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Messages - Geekboy1011

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76
Can you by chance link that pdf? Also bresenhammering is a made up word of his to describe the code he is working on :P. And algos is short for algorithms because to be honest that is way to much to type out :P

77
Hmm I shall take a look in a moment why not.
@Xeda112358 Care to take a peak as well?

@Iambian if you missed it we have @ mentions how so if you need a specific person tag them with @<nick> so that they get a notification saying Hey this person wants you :P

78
Computer Projects and Ideas / Using arTICL on an MSP430 Launchpad.
« on: July 27, 2015, 04:02:41 pm »
Talking to calculator over external hardware has always been a fun and challenging task. With article you can easily communicate on more then just the AVR platform. Using Energia, which is a modification of the Wiring and Arduino framework for use with Ti's Msp430 micro-controller line, One can use the arTICL library with minimal to no modification. The only change required was to change a NAN to a 0 for Energia seems to not understand NAN.

Using an msp430 launchpad with a MSP430G2553 MCU I was able to run one of the Example applications included with.


After flashing your MSP with the example code. Wiring up to your calculator is as simple as On the arduino. Pick out your digital pins. I used pins 9 and 10.


The final functional setup! My Ti-86 was used here for the sake of good picture quality. The CSE back-light was to bright for my camera. That being said it was tested on an 83/4+SE 84+CSE as well as this 86!


So using other hardware to interface with our beloved calculators, Easier then we thought. Using arTICL makes it much easier to the point of where using different hardware is almost trivial? Whats next? Maybe some wireless shenanigans. OR some really low power data logging. The MSP430 series line is a great set of chips for more low power applications which could be easily power right from the calculator with minimal impact on battery life.

79
Community Contests / Re: Code Golf - The Reboot #3
« on: June 15, 2015, 06:03:40 pm »
Sorry, stupid question and off-topic but how do I access IRC?

EDIT: -_- I don't want to spam the fora, so I'll wait.

EDIT: That pun was probably the worst in the history of code golf.

Off topic response to an off topic post.  But it's related to forum etiquette.

As long as the posts are constructive and not spam. There is no such thing as spamming the forum. Post away! And to be honest it's actually recommended to post when ever possible. This way the questions,content is available to everyone. Not just the people active at the time!

80
I have been forces by the evil serf lords @Geekboy1011 and @Sorunome to post a replay, so here I am :P ;D

The only thing I really have to say is about that code, I know it's asm code, couse I see it's asm code, yet with all the macros and stuff, it realy does not feal like assembly code  :/
it's still great thou, no matter how you make this game, I still will want to play it :)

Good Keep posting!
And yeah the code is z80 but its filled with macros to make my life easier >.> SO much quicker to code stuff this way XD It does translate directly into assembly, Just takes the headache of having to remember things away.

@Sorunome. Yeah It allows me to have multiple things running at once. I can load a handful of NPC's and have them all move around with minimal effort. It's awesome!
Here is the remainder of this portion of the flashback cutscene. I am pretty happy with it. There are transitions missing. But they are not coded in yet soooooo yeah :P


Added some more comments and included some data that you can see how I can move characters around Guard_1_Move is a good example.
Code: [Select]
;New game cutscene script is here.
NEW_GAME_CUTSCENE:
 script_start()
 
  res show_player_sprite,(iy+baseflags)      ;Hide player from View
 
  ld hl,xy(33,3)
  ld (camera_pos),hl
  ld a,%00000001
  ld (camera_subxy),a
  res camera_follows_player,(iy+baseflags)   ;Set Camera to Look cenetered on
                                                ;Graveyard
 
  ld a,ragnoth_mapid
  rcall(LoadNewMapInA)                       ;Load Ragnoth
 
 push_sstate()
  ld a,:Maya_intro
  ld de,Maya_intro
  rcall(AddSpriteEntry)
  find_sprite(Maya_intro_NPC)                ;Load a Maya Sprite
  script_delay(30)
  sp_move_sprite(dsk_up)
  script_delay(30)
  sp_move_sprite(dsk_up)                     ;Move her half way
  script_delay(30)
  sp_change_facing(sp_down)                  ;Make her turn around and "sigh"
  script_delay(30)
  sp_change_facing(sp_up)
  script_delay(30)
  sp_move_sprite(dsk_up)
  script_delay(30)
  sp_move_sprite(dsk_up)                     ;Have her stand by the grave Stone
 
 
  script_delay(100)
  sp_change_facing(sp_down)
  script_delay(100)
  sp_change_facing(sp_up)
  script_delay(125)                          ;Do a jig for cinematics. (Turn around again)


  ld hl,xy(9,6)
  ld (camera_pos),hl                         ;Set Camera to First Guard
 
