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Messages - Michael_Lee

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991
TI-Nspire / Re: RPG Style Health Bars for the TI-nspire!!!
« on: September 11, 2010, 11:22:35 am »
How different is it coding for nspire versus coding in the TI-83/84?
Because if somebody made a health bar in TI-83/84, it seems to me like they could port it over to the nspire without too much difficulty, unless the two languages are really different...

992
TI Z80 / Re: Axe Minesweeper
« on: September 11, 2010, 11:13:44 am »
Same as Meishe91. Also, to me, it's fine if it's 12-15 KB considering the features your game has so far. However, is it gonna be an APP? Because as a regular program, you cannot have programs larger than 8 KB of executable code after compiling (this excludes the data)

Wait - whaaaaaaaaaaaat?  RAM clear?

My executable can't be larger then 8000?

Quick question: lately, I couldn't get my program to run when I used the Asm( command (although it works for everything else), so I've been using DoorsCS 7 and its homerun feature to run it directly.
Is this sort of the same thing?

Also, I think Quigibo said that compiling into an app is sort of buggy and could lead to worse then a RAM clear?  Is this true?

993
TI-Nspire / Re: NEW DISCOVERY!!! Health Bars for the TI-nspire!!! YES!!!
« on: September 11, 2010, 01:35:10 am »
Oh, erm, I had written a post which asked what a health bar is, but when I looked over it, it felt slightly insulting, so I deleted it.

On that note, what exactly do you mean by a health bar?  You mean like a health bar in a RPG with fighting characters and stuff, or something else?

994
TI Z80 / Re: Axe Minesweeper
« on: September 11, 2010, 12:33:49 am »
I'm starting to get a little worried.

Currently, when compiled, my game takes up 8755 bytes on my calculator (the source takes up 4992)

My fear is that when I finish adding scrolling, timer, and high scores, the program will take over 10,000 bytes - this seems a little unreasonable for a game of minesweeper.

Is 9000+ bytes a reasonable size?

995
For the avi to gif, try this website:
http://media-convert.com/
It does its conversion all online, so it should be free.

The interface is a little messy, but if you poke around the menus, you should be able to find an option to convert avi to gif.

I can't vouch for it's reliability in video conversion, but I've used it to convert other file types fairly successfully.

Edit:
Also, you could try this one:
http://www.zamzar.com/index.php
(same thing as before, only the interface is more cleaner)
End Edit

(The trick is to search for file conversion in general, not just avi to gif)

996
TI Z80 / Re: Axe Minesweeper
« on: September 08, 2010, 07:52:33 pm »
Wrap-around... hmm...
I don't think it'll bloat my code too much, but it'll require much cleverness to pull off...

(Suddenly, Michael remembers setting up scrolling, and sees visions of endless debugging sessions)

On second though, scrolling first.  If I have time left over, I'll try adding an option for it.
(I'm going to have to add a second options menu, the way things are going.)

997
TI-BASIC / Re: Circle Graphs
« on: September 08, 2010, 03:10:07 pm »
As for Circle, I wonder if the trick actually works under OS 2.53/2.54MP?

Yup.  Works on OS 2.53 MP.

998
TI Z80 / Re: Axe Minesweeper
« on: September 08, 2010, 03:06:03 pm »
I'm not sure if I'll have room to add arrows...
I was thinking of adding a sort of grayscale rectangle in the right menu to show how large the minefield is, and a rectangle with black borders to show which portion of the minefield you are currently viewing.

999
TI Z80 / Re: Axe Minesweeper
« on: September 08, 2010, 10:56:03 am »
Do you think scrolling will slow the grayscale down?

Nah, probably not.  Or, at least, it won't be too noticeable.  It might be slower when a blank bubble is expanding (but only because there are so many more squares to check).
The way I'm envisioning it, integrating scrolling should only add about 5-10 lines max, as long as they're carefully crafted and written.

