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Messages - AaroneusTheGreat

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46
TI 68K / Re: DOA
« on: January 31, 2012, 01:28:48 pm »
Well I'm getting very close to having things working in the manner they are supposed to. I think I'm at the point where I'm comfortable releasing an alpha version to the testers. I believe I've fixed all the major problems. I need all the volunteers to send me a personal message with your email address so I can send out a mass email with the alpha attached. This version is likely to have tons of bugs just because I haven't had enough time to test every feature myself. If you discover something weird, please let me know. I think I may be missing some storyline and such with a couple tasks and things like that.

Right now I'm focusing on tying up some lose ends before I continue progressing in the development. I need to make the code more stable before trying to add to it. Please make sure that when you run the game, there's nothing important on your calculator. Please assume it will crash and you will lose your data. So make a backup and start with a clean slate so as to avoid any problems.

47
TI 68K / Re: Pokemon TI-89
« on: January 25, 2012, 10:42:26 am »
Oh it seems that if you lose, when it prints out GAME OVER, in the fontSetSys(8x10) font, but it seems you didn't call fontSetSys again when you exited that code, so if you lose in professor oak's lab, the first battle, all the text that is put on the screen is in the 8x10 font instead of what looked like the 4x6 I believe for everything else.

EDIT:

It also seems that if you lose in professor oak's lab, you don't start the game over, which makes sense like in the original, but that's when the text goes crazy.



 

48
TI 68K / Re: Pokemon TI-89
« on: January 25, 2012, 09:22:35 am »
Very nice work so far! It works rather well. I found a few bugs I may be able to help you with, none of which made the game crash or anything like that. I liked the installation program you made, it ran quickly and seems like a good solution for keeping the install stuff together. I speak french so I was able to understand it just fine, it's actually kind of interesting to read the differences in the way they named things and stuff like that in the french version.

If you would like my help figuring out some stuff, I'd be glad to help as much as I can, time permitting. I'm very busy these days, so it won't be a ton too often, just letting you know I might not get back to you right away, but I will try my best.

In any case, what you've got so far is very impressive. Nicely done.

 

49
News / Re: mViewer CX Edition, the color BMP image reader is here!
« on: January 25, 2012, 09:04:33 am »
I need an nSpire CX!!!! Somebody buy me one!!! lol I'd program the heck out of one of those things. Okay, I need to calm down and finish my current project...

Seriously though. Great work. Very impressive! That goes for everyone involved in nSpire development. I've been thoroughly impressed with everything I've heard so far. This is proving to be a very exciting time for the calculator programming community.

50
TI 68K / Re: DOA
« on: January 22, 2012, 11:56:50 pm »
Hooray for alpha test volunteers!

@jsj795: Super-Mega-Sadface! I hope you find it!

@Art_Of_Camelot: It'll have to be the Voyage, unfortunately the game uses too much new code to support the HW1 model 89's. The lowest supported HW revision is HW2. :( But since you volunteered with the voyage, I'll put together an install package for you. You should see it in your inbox here in a day or two. I need to get a couple of things written before giving you an alpha to start on. Try your best to make it screw up if you can. That'll tell me more about the stability of the code than anything.

51
TI 68K / Re: DOA
« on: January 22, 2012, 04:05:22 pm »
PROGRESS UPDATE:

I just finished a rewrite that puts some of the initial data for the game into a file. It saved me another 3kb of data from being stuck in the program. I've now brought the program size down to 61,900 bytes. Which means I've got quite a bit to work with still. I haven't finished putting everything I plan on putting into the data file though, so the actual amount of program data saved might be more in the future. I also implemented another system that starts to selectively ignore dead and unimportant sprites as the game cycles, thereby speeding the game up as you start playing each level. It has some quirks right now, but it should be easy to fix. Next on the list is to finish retooling the save/load feature. It appears to be working correctly right now, but I don't like the whole "appears to be" part very much, so I want to be sure.

I need alpha testers! I know I've been whining about that a lot in my posts lately, but only because it's a legitimate problem! Somebody please volunteer! I want to be able to release the alpha to my testers so I can figure out what needs fixing right away that I may have missed. That will help me streamline the development process a lot.

So much to do still! So little time!

