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Messages - ACagliano

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872
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 23, 2010, 09:04:53 pm »
I've got a better idea, actually. Stand by.

873
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 23, 2010, 08:32:05 pm »
Here is the text of the Star Trek game thus far. Only the initial splash screen and the powering of systems is accounted for. Any comments, suggestions, insults, ect?


Code: [Select]
::"STAR TREK 2P a
:ClrHome
:FnOff
:ClrDraw
:AxesOff
:GridOff
:0→Xmin:94→Xmax
:0→Ymin:62→Ymax
:Text(‾1,0,20,"STAR TREK"
:Text(‾1,10,0,"The Great Battle"
:StorePic 0
:ClrDraw
:{38,41,39,41,40,41,51,41,52,41,53,41,38,40,39,40,40,40,51,40,52,40,53,40,38,39,39,39,40,39,51,39,52,39,53,39,38,38,39,38,40,38,51,38,52,38,53,38,38,37,39,37,40,37,51,37,52,37,53,37,38,36,39,36,40,36,51,36,52,36,53,36,38,35,39,35,40,35,51,35,52,35,53,35,38,34,39,34,40,34,51,34,52,34,53,34,38,33,39,33,40,33,51,33,52,33,53,33,38,32,39,32,40,32,51,32,52,32,53,32,39,31,40,31,51,31,52,31,39,30,40,30,45,30,51,30,52,30,39,29,40,29,42,29,43,29,44,29,45,29,46,29,47,29,48,29,51,29,52,29,40,28,41,28,42,28,43,28,44,28,45,28,46,28,47,28,48,28,49,28,50,28,51,28,39,27,40,27,41,27,42,27,43,27,44,27,45,27,46,27,47,27,48,27,49,27,50,27,51,27,52,27,38,26,39,26,40,26,41,26,50,26,51,26,52,26,53,26,38,25,39,25,40,25,43,25,44,25,45,25,46,25,47,25,48,25,51,25,52,25,53,25,38,24,39,24,40,24,42,24,43,24,44,24,45,24,46,24,47,24,48,24,49,24,51,24,52,24,53,24,38,23,39,23,40,23,42,23,43,23,44,23,47,23,48,23,49,23,51,23,52,23,53,23,38,22,39,22,40,22,42,22,43,22,48,22,49,22,51,22,52,22,53,22,38,21,39,21,40,21,42,21,43,21,48,21,49,21,51,21,52,21,53,21,38,20,39,20,40,20,42,20,43,20,44,20,47,20,48,20,49,20,51,20,52,20,53,20,38,19,39,19,40,19,42,19,43,19,44,19,45,19,46,19,47,19,48,19,49,19,51,19,52,19,53,19,38,18,39,18,40,18,43,18,44,18,45,18,46,18,47,18,48,18,51,18,52,18,53,18,38,17,39,17,40,17,41,17,50,17,51,17,52,17,53,17,39,16,40,16,41,16,42,16,43,16,44,16,45,16,46,16,47,16,48,16,49,16,50,16,51,16,52,16,40,15,41,15,42,15,43,15,44,15,45,15,46,15,47,15,48,15,49,15,50,15,51,15,41,14,42,14,43,14,44,14,45,14,46,14,47,14,48,14,49,14,50,14}→∟XT
:For(Z,1,dim(∟XT),2)
:∟XT(Z→X
:∟XT(Z+1→Y
:Pt-On(X,Y
:End
:DelVar ∟XT
:StorePic 1
:RecallPic 0
:DelVar Pic0
:For(θ,0,1000
:End
:Line(45,21,26,61
:For(θ,0,150:End
:Line(45,21,26,61,0
:RecallPic 1
:DelVar Pic1
:Text(‾1,0,0,"                                   "
:Text(‾1,0,0,"Designed"
:Line(45,21,71,59
:For(θ,0,150:End
:Line(45,21,71,59,0
:RecallPic 1
:Text(‾1,0,60,"                        "
:Text(‾1,0,70,"by"
:Line(45,21,22,49
:For(θ,0,150:End
