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Half Life 2: On-Calc
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Topic: Half Life 2: On-Calc (Read 76178 times)
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calc84maniac
eZ80 Guru
Coder Of Tomorrow
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Re: Half Life 2
«
Reply #60 on:
March 18, 2010, 09:34:27 pm »
You can just do
C:Asm(hexcodehere)
and the value of the C variable will be in HL.
You can also return values from Asm() by putting them in HL.
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"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman
SirCmpwn
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Re: Half Life 2
«
Reply #61 on:
March 18, 2010, 09:56:32 pm »
Thanks to calc84maniac:
{E8447}->A will store the current TIOS contrast in A (E is the ^10 symbol, the little E)
A:Asm(7DC6D8D310) sets the contrast to A
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calc84maniac
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Re: Half Life 2
«
Reply #62 on:
March 18, 2010, 10:18:40 pm »
And as I noted in SAX, only input numbers from 0 to 39 to that Asm routine. Other inputs might cause weird things like the blue lines of death
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"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman
DJ Omnimaga
Clacualters are teh gr33t
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Re: Half Life 2
«
Reply #63 on:
March 18, 2010, 10:22:56 pm »
Aaah nice.
I was quite lucky to see this in Cemetech TI-SAX on my visit on Kerm site and kinda feared I would forget
Basically we can store memory stuff to variables such as the contrast. I wouldn't be surprised if there were more we could do. I will have to check WikiTI for some more stuff. I, for one, am curious where is stored the screen shift position in the memory, because messing with this can become handy for earthquake effects (altough WabbitEmu won't render them
)
@Calc84: noted. When I worked on ROL2 I messed around after backing up with ZCON (Michael_V) and tried to set lower or higher values to this and it effectively can do weird stuff. Same for screen shifting past 128 or 256 (I forgot)
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SirCmpwn
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Re: Half Life 2
«
Reply #64 on:
March 18, 2010, 11:35:06 pm »
I have uploaded a PDF that contains everything you may want to know about the game. I'll update it more as development continues. If you have questions, suggestions, or comments, please continue posting them here.
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DJ Omnimaga
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Re: Half Life 2
«
Reply #65 on:
March 18, 2010, 11:43:08 pm »
Nice
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JCW
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Atmospheric/Intelligent Junglist
Re: Half Life 2
«
Reply #66 on:
March 18, 2010, 11:51:51 pm »
Wow, I'll have to keep my eye on this.
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meishe91
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Re: Half Life 2
«
Reply #67 on:
March 19, 2010, 12:10:58 am »
Hey, I just took a look over my HL2 box...did you know the top of your lambda is backwards in the logo?
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Spoiler
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Spoiler
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For the 51
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SirCmpwn
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Re: Half Life 2
«
Reply #68 on:
March 19, 2010, 12:38:49 am »
No way. Crap.
*EDIT* Holy crap he's right. It took me like 6 minutes to get that pic converted to hex >.< AND THEN I DELETED IT :*(
«
Last Edit: March 19, 2010, 12:39:38 am by SirCmpwn
»
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DJ Omnimaga
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Re: Half Life 2
«
Reply #69 on:
March 19, 2010, 12:46:01 am »
Ouch, that sucks
This is a bit why I dislike hex for storing pic, sometimes. I always loved how iN BASIC and libs you could edit pics directly, then immediately run the game to test, since the sprites were inside the pic.
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meishe91
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Re: Half Life 2
«
Reply #70 on:
March 19, 2010, 12:49:13 am »
Ya, I'm sorry for having to tell you, just thought you would wanna know
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ztrumpet
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Re: Half Life 2
«
Reply #71 on:
March 19, 2010, 06:38:33 pm »
Actually, if you run Axe, then sometimes the current screen is left of the graph screen, so you could store it to a pic from there.
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Builderboy
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Would you kindly?
Re: Half Life 2
«
Reply #72 on:
March 19, 2010, 06:47:33 pm »
yeah you just have to make sure that the Axes are off, and view the graphscreen so that the graphscreen is marked as displayed, or else it will be cleared the next time you try to go view it.
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SirCmpwn
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Re: Half Life 2
«
Reply #73 on:
March 19, 2010, 08:05:21 pm »
Yeah, I'm sure I can work it out. Thanks!
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SirCmpwn
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Re: Half Life 2
«
Reply #74 on:
March 21, 2010, 10:27:23 pm »
Status Update
Sorry no screenshot, but here are the updates:
*Added support for Axe 0.1.3
*Added MirageOS support
*Added saving
*Redesigned physics to use 16 bit list support
*Added column to maps, shifted entire map over 1 pixel for eveness.
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Half Life 2: On-Calc