52
TI 68K / Re: DOA
« on: January 17, 2012, 10:37:09 am »
Thanks guys!

PROGRESS UPDATE:

As of last night, the energy cannon has been fixed. All the weapons now work correctly again. I'm still working on a few bugs dealing with the enemies. Some of their animations are getting set wrong, I know what the issue is, I just have to hunt down where the incorrect values are getting set. I already fixed two animation bugs dealing with two different characters. It's turning out to be rather easy, just very tedious. I'll let you know when I've got everything squared away. Once I do I plan on fixing the save/load feature and picking through a few more things that need rewriting.

We'll see what happens. I need to have some space opened up so that I can start writing in some new tasks for the player to complete. The game needs more to do in it. Running around and mindlessly killing enemies is not what I'm going for with this. I want it to be in depth and interesting as well as exciting.

53
Computer Projects and Ideas / Re: My Beowulf Cluster
« on: January 17, 2012, 10:25:45 am »
My team has reached another milestone! As of today, we have folded over 200 work units!

54
TI 68K / Re: DOA
« on: January 16, 2012, 02:37:46 am »
Thanks for the encouragement. :) And I hope you like Doom89.

PROGRESS UPDATE:

I just finished fixing the proximity mines system. I broke it when I rewrote the animation code. The good news is because I decided to go with a complete rewrite of the system, I managed to save quite a few cycles and bytes. I don't know exactly how many I saved, but more good news on top of this, with the new code I wrote for the proximity mines, I'll be able to more quickly rewrite the code for the energy cannon, which incidentally also was broken when I started this major rewrite.

All of this rewriting has a major purpose, that being saving cycles and bytes, but also, i was beginning to get very close to the 65k executable limit. I had to do something. I could no longer let some things get handled in a clean, but not as efficient manner, I'm just running too much now. Fortunately, I planned very well from the beginning, so the code ended up being very adaptable.

I actually didn't realize all the implications of how I planned everything out. So far, when you save/load the game, due to good planning, if the game has already booted up once, it will still work! The only problem is if you save, exit the game, boot it back up and load, it fails. Luckily I know the problem, I just have to go in and fix it when I'm done with my other more important rewrite tasks.  I've still got a fairly daunting (to me) list of things I want to retool with my new techniques. They are getting checked off at a pace I'm happy with. More to come soon!

55
TI Z80 / Re: GlassOS
« on: January 13, 2012, 12:35:51 am »
Why has no one informed me about this project? And can someone please explain how our former president managed to stumble across our forums? lol.

I'm rather excited about what I hear so far in this project. I program mainly in C, and C based languages, so hearing about an OS for z80 that is going to support C based development natively (unless I misread that) is very exciting! is it going to have an on-calc compiler? or is it going to work through some kind of interpreter system? Also have any programs been tested on it yet? Or is it too early in development for that kind of thing still?

I'm thoroughly impressed with the work so far though, the fact that you can get SDCC to give you output that can fit on the calc is pretty impressive in and of itself. I never had much luck with it, which is one of the reasons I never really started built much of anything for z80. Now I might just mess around with it! It would certainly be much easier to adapt to that system in C than having to get good at ASM.

I hope to hear more about this soon! Keep up the good work!

56
TI 68K / Re: DOA
« on: January 12, 2012, 11:18:48 pm »
Art_Of_Camelot: that's very odd. It could have just been too old to support it honestly. I think I was using code that was HW2 and up. I seem to remember something about that. And if/when you do try out Doom89, let me know what you think! I'm always open to feedback even though that project's been completed for years now lol.

Shmibs: That's a very kind thing of you to say! I've always envied the ID software team, they made so many popular and groundbreaking games. I even got in contact with them about the content of Doom89 before starting work to make sure I wasn't breaking any laws that I could get punished for. They told me that they couldn't give me permission to use the imagery and such, but they wouldn't do anything to me for doing so. That's the major reason Doom89 went anywhere past the fooling around stages. It kind of became a go ahead of sorts anyways. I thought some of them might actually check it out if I did well enough with it too, which would be a real honor. So far I haven't heard anything from them since then though. lol

I hope DOA doesn't let you down! Expectations seem to be very high these days!

