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Messages - Aichi

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TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 13, 2011, 01:54:57 pm »
I'm not sure why your code didn't work, but anyways, the enemies problem is gone. I also use Mirage on my calc (never going to change.)

Good to hear, thanks again!

And a poke about + / - for contrast changes.

Since Shade() -> {n} does not work - At which byte is the contrast stored?

But the pause glitch is still there. It appears that the game crashes right as it's about to display "[Del] Exit". You can see the white menu appearing, and right when it's about to display that, it crashes. I tried running it in all 3 shells on my calculator, and it crashed in all of them. But I really have no idea why it doesn't crash on the computer though. The only thing I can figure is that wabbitemu and the computer have slightly different interrupt timings or something like that.

    It also crashes when you beat a level, the white scrolls to the top of the screen and when it gets there, crash.

Hm, quite weird. Does the TI crash before displaying [DEL] Exit? It could be caused by the Text routine.
Furthermore I tested out some combinations and I hadn't managed to crash my TI. Do you have any hooks installed besides MirageOS?

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 13, 2011, 11:33:20 am »
v1.01 Update! :)

  • The sprite of the "1" has been changed
  • Presetted highscores have been added
  • Pressing DEL during the name input will change the current character into space
  • The spawning position of the boss of level 4 has been shifted
  • The teleporting intervall of the boss of level 4 has been decreased
  • A teleporting animation for the boss of level 4 has been added
  • A bug that prevents enemies from spawning has been fixe
  • A bug that prevents the calculator from turning off has been fixed
  • A graphic glitch that shows up the sprite of the own ship at explodings has been fixed
  • A graphic glitch that displays the boss of level 2 incorrectly has been fixed

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 13, 2011, 06:14:45 am »
Tried it.  Do you have to get an achievement to unlock the next level or something?  I beat the first level twice, both with scores >9000, but it still shows a ? where the 2 should be. nvm, see two posts down
Imo, the input routine could be changed a bit..maybe pressing ALPHA makes a space or something.

This information is stored directly in the program. You should make you sure that your shell supports writeback. I did all testing on DoorsCS7 and it supports writeback.
I'll add converting the current character into space by pressing DEL. :)

Btw, for the version, I'd suggest putting in a screenie.  Unfortunately, some people look at nothing but the screenie, and without one it might not get as much attention as it deserves...

Aichi, you uploaded the game into the BASIC section.  That might cause a problem...
If possible, a place like this would be a better place to put it ;)

Yeah, I'll attach a screenshot together with some bugfixes in v1.01.
And I'm sure that I uploaded it into the correct section. It must have been changed by an admin who didn't look properly at The Game. :D
EDIT: Eh, does anyone know how to change the section back?
EDIT²: I'm going to send a mail to Ticalc. :)

Also, a bug report, which I guess is another zany asm thing.  I paused, quit, and 2nd+on didn't work...

It's Devrays' (or Crabcakes) fault, sorry. =/ Just press 2ND -> MODE or CLEAR at the home screen. :)
EDIT: It is caused by the pause mode. I use getkeyr to get access to APD and contrast changing during pausing.

     Found It!!!!!!! When the program starts, you forgot to clear ($89D8). If my guesses as to how axe works are correct, then that should be around variable "R". Someone who knows more than me about axe could probably tell you exactly which one it is though.

And btw, that took way to long to find :)

     Yes, that should be "R". says so.

R works as a permanently switcher in my game.
Code: [Select]
(R=0)->RIf R is 0, it gets 1, otherwise it gets 0.
I use it to simulate moving 0.5 pixels per frame and I thought it doesn't matter what R is at the start,
so I didn't initialize it. Thanks a lot for finding that bug. You'll get an entry in the special thanks if you want. :)
And which shell do you use on the real calc?

2) In-game teacher key.  Feigns calc turning off, but is really just a pause with a Shade(0) before it.  Pressing ON ends program and returns shading to the norm.

