Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => Topic started by: ztrumpet on June 16, 2010, 02:51:24 pm
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Over the past couple of days I've tried to make a 3 level grayscale game in Axe. It's completely done, except when you get a highscore and need to type your name. There it freezes. Can anyone help me with this problem?
(It appears that getKey always returns a 0) :(
Thanks! ;D
note: The grayscale's a lot better on calc... :D
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Hey this looks nice except the screenshot doesn't appear to show any grayscale except to the first 24 or so columns of the screen ??? . Also , sorry to hear about the freezing problem, though :(
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Hey this looks nice except the screenshot doesn't appear to show any grayscale except to the first 24 or so columns of the screen ???
Thanks. :)
It's because I didn't set Wabbit up right and since this isn't the final release it doesn't matter as much to me if it looks how it should. :D
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Oooh ok lol, I thought it was a glitch or something. Btw I just played fastest speed and it was insane :O
EDIT: screenshot
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*cough* looks familiar *cough*
j/k, I can take a look at the highscore part later.
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*cough* looks familiar *cough*
j/k, I can take a look at the highscore part later.
I just wanted to make a snake game, even though I already knew you had a cool one, sir. ;D
Oooh ok lol, I thought it was a glitch or something. Btw I just played fastest speed and it was insane :O
Huh. That looks like it's at 15mhz even though there's no Full command...
Wow, that's fast! :D
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At 15 MHz it would look more like this, altough it wouldn't work well on all 15 Mhz calcs (due to the grayscale requiring 6 MHz mode to show up properly on real hardware, according to Quigibo)
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i had the same problem with getKey always returning 0 once. try to slow down your program, put like Pause 100 before the getKey and see if it registers. that worked for me.
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Does your program use Pause to slow down the game on the slower modes?
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When 0.3.0 is released tonight (hopefully), I think the grayscale will look a lot better since I improved both of the routines. Not only does it look better on real hardware, but also it seems to finally be in sync with wabbit settings. Much thanks again to calc84maniac.
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When 0.3.0 is released tonight (hopefully), I think the grayscale will look a lot better since I improved both of the routines. Not only does it look better on real hardware, but also it seems to finally be in sync with wabbit settings. Much thanks again to calc84maniac.
*offtopic Have I already told you how much I love you? :P
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When 0.3.0 is released tonight (hopefully), I think the grayscale will look a lot better since I improved both of the routines. Not only does it look better on real hardware, but also it seems to finally be in sync with wabbit settings. Much thanks again to calc84maniac.
Will it look equally good in both 6 and 15 MHz mode? Or still just 6 MHz?
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IIRC it's still 6MHz mode only.
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Does your program use Pause to slow down the game on the slower modes?
No, it just runs through the greyscale command in a for loop to make it look better. :D
i had the same problem with getKey always returning 0 once. try to slow down your program, put like Pause 100 before the getKey and see if it registers. that worked for me.
Awesome idea! I think I'll try that! ;D thanks! ^-^
Edit: That didn't work. :( Do you have any more ideas? :)
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i'm sorry i don't, i checked my axe entry's menu and putting a Pause 50 before the getKey->K worked. are you using getKey like this
Pause 50
X+(getKey=3)-(getKey=2)->X
or like this:
Pause 50
getKey->K
X+(K=3)-(K=2)->X
because the first one didn't work for me, and then i switched to the second and it works.
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You shouldn't be using the normal getkey for games. Its slow and it returns funky stuff sometimes. That code should be:
Pause 50
X+getKey(3)-getKey(2)->X
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I'm using it to get input for the user to type their name, so I don't want a lot of statements. I pretty much need getKey to use with my look up table.
Nemo, I'm using it the second way. Still no luck. =(
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quigibo, the BASIC way of getkey functions better for a menu. at least, for me it does. with yours it has the possibility of skipping an item. and if i increase the pause, my menu just looks like it's responding ridiculously slow.
sorry ztrumpet :-\ i don't have anything else, except maybe quigibo's way will work. i suggest upping the pause to about 200-250 though, since 50 you have to deliberately try to not skip the middle item(s) in your menu
EDIT: offtopic, quigibo, are sine, cosine and the signed division routine really slow or did i accidentally put a delay in my program?