  SET_FLAG(RAGNOTH_ON_FIRE)                  ;Light Ragnoth on fire.
  ld a,ragnoth_mapid
  rcall(LoadNewMapInA)                       ;Load map on fire.

  ld a,:Guard_1_dat
  ld de,Guard_1_dat
  rcall(AddSpriteEntry)                      ;Add first guard.
 
 pop_sstate()
  script_suspend(86)                         ;Delay long enough for Guard Move
 push_sstate()                                 
  ld a,:Guard_Fire_1
  ld de,Guard_Fire_1
  rcall(AddSpriteEntry)                      ;Have guard light a fire
 pop_sstate()
 
 script_suspend(65)                          ;Delay for effect.
 
 push_sstate()                               ;Repeat above for second guard.
  ld hl,xy(26,14)                            ;Literal copy paste with coordinates
  ld (camera_pos),hl                         ;changed.
  ld a,%00000010
  ld (camera_subxy),a
  script_delay(1)
   
  ld a,:Guard_2_dat
  ld de,Guard_2_dat
  rcall(AddSpriteEntry)
 
 pop_sstate()
  script_suspend(86)
 push_sstate()
  ld a,:Guard_Fire_2
  ld de,Guard_Fire_2
  rcall(AddSpriteEntry)
 pop_sstate()
 
 script_suspend(65)
 .asm
 ld hl,xy(32,7)                             
 ld (camera_pos),hl                         
 ld a,%00000011
 ld (camera_subxy),a
 script_suspend(50)                          ;Set Camera shadow Lord and refresh
 
 push_sstate()
  find_sprite(ShadowLord_NPC)
  sp_change_facing(sp_down)                  ;Turn to player
 pop_sstate()
 
  script_suspend(50)
  ld hl,text_hive(h00_shadowlord_1)          ;Have him order people
  call dispDialogAuto
 
 push_sstate()
  pan_camera_to_NPC(Guard_That_Runs)         ;Move to guard to Right
 pop_sstate()
 
 script_suspend(25)
 
 ld hl,text_hive(h00_Guard_That_Runs_1)
 call dispDialogAuto

 
 push_sstate()
  pan_camera_to_NPC(ShadowLord_NPC)          ;Turn to guard
  sp_change_facing(sp_left)
 pop_sstate()
 
 script_suspend(5)
 ld hl,text_hive(h00_shadowlord_2)
 call dispDialogAuto
 
 push_sstate()
  pan_camera_to_NPC(Guard_That_Runs)
 pop_sstate()

 script_suspend(5)
 ld hl,text_hive(h00_Guard_That_Runs_2)
 call dispDialogAuto
 
 script_suspend(5)
 push_sstate()
  find_sprite(Guard_That_Runs)
  sp_move_sprite(dsk_left)                  ;change this later to make guard run down
  sp_change_facing(sp_right)
  script_delay(20)
  sp_move_sprite(dsk_left)                  ;change this later to make guard run down
  sp_change_facing(sp_right)
  script_delay(20)
  sp_change_facing(sp_right)
  setup_script_loop(6)
-:
  sp_move_sprite(dsk_left)                  ;change this later to make guard run down
  script_delay(6)
  script_djnz({-})
  pan_camera_to_NPC(ShadowLord_NPC)
  script_delay(15)
  sp_change_facing(sp_down)
 pop_sstate()

 script_suspend(30)
 
 ld hl,text_hive(h00_shadowlord_3)
 call dispDialogAuto
 
 script_suspend(50)
 
