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Topics - Hot_Dog

Pages: 1 ... 15 16 [17] 18 19 20
241
ASM / Replacement for IN F, (C)
« on: September 03, 2010, 11:31:05 am »
Part of the reason for S.A.D.'s incompatibility with the Nspire is because of the following 3 lines of code, used in SafeCopy to copy plotsscreen to the LCD:


rowwait:
   in f,(c)
   jp m,rowwait


Is there any code I can use to replace this?  I tried using IN A, (C) because the sign flag is affected, but apparently that didn't work

242
ASM / T-State Count of Undocumented IXH / IXL / IYH / IYL instructions
« on: September 03, 2010, 11:17:28 am »
This is more of a curosity question than anything else, but if one uses the undocumented instructions to access the lower and upper bytes of IX and IY, does it take -- approximately -- twice the number of T-States as it takes for their equivalents in H and L to execute?

243
News / S.A.D. Alpha 3 Now Available For Download
« on: September 03, 2010, 12:55:46 am »
You can now download the next build of S.A.D. for testing and experimenting purposes, as well as for enjoyment.  I have highlighted in bold all new features, so if you read the news for the previous build, your biggest concern is the stuff in bold.  I salute Netham45 and his band of lobsters





This version of S.A.D. allows you to preview the human race.  You can select a ship, construct a building, check the progress of your buildings, and move across the map.  Collision is also implemented to the point that buildings cannot be placed on top of each other or on top of solid objects and space.  You can add refineries and processing units to increase your income, and you can view your income.  Buildings cost money now, although ships don't cost money yet.  Buildings have more realistic costs and construction times.

When you see the loading screen, please be patient.  The loading screen is not a "goodie," the game really does take time to load.


Controls
------------------------------

2nd -- Displays the "Construct Building" Menu
Alpha -- Displays the "Select Ship" Menu
Mode -- Toggles the cursor on and off
X_T_Theta_N -- Allows you to drive your ship.  You can toggle this mode on and off with the same key.
Enter -- Place a building after you choose where you want it placed.  If you press Enter over a refinery, you can build processing units to increase your income.
Arrow Keys -- Move
Soft Keys--Adjust the speed at which the map Scrolls
Clear -- Exit a Menu, or exit the game entirely
Plus Key -- Toggle the resoures view, meaning how much money and supplies you have.

Hot Keys (For Menus) -- 2nd, Mode, Del, Alpha, X_T_Theta_N, Stat, Math, Apps, Pgrm

-----------------------------

A download link is provided below.  I have a forum available for bug reports, so please list any bugs there.

Please limit yourself to 25 buildings (NOT including processing units) per test-run.  I recommend testing this on an emulator.  The game, for right now, requires 21 KB of memory and 4 app pages.  The game does not check to see if you have enough memory.  I WILL NOT BE HELD RESPONSIBLE for any damage to your calculator.

Enjoy, and please let me know of any issues that exist, except for the following:

1. Please don't mention any errors that might occur when a player makes too much money
2. Please don't mention any errors about incorrect collision.  There are some tiles I accidentally marked as "collidable," and others that I forgot to mark as "collidable."  This is not a program bug, just a data bug.




Download Link: http://www.omnimaga.org/index.php?action=dlattach;topic=4324.0;attach=3092

Download Link to Nspire-Compatible (hopefully) File: http://www.omnimaga.org/index.php?action=dlattach;topic=1315.0;attach=3094

Things to look forward to, for sure, in S.A.D. Alpha 4:
------------------------------------------

Simple 2-Player gameplay:  You can connect two calculators, and move ships / construct buildings against each other.
Actual Buying and Construction of Ships

There may be surprises, but the above two items will be included for sure

244
News / A Tribute to Omnimaga's Ninth Anniversary
« on: September 02, 2010, 12:10:14 am »
Although we are one day late on this, I am pleased to announce that Omnimaga is now 9 years old!  Omnimaga started on September 1st 2001, and so yesterday marked its ninth anniversary.  I will leave the history of Omnimaga to DJ: http://ourl.ca/3634/66325

We at Omnimaga wish to thank everyone for their hard work in helping this site to be one of the best calculator communities in the universe.  A lot of new projects have come in, and we can tell that the designers are putting their best effort into their work because they enjoy what they do.  

