Oh yeah, its only for the title screen right now, and maybe the credits, all I want is the fading type effect.

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Re: Half Life 2
« Reply #52 on: March 18, 2010, 07:14:59 pm »
Cool.
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Re: Half Life 2
« Reply #53 on: March 18, 2010, 07:24:45 pm »
nice! can't wait for more!
/e

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Re: Half Life 2
« Reply #54 on: March 18, 2010, 08:44:07 pm »
Looks nice. I used these effects in Illusiat 2004-1, ROL3 (altough mostly fading to white) and Zelda: Dark Link Quest. I believe Reuben Quest also used some, but I don't exactly remember.

Just one thing, though: contrast level is different between the regular 83+, 83+ silver edition, 84+ and 84+SE. On the TI-Nspire, it's the same as the 83+. On the SE it's about two levels darker than 83+ and 84+ even darker. What I suggest is that you use a dynamic default contrast value for when the screen is not faded to black, and let the user choose his default level contrast to play. That way, the game will looks fine on every calc model. Another idea would be a routine to detect the calc model the person is running and have contrast be a few levels darker on the 83+SE than the 84+ and a few more on the 83+, but then on the Nspire, it might be hard.

Anyway I can't wait to see the gameplay in action :)

SirCmpwn

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Re: Half Life 2
« Reply #55 on: March 18, 2010, 09:04:19 pm »
I'm thinking of saving the starting color and fading to it.

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Re: Half Life 2
« Reply #56 on: March 18, 2010, 09:09:47 pm »
oh, that could work, too. It would also be nice if you could post the code you used to change the contrast because I couldn,t find anything in the Axe doc. D:

SirCmpwn

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Re: Half Life 2
« Reply #57 on: March 18, 2010, 09:13:11 pm »
Asm(2147847EC604FE28D077C6D8CD0B00D310) to increase the contrast
Asm(2147847ED604D877C6D8CD0B00D310) to decrease the contrast

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Re: Half Life 2
« Reply #58 on: March 18, 2010, 09:19:46 pm »
ok thanks, but is there one to set contrast to a specific value in particular? With your commands, there's no way to know at which point to stop increasing contrast.

Also make sure that when people are pressing Clear (assuming this is what you'll choose as Exit key, since ON is disabled in Axe programs), the contrast is reset to the original level on their calc so they don't need to set it back to its original value all the time

SirCmpwn

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Re: Half Life 2
« Reply #59 on: March 18, 2010, 09:21:07 pm »
I still don't know how to access variables in Axe from a z80 program.  It's not as simple as using C to set the contrast, because of the nature of the program.  It has to have a definite space in RAM, or I can't do it.