Author Topic: Rocket Ninja Cyborg  (Read 2994 times)

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Offline Happybobjr

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Rocket Ninja Cyborg
« on: February 05, 2011, 08:03:06 pm »
I am attempting it in axe and basic with UsbDrv8x.
(also holing high score or the month)
http://www.eiswuxe.de/games/rocket-ninja-cyborg/

I figure i will have many questions so I night as well make a topic.

:P
Question.  How could i relay a byte of info between a basic program and it's asm (axe) subprograms?

Edit:  could i use
Getcalc("varX")+8->Q
« Last Edit: February 05, 2011, 08:04:31 pm by Happybobjr »
School: East Central High School
 
Axe: 1.0.0
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Offline FinaleTI

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Re: Rocket Ninja Cyborg
« Reply #1 on: February 05, 2011, 08:10:16 pm »
If you wanna reference a real var in Axe try this:
Code: [Select]
GetCalc("varX")->P
float{P-2}->Q
I believe that could be optimized to:
Code: [Select]
GetCalc("varX")
float{-2}->Q
but I could be wrong.
« Last Edit: February 05, 2011, 08:10:33 pm by FinaleTI »


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Offline Happybobjr

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Re: Rocket Ninja Cyborg
« Reply #2 on: February 05, 2011, 08:17:08 pm »
thank you.

Why -2?

Edit: It's not working for me
« Last Edit: February 05, 2011, 08:48:31 pm by Happybobjr »
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
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Offline FinaleTI

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Re: Rocket Ninja Cyborg
« Reply #3 on: February 05, 2011, 08:36:02 pm »
I don't exactly remember why, but you have to subtract 2 from the pointer before converting it to or from a float in order to reference it with Axe.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Binder News

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Re: Rocket Ninja Cyborg
« Reply #4 on: February 05, 2011, 08:56:48 pm »
That's because Axe returns the pointer+2 to account for the size bytes present in most programs/appvars. However, because floats are always 9 bytes large, they don't have those extra 2 bytes.
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Offline DJ Omnimaga

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Re: Rocket Ninja Cyborg
« Reply #5 on: February 06, 2011, 02:12:12 am »
Hmm that would be a nice game indeed. Darl181 had a jetpack style engine if I remember but there were no platforms and such.

Offline Binder News

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Re: Rocket Ninja Cyborg
« Reply #6 on: February 06, 2011, 09:02:06 am »
vertical and horizontal velocity engines FTW!
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Offline Happybobjr

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Re: Rocket Ninja Cyborg
« Reply #7 on: February 06, 2011, 10:46:27 am »
I was unable to figure out how to transfer data between the basic part and the axe part.
I am also not familiar how to call usbdrv8x through asm.

I think since I have it working, even if it's slow, I will keep it the way it is.  Then I will fix it if i get everything else coded.
This is looking even more possible now that i am starting to feel better.
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________