On top of that, the post count for this year is at an all-time high.  These posts include great questions, informative answers, and encouragements that allow our programmers to continue their work, knowing that their games and applications are greatly anticipated.  

Finally, it is very Nspiring for us that even though Ndless has barely been out, we have had some very nice Nspire projects.

I speak for the Staff at Omnimaga, as well as the Coders of Tomorrow, when I say that I look forward to the future and what Omnimaga has to offer to the world, let alone to calculator users everywhere.

DJ Omnimaga has put together a tribute video for the 9th anniversary of Omnimaga.  I wish to give a big thank you to DJ, who has been the entire backbone of Omnimaga.  Without him, we could never dream of Omnimaga being a glorious light in the future of calculator communities.  He made all of this, and much more, possible.



UPDATE: Video can now be downloaded on our site (although it is 75 MB large): http://www.omnimaga.org/otherfiles/tribute_to_omnimaga_2010.wmv

245
S.A.D. (Seek and Destroy) / The Complete Guide to Modifying S.A.D.
« on: August 27, 2010, 05:11:34 pm »
Well, I decided to start putting together this guide a little bit early.  This is a guidebook I will be releasing with the Source Code of S.A.D., and as you can guess, it tells people how to modify S.A.D. to make Real-Time Strategy games of their own for the Ti-83+ series.  In this way, only an intermediate knowledge of ASM is required.  If you understand the first 14 chapters of my ASM guide, you will have no trouble with the guidebook I will be providing.

S.A.D. isn't hard to work with code-wise once you understand what's going on, so I'm hoping people in the future will take advantage and release RTS games of their own--maybe even ones where one can use two or more different kinds of units in their group.  However, I will confess that the reason I'm working on it this early is because if people understand exactly what's going on, they might be able to help me make the game like they wanted to--but couldn't because of lack of ASM skills.  Yes, I'm a little bit selfish  8)

I'll post .pdf files as I make progress.  Unlike the Ti-83+ ASM guide, there will only be PDF files.

246
S.A.D. (Seek and Destroy) / [S.A.D.] Design Document
« on: August 26, 2010, 06:44:13 pm »
For those of you interested in Design Documents, I wrote this when Buckeye joined the S.A.D. team.  You'll find that about half of S.A.D. follows this document, and the other half has changed dramatically.

247
General Discussion / Any way to convert to square waves?
« on: August 20, 2010, 12:57:22 pm »
Is there any software for editing sound (preferably free) where when you view a wave, it shows the frequency/wavelength of a part?  I'm thinking something like a graph, where the wave is displayed on the graph, the Y-axis is the frequency, and the X-asis is the length

248
Hi, guys,

This is the code I'm using to teach people how to draw any-size sprites:  (In this case, an OR routine)

Code: [Select]
Put_Sprite_OR:
; A = x coordinate
; L = y coordinate
; B = number of rows
; Sprite_Width holds the width of the sprite
; IX = address of sprite
    LD     H, 0
    LD     D, H
    LD     E, L
    ADD    HL, HL
    ADD    HL, DE
    ADD    HL, HL
    ADD    HL, HL

    LD     E, A
    SRL    E
    SRL    E
    SRL    E
    ADD    HL, DE

    LD     DE, plotsscreen
    ADD    HL, DE
   
   
    AND    7
    JR     Z, _AlignedOR

    LD     C, A
    PUSH HL
    LD A, 12
    LD HL, Sprite_Width
    SUB (HL)
    LD D,0
    LD E, A
    POP HL   
   