:Line(45,21,22,49,0
:RecallPic 1
:Text(‾1,10,0,"                       "
:Text(‾1,10,0,"Anthony"
:Line(45,21,69,49
:For(θ,0,150:End
:Line(45,21,69,49,0
:RecallPic 1
:Text(‾1,10,45,"                 "
:Text(‾1,10,45,"Cagliano"
:For(θ,0,1000:End
:Line(45,21,26,61
:For(θ,0,150:End
:Line(45,21,26,61,0
:RecallPic 1
:Text(‾1,0,0,"                     "
:Text(‾1,0,5,"Blast"
:Line(45,21,71,59
:For(θ,0,150:End
:Line(45,21,71,59,0
:RecallPic 1
:Text(‾1,0,50,"                               "
:Text(‾1,0,45,"Programs"
:Line(45,21,41,49
:For(θ,0,150:End
:Line(45,21,41,49,0
:RecallPic 1
:Text(‾1,10,0,"                                                     "
:Text(‾1,10,10,"Incorporated"
:For(θ,0,1000:End
:Line(60,‾4,40,25
:For(θ,0,150:End
:Line(60,‾4,40,25,0
:Line(60,‾4,52,18
:For(θ,0,150:End
:Line(60,‾4,52,18,0
:Line(20,‾2,46,24
:For(θ,0,150:End
:Line(20,‾2,46,24,0
:For(C,1,15,3
:Circle(45,21,C,{i})
:End
:Text(‾1,52,0,"Press any key"
:0→G
:While not(G
:getKey→G
:End
:ClrDraw
:
:20→dim(∟YSHIP
:∟YSHIP(19)+200→∟YSHIP(19)
:2→dim(∟STREC
:
:If ∟YSHIP(1)=0:Then
:1→∟YSHIP(1)
:200→∟YSHIP(2):FSHIELD
:200→∟YSHIP(3):RSHIELD
:200→∟YSHIP(4):POWER
:50→∟YSHIP(5):GENERATOR
:100→∟YSHIP(6):TRANSPORTER
:100→∟YSHIP(7):REPAIR
:100→∟YSHIP(8):WARPDRIVE
:100→∟YSHIP(9):IMPULSEDRIVE
:100→∟YSHIP(10):PHASERS
:100→∟YSHIP(11):PHOTONS
:100→∟YSHIP(12):LIFESUPPORT
:0→∟YSHIP(13):SHIELDSRAISED
:0→∟YSHIP(14):WEAPONSARMED
:0→∟YSHIP(15):TIME
:0→∟YSHIP(16):SHIPX
:0→∟YSHIP(17):SHIPY
:0→∟YSHIP(18):FIRING
:0→∟YSHIP(19):REPAIRPOINTS
:100→∟YSHIP(20):SENSORS
:0→∟STREC(1):WINS
:0→∟STREC(2):LOSSES
:End
:While ∟YSHIP(12)>0
:∟YSHIP(12)-1→∟YSHIP(12)
:If ∟YSHIP(4)>0
:Then
:∟YSHIP(4)-1→∟YSHIP(4)
:∟YSHIP(12)+1→∟YSHIP(12)
:End
:If ∟YSHIP(6)>0
:Then
:∟YSHIP(6)-1→∟YSHIP(6)
:If ∟YSHIP(4)>0
:Then
:∟YSHIP(4)-1→∟YSHIP(4)
:∟YSHIP(6)+1→∟YSHIP(6)
:End
:End
:If ∟YSHIP(7)>0
:Then
:∟YSHIP(7)-1→∟YSHIP(7)
:If ∟YSHIP(4)>0
:Then
:∟YSHIP(4)-1→∟YSHIP(4)
:∟YSHIP(7)+1→∟YSHIP(7)
:End
:End
:If ∟YSHIP(8)>0
:Then
:∟YSHIP(8)-1→∟YSHIP(8)
:If ∟YSHIP(4)>0
:Then
:∟YSHIP(4)-1→∟YSHIP(4)
:∟YSHIP(8)+1→∟YSHIP(8)
:End
:End
:If ∟YSHIP(9)>0
:Then
:∟YSHIP(9)-1→∟YSHIP(9)
:If ∟YSHIP(4)>0
:Then
:∟YSHIP(4)-1→∟YSHIP(4)
:∟YSHIP(9)+1→∟YSHIP(9)
:End
:End
:If ∟YSHIP(10)>0
:Then
:∟YSHIP(10)-1→∟YSHIP(10)
:If ∟YSHIP(4)>0
:Then
:∟YSHIP(4)-1→∟YSHIP(4)
:∟YSHIP(10)+1→∟YSHIP(10)
:End
:End
:If ∟YSHIP(11)>0
:Then
:∟YSHIP(11)-1→∟YSHIP(11)
:If ∟YSHIP(4)>0
:Then
:∟YSHIP(4)-1→∟YSHIP(4)
:∟YSHIP(11)+1→∟YSHIP(11)
:End
:End
:If ∟YSHIP(20)>0
:Then
:∟YSHIP(20)-1→∟YSHIP(20)
:If ∟YSHIP(4)>0
:Then
:∟YSHIP(4)-1→∟YSHIP(4)
:∟YSHIP(20)+1→∟YSHIP(20)
:End
:End
:200-∟YSHIP(4)→R
:If R≤∟YSHIP(5)
:200→∟YSHIP(4)
:If R>∟YSHIP(5)
:∟YSHIP(4)+∟YSHIP(5)→∟YSHIP(4)
:End