 ld hl,text_hive(h00_girl_1)
 call dispDialogAuto
 
 push_sstate()
  pan_camera_continue(17,14)
  script_delay(30)                           ;Pan camera to Maya's Mother
 pop_sstate()
 
 ld a,:Maya_Child
 ld de,Maya_Child
 rcall(AddSpriteEntry)
 
 script_suspend(96)                          ;Delay for child maya to move
 
 pan_camera_continue(17,15)                  ;Move so we can see text box
 
 ld hl,text_hive(h00_girl_2)
 call dispDialogAuto
 push_sstate()
  find_sprite(mayas_mother_npc)
  script_delay(30)
  sp_change_facing(sp_left)
  script_delay(20)
  sp_change_facing(sp_down)
  script_delay(10)
  sp_change_facing(sp_left)
  script_delay(25)
 pop_sstate()
 ld hl,text_hive(h00_girl_3)
 call dispDialogAuto


 
 call panbackToplayer
 RES_FLAG(RAGNOTH_ON_FIRE)
 ld a,ragnoth_mapid
 rcall(LoadNewMapInA)
 set is_cutscene_done,(iy+stateflags)
 set show_player_sprite,(iy+baseflags)
 set camera_follows_player,(iy+baseflags)
 xor a
 ld (camera_subxy),a

 SET_FLAG(NEW_GAME_INTRO_FINISHED) ;Quit we are done
 script_end()
 
Guard_1_Move:
  setup_script_loop(4)
-:
  sp_move_sprite(dsk_left)
  script_suspend(14)
  script_djnz({-})
  sp_change_facing(sp_up)
  ret

Maya_Child_Move:
;need to move down 3 tiles
 setup_script_loop(6)
-:
 sp_move_sprite(dsk_down)
 script_suspend(14)
 script_djnz({-})
 ret

Maya_intro:
 sp_pos(33,4,sp_up,maya_sprbase,Maya_intro_NPC) sp_scr(doNothing,doNothing)
Guard_1_dat:
 sp_pos(10,6,sp_down,guard_sprbase,guard_1) sp_scr(Guard_1_Move,doNothing)
Guard_Fire_1:
 sp_pos(8,5,sp_down,flame_sprbase) sp_scr(FireAnimator,doNothing)
guard_2_dat:
 sp_pos(27,14,sp_up,guard_sprbase,guard_2) sp_scr(Guard_1_Move,doNothing)
Guard_Fire_2:
 sp_pos(25,13,sp_down,flame_sprbase) sp_scr(FireAnimator,doNothing)
 
Maya_Child:
 sp_pos(17,11,sp_down,mayachild_sprbase,maya_child_NPC) sp_scr(Maya_Child_Move,doNothing)

 
 

81
Lets have some cut-scene magic. Now this one is a little more complicated then just making a person run in circles, and besides maya really wanted those 5-Hour energies back.

And because why not here (some ;) ) of the code that orchestrates this! Yes, I know it needs commends I plan on adding them >.>
Code: [Select]
script_start()
 
  res show_player_sprite,(iy+baseflags)
 
  ld hl,xy(33,3)
  ld (camera_pos),hl
  ld a,%00000001
  ld (camera_subxy),a
  res camera_follows_player,(iy+baseflags)
 
  ld a,ragnoth_mapid
  rcall(LoadNewMapInA)
 
 push_sstate()
  ld a,:Maya_intro
  ld de,Maya_intro
  rcall(AddSpriteEntry)
  find_sprite(Maya_intro_NPC)
  script_delay(30)
  sp_move_sprite(dsk_up)
  script_delay(30)
  sp_move_sprite(dsk_up)
  script_delay(30)
  sp_change_facing(sp_down)
  script_delay(30)
  sp_change_facing(sp_up)
  script_delay(30)
  sp_move_sprite(dsk_up)
  script_delay(30)
  sp_move_sprite(dsk_up)
 
 
  script_delay(100)
  sp_change_facing(sp_down)
  script_delay(100)
  sp_change_facing(sp_up)
  script_delay(125)

 
  ld hl,xy(9,6)
  ld (camera_pos),hl
 
  SET_FLAG(RAGNOTH_ON_FIRE) ; Needs to be before map load
  ld a,ragnoth_mapid
  rcall(LoadNewMapInA)
 