_RowLoopOR:

    PUSH   BC
   
    ;Stores width into B, which will be decreased 1 by 1 until one row is complete
    LD A, (Sprite_Width)
    LD B, A
   

_ColumnLoopOR:
    PUSH BC
       
    LD     B, C
    LD     C, (IX)
    OR    A

_ShiftLoopOR:
    SRL    C
    RRA
 
    DJNZ   _ShiftLoopOR
 

    INC    HL
    OR   (HL)
    LD     (HL), A

    DEC    HL
    LD     A, C
    OR    (HL)
    LD     (HL), A

    POP BC
    INC HL
    INC IX
 
    DJNZ _ColumnLoopOR
   
    ADD    HL, DE
   
    POP    BC
    DJNZ   _RowLoopOR
   
    RET

_AlignedOR:
   
    PUSH HL
    LD A, 12
    LD HL, Sprite_Width
    SUB (HL)
    LD D,0
    LD E, A
    POP HL 
     
_PutLoopOR:
    PUSH BC
    LD A, (Sprite_Width)
    LD B, A

_PutLoopOR2:
   
    LD     A, (IX)
    OR (HL)
    LD     (HL), A
    INC  IX
 
    INC HL
    DJNZ _PutLoopOR2
_PutLoopORAdd:
    POP BC
   

 ADD HL, DE
 DJNZ _PutLoopOR
    RET

But, even though it's important that someone knows about clipping sprites, I an unskilled in that area, and I need help knowing how to do it with this particular routine.  The thing is, it has to be for THIS routine because this is one that beginners up to this point can understand.

Thanks for any help you can offer

249
ASM / Frequency and Channels of a Custom Sound
« on: August 18, 2010, 12:32:28 am »
For those of you who think you will laugh and point at me for asking a reasonable question, please leave immediately.

So, this is part of the code for PlayWav:

Code: [Select]
di           
 ld   a, 0FDh
 out  (01h), a 

main:
 ld   a, (hl)
 and  0Fh
 ld   c, a   
 call Label15
 ld   a, (hl)
 srl  a       
 srl  a       
 srl  a       
 srl  a       
 and  0Fh
 ld   c, a
 push iy
 pop  iy ;slow this down a little
 call Label15
 inc  hl     
 dec  de     
 ld   a, d   
 push iy ;slow this down a little
 pop  iy
 or   e       
 jr   nz,main
 ei         
 ret
         
quit:
 pop af
 pop af ;fix the stack
 pop af
 ret

Label15:
 ld   b, c   
 inc  b       
 ld   a, 0D3h

Label18:
 out  (00h), a 
 djnz Label18
 ld   a, 10h
 sub  c       
 ld   b, a   
 ld   a, 0D0h

Label19:
 out  (00h), a 
 djnz Label19
 ret

1. If I were to use a custom sound, one single recorded note, would it be possible to adjust the frequency and duration of that sound to allow more notes?
2. Would it be possible to have 2--or even 4--channels of said single recorded notes at said frequencies and durations?

I'm not asking for code (cause I have an idea of what I want to do), I'm just asking if it's reasonably possible.

250
ASM / ASM Gorillas Help
« on: August 15, 2010, 08:15:28 pm »
I've been continuing work on ASM Gorillas so that I can work on Lesson 15 of my ASM lessons.  It seems that for some reason, nothing happens after _getKey.  I tried setting a break point on the line immediately following, and that breakpoint is never reached.  What am I doing wrong?

Btw, in this case, B = 12, C = 21, HL = "Name:" and DE = statVars.

