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Messages - Matrefeytontias

Pages: 1 ... 128 129 [130] 131 132 133
1936
Axe / Re: Axiom structure
« on: January 04, 2012, 09:50:18 am »
9BC8 is a hook that I can use ? How must I use it in this code :
Code: [Select]
.dw $C0DE
.dw Ax1
.db %00011111
.db $BB,$50 ; ExprOn token
.db 0
.db 0
.org 0
 bcall(_CrlLCDFull)
Ax1:
It's a simple test ; I use MIMAS

EDIT : and OS 1.19

1937
Axe / Re: Axiom structure
« on: January 04, 2012, 07:50:28 am »
Up ;D

That's interesting, and I'm searching a way to create customs tokens, as it was done with Freq() or Pt-Mask() which you can find only in an Axe file. Is it possible ?

1938
Axe / Re: How to use the link port
« on: January 03, 2012, 04:16:27 pm »
I don't know right now ; I'll first practice a bit with the link port, and after that make a big game. Coming soon ;) (if I can resolve the current problem ;D )

1939
Axe / Re: How to use the link port
« on: January 03, 2012, 02:51:04 pm »
@saintrunner yes, that's what I'm trying to do :)

@Nick it's not that, because variables of each calc are undependant, I believe.

1940
Axe / Re: How to use the link port
« on: January 03, 2012, 12:29:33 pm »
Now, no bug when I push a key on each calc, but only one white ball moves (on each calc, there is a black balle moved by the calc and a white ball moved by the other calc).

Code: [Select]
.MULTI

ClrHome
ClrDraw
ClrDrawr

0→A→C→D→X→Y
56→B

[3C7EFFFFFFFFFF7E3C→Pic1J1
[3C428181818181423C→Pic1J2

Repeat getkey(15)
 If getkey(2) and (X>0)
  X--
  1→C
 ElseIf getkey(3) and (X<88)
  X++
  2→C
 Else
  0→C
 End

 sub(GET)
 Send(C,500)
 sub(GET)

 DispGraphrClrDraw

End

ClrHome
ClrDraw

Lbl GET
Get→D
If D=1
 A--
ElseIf D=2
 A++
End
Pt-Off(X,Y,Pic1J1
Pt-Off(A,B,Pic1J2
Return

1941
Axe / How to use the link port
« on: January 03, 2012, 09:53:42 am »
Hi guys !

I try to make a little link port test with two balls which are moved with the arrows of the other calc. But when I push a key on each calc, the balls don't move.

Why ?

1942
TI Z80 / Re: SpeeJump, a fast horizontal-scrolling game
« on: January 02, 2012, 04:12:28 am »
Thank you all :thumbsup:

1943
TI Z80 / Re: SpeeJump, a fast horizontal-scrolling game
« on: January 01, 2012, 11:24:42 am »
That's much cheaper than a Nspire :P

1944
TI Z80 / Re: SpeeJump, a fast horizontal-scrolling game
« on: January 01, 2012, 11:09:44 am »
Ah ok :)

1945
TI Z80 / Re: SpeeJump, a fast horizontal-scrolling game
« on: January 01, 2012, 10:37:04 am »
Why ?

EDIT : here it is the screen :

1946
TI Z80 / Re: SpeeJump, a fast horizontal-scrolling game
« on: January 01, 2012, 10:25:09 am »
This game was coded on a 83+.fr, so it run at 6MHz.

I've made a new version, there are ever five levels, but now the physics are a less bugged and you must unlock levels before play them ;)

Here it is : http://mattias.refeyton.fr/espace-ti/speeJumpv0.7.zip (contains a MirageOS  and nostub version, for the icon ;D ).

I'll post the screen in 2 or 3 minutes ;)

1947
TI Z80 / Re: SpeeJump, a fast horizontal-scrolling game
« on: January 01, 2012, 08:15:32 am »
That's because the screenie is just a demonstration of the physic engine, but in the real game, if you touch the bottom of the screen, you die.

1948
TI Z80 / Re: SpeeJump, a fast horizontal-scrolling game
« on: December 31, 2011, 12:00:27 am »
Yes, while you're writing that, I did it :)

1949
TI Z80 / Re: SpeeJump, a fast horizontal-scrolling game
« on: December 30, 2011, 11:54:15 pm »
Aaargh yes the run indicator, not the Done ... No, it's still here, sorry ... :-X

1950
TI Z80 / Re: SpeeJump, a fast horizontal-scrolling game
« on: December 30, 2011, 11:49:48 pm »
When I had begun to write the program, I didn't know the command DiagnosticOff, and when I learned it, I decided to let the program as it was.

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