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Darl181
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« Reply #420 on: 09 July, 2010, 21:29:40 »
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I've updated the Jetpack Simulation program.


Differences:
     The character sprite is changed mildly (no more "Look Mom! No hands!")
     HUD greatly improved
     Now, it says Autopilot On/Autopilot Off
     When autopilot is working, its corner inverts
     Life-like measurements and...
          (slightly inaccurate) Metric system support! Press MODE to switch
     'Super Boost' key, try to find it
     The arrow that appears on top goes up and down
     Can't go up infinitely
     The ground is at 0 instead of -48
     If you go too fast, the Y-Velocity Inverts as a warning
     Autopilot will not fire if person is on the ground, only in the air
     Source has spaces for less confusion
     Some display/autopilot fixes

I have a pretty good idea of how to make this into a game engine.  I just need to figure out how to implement tilemaps and TIOS pics and such.
Probably more versions to come

* JETSRC2.8Xp (1.91 KB - downloaded 38 times.)
* JET2.8Xp (3.92 KB - downloaded 37 times.)

* Jet2.gif (277.31 KB, 192x128 - viewed 270 times.)
« Last Edit: 09 July, 2010, 21:40:48 by Darl181 » Logged




 
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« Reply #421 on: 10 July, 2010, 00:46:16 »
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I think BuckeyeDude should examine those file formats, because it might be good that his emu supports this format.

And I did so. It appears that the flag and version fields were switched in the header. Basically if you take the file from the archive of your calc, one byte (the 69th one) is $80. The very next byte is the version. Your files had these bytes switched, so basically if you removed them from your calc archived, the calc wouldn't accept them because they believed that they were from a way newer version of the OS. Thus if they were taken from ram, (which just has the byte as 0) they work fine. I'll let lionel know, so he can check it.

Also dj thanks, but its definitely not my emu, i'm really only a maintainer. Tongue I dont want to steal jim and spencers credit
« Last Edit: 10 July, 2010, 00:47:44 by BuckeyeDude » Logged
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« Reply #422 on: 10 July, 2010, 02:44:22 »
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Aaah ok ^^

And Darl, nice ^^
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« Reply #423 on: 10 July, 2010, 23:33:01 »
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darl, what kind of game would you might be implementing it into?
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« Reply #424 on: 11 July, 2010, 08:40:47 »
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@Darl: I know there isn't much to the demo yet but I'll be the first to say that it looks really cool! I'd be interested in seeing what it could be further developed into. ^^
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Darl181
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« Reply #425 on: 12 July, 2010, 21:29:37 »
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Thanks!
I've tried to add a pause menu, but it's very glitchy and afterwards caused the screen to flash and do all this weird stuff.
As for the kind of game, I was thinking of making a sort of papijump clone in which the platforms disappear or something.
In the meantime, and in response to a few "how does this work" questions (mostly from school), I wrote this commented and working source that's only the actual movement engine.  I was thinking parts of it might be useful for an axe pinball game???

Come to think of it, I'll put up JETSRC3 anyway.  MATH is the problematic menu.  'Options' doesn't do anything.  'Quit' is what you should avoid.
CLEAR is still the quit key, or the "emergency exit" key if you tried the Pause→Quit action.
[^]now inverts the screen and does a wave effect from the "Wave Simulator-Sort of" thread
If you leave the program running without pressing any keys for about a minute, it will ask "You Still There?" and count down from 10, quitting on 0.
Also in V3 are minor bug and sprite fixes as usual

Edit..
I know a papijump thing wouldn't really need TI-OS picvars, but I'm still curious.
How can I do it?