  ld a,:Guard_1_dat
  ld de,Guard_1_dat
  rcall(AddSpriteEntry)
 
 pop_sstate()
  script_suspend(86)
 push_sstate()
  ld a,:Guard_Fire_1
  ld de,Guard_Fire_1
  rcall(AddSpriteEntry)
 pop_sstate()
 
 script_suspend(50)
 
 push_sstate()
  ld hl,xy(26,14)
  ld (camera_pos),hl
  ld a,%00000010
  ld (camera_subxy),a
  script_delay(1)
   
  ld a,:Guard_2_dat
  ld de,Guard_2_dat
  rcall(AddSpriteEntry)
 
 pop_sstate()
  script_suspend(86)
 push_sstate()
  ld a,:Guard_Fire_2
  ld de,Guard_Fire_2
  rcall(AddSpriteEntry)
 pop_sstate()
 
 script_suspend(50)
 
 ;Pan around village on fire and fixate on shadow lord
 ld a,17 ;rather long delay for Panning.
 ld (panvariabledelay),a

 push_sstate()
  pan_camera_to_NPC(ShadowLord_NPC)
  sp_change_facing(sp_down)
 pop_sstate()
  script_suspend(50)
  ld hl,text_hive(h00_shadowlord_1)
  call dispDialogAuto
 push_sstate()
  pan_camera_to_NPC(Guard_That_Runs)
 pop_sstate()
  script_suspend(25)
 
 ld hl,text_hive(h00_Guard_That_Runs_1)
 call dispDialogAuto

 call panbackToplayer
 RES_FLAG(RAGNOTH_ON_FIRE)
 ld a,ragnoth_mapid
 rcall(LoadNewMapInA)
 set is_cutscene_done,(iy+stateflags)
 set show_player_sprite,(iy+baseflags)
 set camera_follows_player,(iy+baseflags)
 xor a
 ld (camera_subxy),a

 SET_FLAG(NEW_GAME_INTRO_FINISHED) ;Quit we are done
 script_end()

82
Escheron: Twilight over Ragnoth / Re: E:ToR Planning
« on: June 09, 2015, 10:11:37 pm »
I wil note a excessivly large amount of this info is out of date and will eventually be replaced with proper content. That being said i have a ton of content about the game to share. So if you have any questions about it or the story and what not please ask away!



EDIT actually going to lock and freeze this topic the other one is better for this.

83
Case 3 is for competitions which focus on 1 language OR only compiled languages. There for for say basic is not really "acceptable" But with that it is up to the Host to make the rules for there individual contests. IF they choose to count that way they can.

84
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: June 03, 2015, 03:00:30 pm »
I downloaded this a few days ago and it's amazing, but I had no idea that it's still an open project! However, I think I downloaded the latest version but Jigglypuff and Meta Knight seem unable to do anything except moving and jumping around, and Falco has no moves that do damage except his Dash Attack (Laser goes through everything inluding Shine). Is that how it's supposed to be or am I doing something wrong?

The game isn't finished yet.

More so then a blunt answer. The game is current not being worked on due to the programmer being rather busy with life as well as some other things. Everything currently released is more of a tech demo then anything, A tech demo with a really solid engine behind it!. THat being said there are threads that talk about how to make characters and such if you would like to contribute. But as of now the content is sadly not finished.

85
TI Z80 / Re: To: (Asm programmes AND Notepad++ users)
« on: May 10, 2015, 03:47:57 pm »
^ what he said we use the same file as we work together!

86
TI Z80 / Re: To: (Asm programmes AND Notepad++ users)
« on: May 10, 2015, 12:25:40 pm »
I have to upload my custom one here as well. We have one that supports minor codefolding and some other things like proper numeral highlighting and such, Going out now, Ill edit or post it later. looks good tho from here!

87
TI Z80 / Re: [ti-basic] Lazer I: bringing attention to an old game.
« on: May 06, 2015, 05:01:45 pm »
I have played this of my own accord before minus a few little control issues (IIIRC) it was actually rather fun to play and such. That being said, I can recommend this game if you like this style puzzle game.