Right now, my greatest concern is getting the timer and the getKeys to work together nicely. 
I seem to have an irrational phobia of interrupts - it's probably because my calculator keeps getting RAM clears almost every time I try experimenting with them...

~~~~

Questions:
Is an 18x18 maximum field fine?  I think that if I use appvars instead of L1 to store my map data, I could increase the size dramatically at the cost of taking up RAM.  (A 40x40 field would take up about 3200 bytes, for example.)
When compiled, the program is 7873 bytes.  Is this a reasonable size?

1000
TI Z80 / Re: Axe Minesweeper
« on: September 08, 2010, 01:02:29 am »
Sorry for not posting an update for so long, but I decided to rewrite my code, which took awhile.
Well, the rewriting was easy, but the program was plagued by many inexplicable bugs.  Now, several coding sprees and many blasphemies later, I now have a program that is bug-free (as far as I can tell), and actually includes several new features (pause and a better options menu). 

I've rewrote the code so that it'll be easy to integrate scrolling and high scores, plus the entire code feels much more streamlined and less patchy.
I'll do that later; I'm pretty tired right now.
Meh, I didn't expect to be debugging this long, it's not like the rewrite was drastic, or anything...

I think I'll get scrolling, high scores, and the timer up by Saturday at the very latest.

1001
Axe / Re: How to use interrupts
« on: September 06, 2010, 11:29:03 pm »
Ahh, that would be why. 
Well, thankfully, this isn't much of a problem.

btw, can you have more then one custom interrupt running at a time?

1002
News / Re: Jailbreaking a PS3 using a TI-84 Plus?
« on: September 06, 2010, 11:27:13 pm »
 ;D
This is amazing!

1003
Axe / Re: How to use interrupts - getKey confusion
« on: September 06, 2010, 08:07:50 pm »
The following works:

Code: [Select]
.TEST
ClrDraw
0->A->B->C
fnINT(TIM,6)
While 1
    If getKey(4)
        1+C->C
        Text(0,0,C->DEC)
    End
    If getKey(15)
        Goto END
    End
    If A>=118
        0->A
        1+B->B
        Text(0,10,B->DEC)
    End
End

Lbl TIM
    1+A->A
Return

Lbl END
    FnOff
    LnReg
    ClrDraw

It acts as a timer while allowing me to increment the variable C at whim,
but if I try doing this:

Code: [Select]
.TEST
ClrDraw
0->A->B->C
fnINT(TIM,6)
While 1
    getKey->D
    If D=4
        1+C->C
        Text(0,0,C->DEC)
    End
    If D=15
        Goto END
    End

...etc.

the getkey doesn't appear to work, or store anything to the variable D.

Meh?  What gives?

(I added indents for clarity)

1004
The Axe Parser Project / Re: Bug Reports
« on: September 04, 2010, 10:09:46 pm »
I tried running this sample program:

Code: [Select]
.TEST
ClrHome
If 1=0
1->A
ElseIf2=2
2->A
If 0=1
1->B
ElseIf 1=1
2->B
End
End
Disp A->DEC,B->DEC,i             i for newline

Which I interpreted as this (the indents showing program flow)
Code: [Select]
.TEST
ClrHome
If 1=0
    1->A
ElseIf2=2
    2->A
    If 0=1
        1->B
    ElseIf 1=1
        2->B
    End
End
Disp A->DEC,B->DEC,i             i for newline

Compiling this returns a BLOCK error - it won't compile until I take off the last END, which is weird because you would think that two If statements would need two End statements.
This suggests to me that ElseIfs don't seem to like being inside other ElseIfs.
Have I misunderstood how ElseIfs work, or is this a bug?

1005
TI Z80 / Re: Axe Minesweeper
« on: September 04, 2010, 12:15:37 am »
Aah I see, so it was definitively the DispGraph making such a difference. Now you know how slow the TI-82/83/84/+/SE LCD drivers are D: .

As for the Undo, maybe add difficulty modes or bonuses for when someone wants to disable it. Another option to disable showing the location of mines when you lose and a bonus for it seems like another cool idea. :)

I don't really like the idea of using bonuses to reward the player if they chose to disable the Undo button.  If the player avoids clicking the undo button, there's really no difference between the player who leaves it enabled and the one who disables it.

I think that instead of rewarding the player, I should penalize the player for clicking the undo button - in exchange for having unlimited shots at solving a particular minefield, they can't save their time to the high scores list.

Besides, I can't really think of any kind of bonus I could give.

But I think I will add an option to toggle to show the location of the mines when you lose.

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