Code: [Select]
;HL = The text to display for receiving input
;DE = Variable to store the input to
;B  = The maximum number of characters that can be

inputted
;C  = penCol location, that is, the X coordinate of
; the string being entered


Get_Player_Input:

ld (Input_Display_Text), hl
ld (Variable_For_Input), de
ld (Pen_Column), bc
ld a, b
ld (Max_Num_Of_Chars_Check), a
push de

ld hl, plotsscreen
ld de, appbackupscreen
ld bc, 768
ldir

SET lwrCaseActive, (IY + appLwrCaseFlag)




Draw_Underscore_Cursor:

SET textWrite, (IY + sgrFlags)

ld hl, appbackupscreen
ld de, plotsscreen
ld bc, 768
ldir



ld a, (Input_Y)
ld (penRow), a

ld a, (Coordinates_Of_Please_Input)
ld (penCol), a

ld hl, (Input_Display_Text)



;Saves the value of where our string inputted
;will be saved



;Displays the string telling the player
;what to input

B_CALL _VPutS




ld hl, (Variable_For_Input)


ld bc, (Pen_Column)





ld a, c
ld (penCol), a

B_CALL _VPutS

call fastcopy


ld a, (Input_X)
ld (penCol), a


RES textWrite, (IY + sgrFlags)
ld a, (Underscore)

B_CALL _VPutMap



B_CALL _getKey




cp kExtendEcho2
jr z, Check_For_LowerCase_Letters

251
ASM / Nspire RAM Pages
« on: August 14, 2010, 10:16:59 pm »
I apologize if someone asked this before, but does the Nspire Ti-84+ emulator take into account the extra RAM pages?

252
S.A.D. (Seek and Destroy) / [S.A.D] Bug Reports
« on: August 06, 2010, 03:37:19 pm »
Please post any bugs you find.

253
News / S.A.D. Alpha 2 Now Available For Download
« on: August 06, 2010, 03:33:28 pm »
It's here!  You can now download the next build of S.A.D. for testing and experimenting purposes, as well as for enjoyment and taking your mind off of "the game."







This version of S.A.D. allows you to preview the human race.  You can select a ship, construct a building, check the progress of your buildings, and move across the map.

Controls
------------------------------

2nd -- Displays the "Construct Building" Menu
Alpha -- Displays the "Select Ship" Menu
Mode -- Toggles the cursor on and off
X_T_Theta_N -- Allows you to drive your ship.  You can toggle this mode on and off with the same key.
Enter -- Place a building after you choose where you want it placed
Arrow Keys -- Move
Soft Keys--Adjust the speed at which the map Scrolls
Clear -- Exit a Menu, or exit the game entirely

Hot Keys (For Menus) -- 2nd, Mode, Del, Alpha, X_T_Theta_N, Stat, Math, Apps, Pgrm

-----------------------------

A download link is provided below.  I will have a forum available for bug reports, so please list any bugs there.

Please do not try to place buildings on top of each other, and do not try to completely cover the map with buildings.  Most importantly, I recommend testing this on an emulator.  The game, for right now, requires 21 KB of memory and 4 app pages.  I WILL NOT BE HELD RESPONSIBLE for any damage to your calculator.

Enjoy, and please let me know of any issues that exist!

http://www.omnimaga.org/index.php?action=dlattach;topic=3990.0;attach=2683



Things to look forward to in S.A.D. Alpha 3:
------------------------------------------

Shadows from Ships
Collision Detection, so that you won't run over buildings or place them on top of each other
Controlling groups of the same unit rather than a single unit
Realistic Building Construction Times


254
It seems like ever since the Bungies left, we've been increasing the amount of posts in order to continue the sites' good reputation!  I've seen good answers to questions, "good job" kinds of comments, and pondering questions that were not asked on other calculator sites.  Most importantly, we've been keeping our community spirit as far as I can tell.

Keep it up everyone, let's show everyone that there's a wonderful reason to join the community.

255
Site Feedback and Questions / Seeing what posts we got respect for
« on: August 03, 2010, 10:18:08 am »
Is there any way to know what posts we got +1 or more for, in terms of respect?  There have been a couple of times my respect increased, and I was mighty curious what I wrote

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