88
Ill be honest I have the ability to look into and fix wabbit DS. That being said its kinda a dead horse it works as is for basic function albeit not many games work. That being said there is a chance I could look into it  but first let me suggest trying the game on a normal calc and inputting the keys into wabbit DS like you would on calc. There may be an issue with the LCD physics. TBH I have no idea if contrast was properly implemented.

Now with that a 3ds port of wabbit emu would be rather nifty. And I might look into making a homebrew of that. Cause that would be cool.

89
I knew about E:ToR from reading old threads, but I was not sure if that was a different spin off the same game or what. So I decided we would use the code name E:BW for now to just get the ball rolling and have something to call it. The major details could/Would be ironed out later. And hey look they have been!

That being said there have not been to many noteworthy updates some  major random asset changes have occurred I will get some of those up a wee bit later this evening. That being said the main engine is slowly coming along. Getting menus and hotspots working correctly is taking a good amount of expected time. With them the engine will be pretty versatile tho and will allow us to get actual content pumping out pretty quickly.

Ok no assets going up trying to spoil as little as possible. Instead I will post some information about enemies and their related mockups!

So first is the gremlin. A very basic enemy. I will leave the infomtion here for you all to decipher ;) tho its pretty self explanitory
Code: [Select]
——————————————————————————————————————————————————————————————————————————————
Gremlin                RANK 1     GP 00040     DROP: Potion          [ 16/256]

 —— PROPERTIES ——   —— RESISTANCES ——   —— COMMAND SEQUENCE ——     HP     32
 [ ] Fire               [ ] Fire             1.) Attack            MP     16
 [ ] Ice                [ ] Ice              2.) Attack
 [ ] Poison             [ ] Lightning        3.) Fire            ATT     12
 [ ] Sleep              [ ] Gravity          4.) Sleep           DEF      4
 [ ] Undead             [ ] Poison           5.) Attack          MAG      8
 [ ] Drain              [ ] Sleep            6.) Attack          AGI     16
 [ ] HP regen           [ ] KO               7.) Attack
 [ ] Double attack      [ ] Holy             8.) Attack        CRIT.  32/256
——————————————————————————————————————————————————————————————————————————————

And here is a dragon a rather late game enemy :P
Code: [Select]
——————————————————————————————————————————————————————————————————————————————
Dragon                 RANK 4     GP 00900     DROP: Strength potion [ 16/256]

 —— PROPERTIES ——   —— RESISTANCES ——   —— COMMAND SEQUENCE ——   HP    600
 [ ] Fire     [O] Fire          1.) Breath   MP      0
 [ ] Ice     [X] Ice          2.) Attack
 [ ] Poison     [ ] Lightning        3.) Attack ATT     60
 [ ] Sleep     [ ] Gravity          4.) Breath DEF     30
 [ ] Undead     [O] Poison          5.) Attack MAG     30
 [ ] Drain     [O] Sleep          6.) Attack AGI     60
 [ ] HP regen       [O] KO          7.) Attack
 [O] Double attack  [ ] Holy             8.) Attack            CRIT.  64/256
——————————————————————————————————————————————————————————————————————————————

yeah sorry not to much to post right now. But it is something

EDIT by Zera: Your enemy table info was slightly off. Fixed.

90
Escheron: Twilight over Ragnoth / Re: Escheron: BW
« on: April 11, 2015, 11:37:04 am »
Is there any reason you aren't using smooth(er) scrolling? I imagine everything is still aligned, but it looks like you're shifting in blocks of 8, i imagine to make scrolling easier. But now that you've gone black and white smoother scrolling shouldn't be an issue. Scrolling 2 pixels at a time would be plenty fast and look much nicer in my opinion.

Anyway, i'm really happy to see this being worked on again. And it's nice to see you back Zera/Escheron!
We're doing that because we wanted an engine now and an RPG is so much more than just its tilemapper. I promise I'll work on smoother scrolling later but we're trying to pull together all of what makes an RPG and RPG in a fairly quick manner. The extra bells and whistles can come later.

On top of this we have some hidden plans in the works. Trust us this way is better for now ;)

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