Nice idea, LOG could set the contrast to 0 and call Devrays' pause routine. :)
I don't want to tempt someone to not concentrate to math though. :P

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 12, 2011, 01:56:15 pm »
The main reason why I make videos is that I hate having no time control as .gif loops.
Other reasons are the possibility to add music and easy zooming.
And youtube users could find Devrays through that video. :)

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 12, 2011, 01:42:31 pm »
You can download Devrays here:;sa=view;down=679

I uploaded a video btw. :)

And ignore the download topic please.
Post suggestions / bug reports here. :)

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 12, 2011, 01:30:47 pm »
Devrays v1.00;sa=view;down=679

Devrays is a Shoot'em up for TI 83+ SE, 84+ and 84+ SE calculators. The Game provides 8 level in 4 different zones with a bunch of enemy types, very detailed and smooth graphics and animations, 6 weapons for your ship, many achievements to collect, a highscore list with 6 entries and some challenging bosses. Have fun. :)

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 12, 2011, 05:36:57 am »
Ah, k, my bad. :)
I uploaded a .zip now.

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 12, 2011, 12:52:05 am »

Are there multiple levels in this release?
This release contains all 8 levels. :)

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 12, 2011, 12:48:46 am »
Devrays v1.00 Beta has been released!

Controls for the menu:
- Arrows: Move
- DEL: Quit program
- 2ND: Entering

- Clean: Beat the level without using additional weapons
- Perfect: Kill every enemy through bullets / mate collision
- Unhurt: Beat the level without getting damage
- Immense: Beat the level without using 2ND

- Background 1: Run the program
- Background 2: Defeat the last boss
- Background 3: Collect all achievements

It's a Beta version. I can't promise that everthing works.
If you find a bug / have a suggestion, let it me know please. :)

Random fact: Use the mate ship at the reflectors during the last bossfight to shoot with lobsters. :P

Download Link:;sa=view;down=679

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 11, 2011, 06:14:09 pm »
Sorry, I've overlooked it. :P The demo contains only the fifth level.
The complete game can be released as Beta 1.0 either in about one hour or tomorrow though.  :)

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 11, 2011, 05:25:44 pm »
Thanks for the detailed bug report, thepenguin. I'm using Crabcake and this causes the problems perhaps. I've run Devrays probably >9000!! times during the development and I never got problems with disappeared enemies though. I'll do some tests tomorrow and hope that the bug has been eliminated by itself through the grown program size or through something else. It would be fatal if I couldn't fix that thing. :<

Axe / Re: Axe Q&A
« on: June 11, 2011, 03:32:36 pm »
Code: [Select]
If 20 - {E} -> {E} > 10return something wrong or rather something other than
Code: [Select]
20 - {E} -> {E}
If {E} > 10
or is it just me? Is the upper code not working because the TI needs already HL for taking the E'th byte from the RAM?

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 10, 2011, 04:37:49 pm »
Are there any enemies in the demo level?

Anyways, the game looks great. I can't wait for the release. One suggestion I would have is to make + and - adjust the contrast. Most people have their calculators set up for black on white. So since this game is white on black, it takes a different contrast setting. (Typically down 3) And of course, be sure to restore it when they quit.

I think I also found two glitches.
1. LN + {4,5,6,-} moves right and x-1 + {sin,cos,tan,^} shoots. I'm not sure whether this is axe or you, but either way it's strange.
2. I don't know if this is a glitch, but when bullets bounce off walls, they don't turn around.
The contrast changing is a pretty nice idea. I'll add this feature for the Pause menu.
There are some enemies in the demo level. Did you see no enemies? Could be a bug. =/
Lol, I tested this key glitch and it really happens. It's not too bad though, since it gives no advantages for someone. It's probably caused by the key routine that Axe uses.
The bullets usually don't bounce off something but reflector blocks. If they didn't turn around on reflector blocks it could be actually a glitch, i'll test it later.

Thanks for your feedback. :)

TI Z80 / Re: [Axe Parser Shoot'em up] Devrays
« on: June 10, 2011, 03:21:57 pm »
Re-downloaded, works fine now :P
I'm guessing something went wrong with firefox...

What are the controls btw?  I found..
arrow keys=move
alpha=chargin mah lazar (or something like that)

Is there anything else, or are those it?
Ah, good to know, I was already worrying about that bug. :D
Yeah, those are all keys in this version. MODE for Pause and F1 / F2 to control the helper ship have been
added yet. Btw, I'll publish the first Release today. (Edit: ...Or tomorrow :P)

Axe / Re: Axe Q&A
« on: June 10, 2011, 10:54:05 am »
Code: [Select]
!If {L5 + 22} + 1 . Check if that byte is 255equal to
Code: [Select]
!If {L5 + 22} - 255 . Check if that byte is 255?

It seems to be different, for whatever reason.

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