57
TI 68K / Re: DOA
« on: January 12, 2012, 10:37:51 am »
I'm glad that you seem excited about the progress!

I was getting really tired of letting it sit around not being worked on, and because my life is back in order now, I'm able to focus on it much better than I had before. I think in the last week I've probably spent about 30 hours or more working on this thing. I know I had at least 3 days where I worked on it for 6 hours total that day (about 3 hours, then a break, then another 3, that kind of thing).

I also have gotten a lot of motivation from all of the people that are following this project. And at my school I've been overhearing stuff about Doom89, and how lot's of people seem to like it there. That kind of thing really makes me want to get this project done so I can really give people a quality game. DOA is so far ahead of Doom89 in implementation and detail, I think people are really going to like it. I mean DOA even has clocks on the wall in the game that change with the system time in the calculator. It will show you the correct time in the game if you set your clock in the calc's system to the correct time.

58
TI 68K / Re: DOA
« on: January 12, 2012, 09:54:53 am »
So I just finished a major rewrite of the animation code for DOA, I shaved off 2.5kb of program size and saved probably hundreds, maybe as much as thousands of clock cycles (no way of knowing, but the speed increase is very noticeable). The code I wrote allows me to handle every animation the same way with a gigantic array of pointers to arrays which contain pointers (my brain hurts) to the images, and it doesn't matter how many frames the sprites animations have, or where they are, because they all follow the same pattern.

Despite how diabolical and huge the array is, it actually saves me a bunch of resources because the animation code no longer has to sort out which type of sprite it's animating. On top of that, everything is in one place, so the system only has to organize it once when the game starts, not every animation frame, saving a bunch of time.  

There are a few more glitches I'm working out, but I know what's causing them, and they don't cause the game to crash, and since I'm tired of programming for the moment, they'll have to wait. I've been working since 6:30AM this morning, I woke up and I didn't have anything to do for hours so I ended up tying up those loose ends in the rewrite. I'll let you know what's happening as I fix things and trim down my code to get some more efficiency out of this.

59
Computer Projects and Ideas / Re: My Beowulf Cluster
« on: January 10, 2012, 09:49:38 pm »
Not in the slightest. One of my machines, the very old 700 megahertz Duron processor unit, is probably much slower than your computer, unless you haven't bought a computer in 12 years, it has only finished about 2 work units, but it's contributing none the less. The minimum requirements for a system is a Pentium 3 at 450 megahertz.

The only thing I would tell you to watch out for is while setting up your client, take into account the amount of ram that you've got, that's the major thing. If your computer has 256 megabytes of ram or less, then you're going to want to set your work units to normal or small sized units, and just check on the progress every day or two to see if it's coming along quickly enough. If it looks as if the progress won't make the deadline, set the units to a size step down, and wait for the deadline to make the system get a new unit.

Chances are you'll have no problems though. The guides on the website, and the forum they've got setup are more than helpful, they make it rather easy to get started.

Here's the FAQ page, I've referred to this many times and found what I was looking for when it came to answers about what to do and/or what it does etc. Very useful info.

http://folding.stanford.edu/English/FAQ-main#ntoc1

60
Computer Projects and Ideas / Re: My Beowulf Cluster
« on: January 10, 2012, 05:15:59 am »
Speaking of work units, Willrandship's unit has just finished it's first unit and been awarded 600 points! Congrats Will on your first unit for the team!

If you would like to see a video of why we are doing this, here's a good example of the kind of work this program is doing. Below is a successfully simulated protein fold. Proteins fold up in the body for several reasons, it creates active surfaces on the molecule that allow the individual units to form complex structures for one thing, like the cillia on your muscle cells, which allow you to move, or the cell walls of your blood cells.

Protein folding is intensely important in human beings because, when it goes wrong,  it can cause a myriad of problems. Mad cow disease is a protein misfolding disease for instance, and as it's been discovered recently, it appears that Alzheimer's is as well. Several of my units are in fact working on the Alzheimer's Amyloid Protein sequences right now.  

By the way, I would like to try to recruit as many people as possible that I know to help the project. Anyone here is more than welcome to join my team!

TEAM NUMBER: 213973

http://folding.stanford.edu/English/Download

That is the download link for the client, and here's the installation instruction page:

http://folding.stanford.edu/English/Guide

As previously mentioned, here's that nifty video:



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