[irrelevant]does anybody know where the sub( or th enew ref( rref( tokens are? or are they only in the Catalog?
[/irrelevant]

* PHYSCSRC.8Xp (0.99 KB - downloaded 39 times.)
* JETSRC3.8Xp (2.55 KB - downloaded 39 times.)
« Last Edit: 12 July, 2010, 21:41:15 by Darl181 » Logged




 
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« Reply #426 on: 12 July, 2010, 22:43:47 »
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I'll probably give those a try later

As for Papijump, Ztrumpet made one in Axe 0.0.5, back in Feb or March, he migth be able to help you. Someone else made one too, but I forgot who.
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« Reply #427 on: 12 July, 2010, 22:50:16 »
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sub( is in the catalog, and is best accessed by going up from 'T'
ref( and rref( are in the matrix menu under math.
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« Reply #428 on: 14 July, 2010, 22:39:45 »
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Thanks.
And I just remembered why I never used wabbitemu, apart from the archive thing.
Is there a working 84+ skin where they're the same size anywhere?

as for the other person who wrote papijump, I remember, before I registered, it was like guy followed by a load of numbers.
The main problem is probably going to be the pxl-test when the jetpack-wearing person is falling 5 pixels a frame. I'm trying to make it as reaistic as possible...

EDIT:
Oops, had an old version. 1.5 works. yay!
« Last Edit: 15 July, 2010, 20:57:37 by Darl181 » Logged




 
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« Reply #429 on: 19 July, 2010, 04:17:37 »
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yeah pixel test is hard when you don't fall at one pixel rate. I got lot of troubles in my ball game x.x

Also I tried your two programs and nice physics, but I had troubles exiting the new jet thing, also the menu cursor moved in opposite direction Sad


* jetprgm3.gif (249.27 KB, 192x128 - viewed 119 times.)
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Darl181
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« Reply #430 on: 19 July, 2010, 21:25:52 »
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Yeah, I can't figure out the habits of the 'return' token.  In the beginning of the program I have "If getkey(15):Goto E:End" with Lbl E as the ending label.
*Takes out calc and opens JETSRC3*
The pause menu is a subroutine (PM) in which a variable is manipulated. If the variable {L1+4} (ran out of letters) equals 1 or 2, is has a return token to go back to the main loop.
If it equals 3 (Quit), it should go to Lbl E.

If {L1+4}=3
Goto E
End

Lbl E
ClrDraw
Clrhome
Fix2
Fix4

Should, but seems not to.
Trying to fix some 'Idiot errors'.
RAM just cleared.  That was really odd...

If you get problems getting out of jet3, [CLEAR] is still a fast, bug-free, no-menu-used exit.
I would suggest just staying clear of the menu for now until I get it fixed.
I'll have to re-write the whole menu thing.
« Last Edit: 19 July, 2010, 21:29:49 by Darl181 » Logged




 
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« Reply #431 on: 19 July, 2010, 21:28:59 »
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Oh I did use Clear and it still happened Huh?
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Darl181
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« Reply #432 on: 19 July, 2010, 21:38:37 »
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Try letting it sit until The number on the top-left counts up to 600.
If you don't want to wait that long, then..
In the source, scroll to the line before the
. About 1 min.
And after
.AUTO PROGRAM
 END (APD-LIKE)

You could change the number where it says If R=600 to a lower number so you don't have to wait as long.
If all else fails, Mirage has that nifty ON+CLEAR shortcut.

Hmm, seems like I took out the If getKey thing from the source.
This'll be tricky...
« Last Edit: 19 July, 2010, 21:46:17 by Darl181 » Logged




 
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"Dynamic userbars!"
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Then blow them up
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  Draw with sand.  Yay?
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« Reply #433 on: 19 July, 2010, 21:41:47 »
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Darl181, "return" is the statement that does two things. it a) exits the subroutine it's currently in or b) if not in a subroutine, exits the program.

so if you have an If statement that jumps to a subroutine at the end of the program and expect the program to end, it won't, because they program is in a subroutine. so after the If statement becomes true, the program will jump to the subroutine (lbl E in this case) and then notice it's at the end of the program, so it'll assume "Return" has been placed there. from there, it will exit the subroutine, not the program. just the subroutine. so if you want to exit the program on an If statement, try this.


1
2
ReturnIf (EXP)

so if you wanted to exit the program when a user presses clear you could use

1
2
ReturnIf getKey(15)
« Last Edit: 19 July, 2010, 21:43:18 by nemo » Logged


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« Reply #434 on: 19 July, 2010, 21:42:45 »
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Ok thanks

And I didn't knew the Mirage shortcuts worked in Axe programs. Most ASM programs made after 2001 blocks those.
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