874
ASM / Re: Intercepting Transmitted Programs
« on: March 23, 2010, 08:12:17 pm »
Ok. I'm on it now. Though it won't be 28 days with my Star Trek game in the works.

875
ASM / Re: Intercepting Transmitted Programs
« on: March 23, 2010, 07:46:28 pm »
Awesome. I want that hex. So, can any one recommend to me a good assembly tutorial? One that is understandable and easy to follow.

876
ASM / Re: Intercepting Transmitted Programs
« on: March 23, 2010, 02:34:02 pm »
No. There is no linking commands. But there is one I can use for program removal. Which still leaves the silent linking interrupt.

877
ASM / Re: Intercepting Transmitted Programs
« on: March 23, 2010, 02:28:52 pm »
Ok. How do you use the linking function of it? Unless its in the readme, in which case I"ll be checking that now.

878
ASM / Re: Intercepting Transmitted Programs
« on: March 23, 2010, 02:26:52 pm »
Mhmm... I didn't knew there were any calc viruses though? O.o (at least, anything that will mess up/do weird stuff on your calc before you even run them, unless you mean all known prank programs/fake programs that doesn't do what they're supposed to do on launch?)

That said such routines would be nice

I have researched known calc "viruses". One or two of them are potentially harmful. The others are pranks. All of them are included in my virus definitions file.

879
ASM / Re: Intercepting Transmitted Programs
« on: March 23, 2010, 02:25:29 pm »
Hmmm. I'll look through Celtic III. Is it only for AppVars, though?

880
ASM / Intercepting Transmitted Programs
« on: March 23, 2010, 09:14:56 am »
I am planning on releasing Version 6 of my Antivirus Software for the TI-83+ or compatible. This software can already search through programs for those with virus names and delete them if you choose. But now I would like to add a new feature: intercepting transmitted programs.

I am looking for an assembly subroutine that will be run with Linkman's "Run this program when link activity" feature. Upon being run, the assembly routine copies the NAME of the received program to a buffer, or to a string, or to Ans. I'll do the rest in TI-Basic.



Also, I am wondering if there are any asm programs out there that will take a name from a string and check calc memory for any programs or appvars with that name and return 1 if it exists and 0 if not. This section of my antivirus works already, but it just simply deletes the program, doesn't actually tell you if it is on your calc. I would like it to do that.

Thanks.

881
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 22, 2010, 09:14:46 pm »
where do you get that? I'll download it too.

(and does it work on Mac?)

882
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 22, 2010, 09:04:23 pm »
Well, I'm not saying anyone in particular has to use it. I just plan on releasing a test version first. Whoever has what is needed to test is free to do so. Thanks everyone for your support. I know you guys are looking forward to a good game. I will do my best not to dissapoint.

883
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 22, 2010, 08:29:20 pm »
This project is killing me. It is stressful. I am progressing slowly and all of the intertwining systems that I need to code get more complex and mind-boggling as I go on. But I'm not giving up. I plan on doing this, regardless of the cost to my sanity (or whatever is left of it). Would anyone mind if I do a testing release before the actual alpha release, so I can weed out any runtime errors?

884
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 22, 2010, 09:14:54 am »
Does the getCalc( command need the sending calc to be in a low power state?

Edit: And what about the Omnicalc Get/Send commands?

885
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 22, 2010, 09:03:06 am »
Actually, I don't really need maps for this.

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