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Messages - Ranman

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1
Jumpman 68K / Re: Jumpman Bug Reports
« on: November 24, 2017, 07:21:12 pm »
Also not a real bug: Due to the 'esc' button being so close to the left arrow key, i sometimes accidentally press it, and lose all my progress. >:( Would it be possible to make some kind of "Really quit? [Y/N]"-menu?

Oh... that's probably not fun to lose all progress. I'll either implement your idea or require the user to press and hold the 'ON' button while pressing the 'ESC' button. I think I did something like the latter for my Advanced Dungeons & Dragons game.

2
Jumpman 68K / Re: Jumpman Bug Reports
« on: November 20, 2017, 12:29:04 pm »
Not sure if this is a bug, but sometimes that darn bullet spawns exactly where i stand, giving me no chance to avoid it. Also: What's the "Invasion" level about. Those ships don't seem to do anything...  ???
P.S. How do i make my own levels?

Technically... the bullet thing is not a bug since bullet spawning is completely random. But... I agree that can be annoying. I'll look into add some code to prevent that.

Invasion is a level to just rack up points if you choose. Every time you shoot down a UFO, you get points. They just fly around randomly; but if they touch you then you die... Is it worth the risk? It's your choice.  ;)

For now... if you want to generate your own levels. You need to have a good understanding of the LEVEL_Type data structure in jm_levels.h as well as the OBJECT_Type data structure in jm_objects.h. Then play around jm_level_data.c by tweaking a currently existing level to see what it does. Create the level pack by executing the jm_levels_make.bat. Also... for quick modification of a level you can define the macro USE_INTERNAL_LEVEL_PACK in jm_levels.c. Then create/modify a level within jm_levels.c. When you build Jumpman it will use the internal level pack and ignore the external level packs. This is the easiest way to generate and test a new level at this point. I wish I had a better answer for you.

I plan on generating some type of level maker... with instructions. I just have not had the time to do that yet.

3
Calculator C / Re: Tigcc delay
« on: November 18, 2017, 10:19:35 am »
So i've got a little issue: How do i work delay into my program? I don't want it to run too fast, so that the user can see something. Is there lik a library, or do i need a workaround?

If you have the Jumpman 89 v1.01 source code... look in the utilities folder for some files called TimeUtils.h and TimeUtils.c. There is a Sleep function in there.

Code: [Select]
void Sleep(uint4 milliseconds)
{
  static int2 firstTime = 1;
  static int2 vti = 0;

  uint4 loops;
  uint4 i;

  if (firstTime)
  {
    firstTime = 0;
    vti = IsVTI();
  }

  if (vti)
  {
    // this is Virtual TI emulator
    loops = milliseconds * 430; // 430 was found by testing

    for (i = 0; i < loops; i++)
    {
      asm ("NOP");
      asm ("NOP");
      asm ("NOP");
      asm ("NOP");
      asm ("NOP");
      asm ("NOP");
      asm ("NOP");
      asm ("NOP");
      asm ("NOP");
      asm ("NOP");
    }
  }
  else
  {
    // this is a real calculator
    loops = milliseconds * 2; // 2 was found by testing

    for (i = 0; i < loops; i++)
    {
      // poke this reg to put CPU to sleep
      pokeIO(0x600005,0b10101); // allow interrupts 1,3,5 to wake us up
    }
  }
}

Now... go check your email account.   ;)

4
Jumpman 68K / Re: Jumpman - Resurrected
« on: November 18, 2017, 08:22:14 am »
Looks already very nice to me!
Do you plan to release a public version soon? Possibly by Christmas?

Thanks Jonson26! It has been added to the Ticalc queue... early Christmas present. :)

5
Jumpman 68K / Re: Jumpman - Resurrected
« on: November 17, 2017, 09:26:58 am »
A few in the community have requested a version of Jumpman for the 92+ and V200 calculators. I am officially announcing that a version of Jumpman for the TI-92+ and V200 is under construction.

Jumpman 92+ will support the keyboard layout differences. The graphics will remain unchanged but the playable area will be centered on the larger screen.


