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Messages - ACagliano

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901
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 17, 2010, 06:36:29 pm »
To DJ, I have a prog on calc to turn sprites into hex. IDK what the file name is, but the program name is HEXPIC.8xp

To Gale: When you do, I am interested to know how smooth the gameplay is (how much the linking subroutines slow it down), and I will need to know of any bugs that occur. I will be unable to test the 2-player part myself, as I have no link, so I'll be relying completely on 3rd party testing.

902
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 17, 2010, 06:33:14 pm »
Well, of course, for the most seamless linking, you would be better to write your entire code in assembly. But, if your like me and cannot program in assembly, the one I'm using is vComm. You can find it in the TI-file archives.

903
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 17, 2010, 06:25:02 pm »
Thanks Gale. Once the program is done and uploaded, I will provide the link. Also, to coordinate movement between calcs, I will be using an assembly subroutine, not the calc's TI-Basic commands, for exactly the reason you say.

904
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 17, 2010, 03:00:14 pm »
Ok. I am against making pics, as I've had bad experiences with pics as subroutines. What would the hex string be for this sprite:

0 0 1 0 0 1 0 0
0 0 1 0 0 1 0 0
0 0 1 0 0 1 0 0
0 0 1 1 1 1 0 0
0 1 1 1 1 1 1 0
0 1 1 1 1 1 1 0
0 0 1 1 1 1 0 0
0 0 0 1 1 0 0 0

this is aiming down. I will need a hex code for each of the four cardinal directions (or can someone tutor me on how to do it).

905
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 17, 2010, 09:19:28 am »
Can someone please explain how to use the "sprite drawing" command in xLIB. Or is it possible to do it any other way, easier?

906
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 17, 2010, 02:13:07 am »
The first release will not have a SP part. In subsequent ones, AI is a goal.

907
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 16, 2010, 09:39:39 pm »
Thanks for the support. Anyone who is interested in helping me test the alpha release can email me at [email protected]. I won't be done for a while, but I'll be needing testers. You will need a TI-83+/TI-84+ or compatible and a link and a friend to play with.

Also, here is another feature I plan on adding:

Without another calc detected, the program goes to a repair section. This will be calc specific. There will be one release for the 83 and another for the 84:

TI-83: Winning fights earns you repair points, which you spend to repair systems damaged in battle.

TI-84: Repairing systems takes a specified amount of time. Repair time elapses while the program is running in repair mode (You should know why this can't be done on the 83).

908
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 16, 2010, 02:22:50 pm »
Is there a working ROM dumping program for Mac OS X anywhere. Because the ones I find are either for windows or don't work or both.

909
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 16, 2010, 11:59:14 am »
Ok two things. I have the splash screen done. First it displays the game's name and draws the starship Enterprise on the screen. Then, the Enterprise fires off some phasers; the phasers throw the credits onto the screen. Then, three phasers from offscreen hit the Enterprise, and it blows up, before displaying "Press any key" to start the game.
Two Questions:

1. For the explosion, I currently am using:

 For(Z,1,15,3
 Circle(ship x, ship y, Z, {i})    
 End

*ship x and ship y are actually a set number for the ship's center. I just don't remember what they are.

Any ideas for a better explosion graphic?

2. How do you make animated screenshots of a program, and how do you upload them to here?

910
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 15, 2010, 09:11:21 pm »
Where exactly is this thread now, so I can find it next time?

911
TI Z80 / Re: Star Trek 2 player v0.1 alpha
« on: March 15, 2010, 09:09:27 pm »
This seemed the place to put it. Oh well. It will use the graph screen. I think. And, I probably will use xLIb, though someone needs to explain that Sprite function to me and its arguments, cuz i'm lost.

912
TI Z80 / Star Trek 2 player v0.1 alpha
« on: March 15, 2010, 08:54:49 pm »
I am working on a Star Trek game for the TI-calculator, in which each player gets control of a ship and fights to destroy the other, via the link cable. I will be using the vComm file suggested, at least at present. I will do the linking last, so there is time for suggestions and other ideas in that arena. If anyone has any suggestions for anything I should incorporate, please let me know. Here's what I plan on including already:

1. Shield Collapsing warning flashes when shields get low.
2. Depending on the area of the ship hit, different systems get damaged.
3. Locking onto enemy for photon torpedo fire only. Phasers only fire either forward or back.
4. Emergency evasive key (moves ship x spaces quickly to avoid a phaser or locked torpedo).
5. Warping away from fight (if enough power to launch warp drive). Enemy can follow by locking onto your coordinates and warping to you.

913
News / Re: Axe: a new TI-BASIC-like language for the TI-83+ and 84+
« on: March 15, 2010, 08:36:19 pm »
I'm way off topic. Sorry guys. I'll open a new thread for this.

914
News / Re: Axe: a new TI-BASIC-like language for the TI-83+ and 84+
« on: March 15, 2010, 10:10:11 am »
Yeah. I have that on my calc. Thanks. One day, when I learn asm, or when Axe can do linking, I'll rewrite it.

915
News / Re: Axe: a new TI-BASIC-like language for the TI-83+ and 84+
« on: March 14, 2010, 05:59:07 pm »
Thanks.

This is slightly off topic, but since linking is not in this, I need some advice. I am working on a Star Trek game, player v. player, over the link, where two players face each other's "ship". I need the two calcs to constantly get data from each other, like damage level, shields, position, any weapons fire, ect. I can't use the Get( or Send( commands because they require a pause or something to send data. The getting of the data must not interrupt the flow of the game. Any suggestions, besides write it in assembly, because the only thing I can do in assembly is crash my calc?

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