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Yeah, I wasn't sure if this was for a menu or part of the game. Regular getkey is definitely good for menus.
Signed division is definitely the slowest of the 3. The reason the circle looks a little square-ish is that I'm using a very fast approximation of sine and cosine for performance reasons. Normally you don't notice it at all unless you draw the trail of the sprite.
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:-\ alright. i'm only doing two signed divisions, two sines and two cosines and that section of my program is already as slow as the other which calls a subroutine 6 times for tilemap collision detection, and then has a volley of if statements to determine what to do. if there's any way to improve the signed division routine, that would be excellent. seeing as i don't even know what parsing actually does, i'm not exactly in a position to talk
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I've confirmed that adding
Output(6)
Disp B>Dec
right after the getKey always returns a zero. :(
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You didn't disable intterupts did you? They are required for getkey.
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interrupts? Do you mean we must do FnOn at the start of our programs to be able to use getkey() now?
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No, they're enabled by default. You just shouldn't call fnOff without enabling it again if you plan to use OS getkey
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Oh ok. By OS getkey you mean getkey without the (), right?
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Correct
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There are no FnOffs in the program. :(
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Could you maybe post your code via Quigibo PMs in case this might be a bug?
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The code's in the first post, in program form. To clarify, this is NOT a contest entry. :)
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Oh ok I thought this was the executable, I must have forgotten x.x
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Yes! I found and fixed the problem! Tomorrow I'll upload the finished (and final) version. ;D
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Hmmm....The game ran great when I got to it, however the text was all jumbled in the menu and then once I died the score was all jumbled. I ran this on an 84+ SE...did anybody else have this problem. This is my first time checking out Axe and any Axe game, I plan to go through some other games to see if it is an issue will all the axe games I try.
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I tried compiling the program from the first post with 0.3.2 and all the text seemed fine on my 83+SE emu and on an 84+ except for when it froze at the high score menu. Is it possible there were some text flags that were changed before the program was run? Also what shell did you use to compile/run the program? Or did you just use the executable he provided?
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Nice to see it fixed Ztrumpet. What was the issue?
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Nice to see it fixed Ztrumpet. What was the issue?
I had something like {L1+C} when it should have been {L1+C+B}. :P
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I used Axe Parser 0.3.1
I tried compiling without a shell and then with mirage and both provided the same results. I will try version 3.2
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Here's the finished version. I'll probably write a readme later, but all you really need to know is this:
prgmA is the source.
prgmAXESNAKE is compiled for Ion using 0.3.2. :)
It creates the AppVar AxeSnake to save your high scores. If you've archived the AppVar, it will put it back in archive. ;D
This is just like snake, only it's made in Axe with 3 level greyscale. Enjoy! ;D
Oh, and I recorded it at a pretty low framerate, so that's why it doesn't look as well as it does on calc. :D
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Wow nice! You should put it in the downloads section. (in a zip file, of course) I'm glad you got the bug fixed too. Looks nice as always :)
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The new version works fine on my calc now. Everything seems fine now. Nicely done Ztrumpet!
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Excelent version of snake :) it's cool how we now have these actual finished games that are being released writen in his awesome language. Good job!
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Alright, here's the gif I'm using for the official release. :)
Within 10 minutes it will be uploaded here, and within 15 minutes it will be in ticalc's queue. ;D
edit: http://www.omnimaga.org/index.php?action=downloads;sa=view;down=541
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Nice screenshot ^^
Also although I haven't played the game much lately, I loved it when I tried it (which happened often). One of the best looking snake games for calc
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Thx much love the game
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^ slight necropost above :D ^
But yeah, it does look very nice, and I really love the game even though it's really simple
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Thanks! ;D I'm glad you guys like it. :)