6
TI Calculators / Re: Please HELP! nPDF issues with ndless 4.5
« on: November 16, 2017, 03:24:37 am »
Yay.    :w00t:

7
TI Calculators / Re: Please HELP! nPDF issues with ndless 4.5
« on: November 14, 2017, 11:15:33 pm »
I hate to beat a dead horse but I've found no answers that helped me so far. I am trying to put .pdf files on my TI-Nspire CX. I've installed ndless along with nPDF, however when I try to move a .pdf file into my calculator it doesn't work. I tried re-naming the file to .tns but it seems to automatically change it to filename.tns.pdf. So that isn't working for me either. Can someone please help me?

I'm not a nSpire calc owner either. But in reading your problem it sounds like the .tns needs to be at the end of the file (i.e.  filename.pdf.tns).

When you open Windows Explorer do you see file extensions or not? If you don't see them, then you'll need to configure Explorer to display the file extensions... once you do that, you should be able to add the .tns extension to the end of the initial extension. This might allow it to transfer to the nSpire.

8
Jumpman 68K / Re: Jumpman - Resurrected
« on: November 11, 2017, 11:40:51 am »
Today I uploaded Jumpman 89 v1.01 to Ticalc. It contains a lot of optimizations suggested by Lionel Debroux and some minor corrections to the game engine.

Jumpman 89 v1.01
  - added optimizations suggested by Lionel Debroux (thank you Lionel)
  - corrected version string (V1.00 was released with the version string set to v0.95)
  - corrected enemy collision detection (v1.00 was released with enemy collision detection unintentionally disabled)
  - increased accuracy of bullet and collectable collision detection

I also uploaded the Jumpman Jr level pack that consists of 12 new levels.

9
Jumpman 68K / Re: Jumpman - Resurrected
« on: November 06, 2017, 11:08:26 pm »
I built and tested Jumpman on a TI-92+. It worked as expected.... the Jumpman viewing area is just in the upper left hand corner of the larger display... but game play worked similar to the TI-89. This is good news. I will attempt to center the viewing area. I will also have to add some modified and additional key presses to handle the TI-92+ keyboard.

I'll let you know how this goes.  :)

10
Jumpman 68K / Re: Jumpman - Resurrected
« on: November 06, 2017, 07:19:04 am »
I renamed the includerd .89x and .89y files to .92x and .92y and uploaded them on the emulator, but it just sats "Wrong calculato model." when i try to run it. :(
You can't do that. There exist special markers in the .x and .y files that designate whether it is for 89, 92, or V200. This is added during a post build processing step when building with GCC4TI. You will have to rebuild the Jumpman project and check the 92 and V200 boxes on the Project Options -> Program Options -> Calculator tab.

The assembly is identical... so dont worry about that. But you will need to be able to build... 2000 errors during compilation? Something must not be set up correctly. Can you tell me which OS and GCC4TI that you are building with?

I have a 92+ and I have made several projects for it. I may consider making Jumpman for the 92+.

11
Jumpman 68K / Re: Jumpman - Resurrected
« on: November 01, 2017, 11:47:17 pm »
Congrats Ranman! :D
Thank you sir! Good to see you hangin' around.

12
Jumpman 68K / Re: Jumpman - Resurrected
« on: October 31, 2017, 12:34:33 am »
Very cool looking game. Does it work on the original 92, or do i need a voyage or titanium to play it?
Thank you sir. It may work on a TI-92, it will fit within the 60KB limit... However, the game was designed around the TI-89 screen layout. You should try it out and let me know.  ;)

Quote from: Nimani4c
Wow that's really impressive how much you've done with the game so far. Excited to see the end result!
Thanks a bunch!! And with that, I have some good news...

Jumpman 89 v1.00 has been uploaded to Ticalc.org

13
Jumpman 68K / Jumpman Bug Reports
« on: October 30, 2017, 06:36:10 pm »
Find a problem with Jumpman? Please report it here. :)

Jumpman 89 v1.00 has been uploaded to Ticalc and Cemetech... Download and give it a try!

Be nice!! And enjoy ;)

14
Jumpman 68K / Re: Jumpman - Resurrected
« on: September 07, 2017, 10:34:41 pm »
Oh boy... lotsa real life things going on in my life...  lots of work related travel, work on the Lincoln Town Car, work on the apartment, and a new position at work.

But i have not forgotten about Jumpman.

I'll try to post a status update soon.

15
Jumpman 68K / Re: Jumpman - Resurrected
« on: March 21, 2017, 12:26:10 am »
The final level called Grand Puzzle III is complete.

Sorry... no screenies of this one.  *.*   :ninja: :blah:

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