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Messages - Roboman

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76
TI Z80 / Re: Reversi (Othello)
« on: December 20, 2012, 11:14:28 am »
Wut?  I thought that this thread was for discussing reversi with you...  and also helping you and giving suggestions... and that you are doing this mostly for interrupt practice?

77
TI Z80 / Re: [Axe] KarRace
« on: December 20, 2012, 11:12:01 am »
Now your talkin'.  Looks GREAT! :)

Have you thought about starting at a speed of 0 and increasing up to say... 250mph? As you speed up the lines move faster and faster.

I can't really make it go at a certain mph. I just do it by pixels. Right now it is going every 5px. The opponent cars are going 1px.

Well, you don't have to do MPH directly to change where the black lines are... you could say... add MPH/5 to the position of the lines?

78
TI Z80 / Re: [Axe] KarRace
« on: December 19, 2012, 09:07:42 pm »
Those black lines at the edge of the screen... they are there to create the illusion that you are moving, right?  The other cars are moving too, right?  But they are slower than you are moving...  If they are moving... and the black lines are stationary...  you should probably make the black lines move downwards much faster than the other cars.

79
TI Z80 / Re: [AXE] Bullet Hell
« on: December 19, 2012, 06:55:18 pm »
Hey stevon8ter...  I do have something like energy... In fact I CALL it energy.  Energy=life.  You regen when not shooting, and slowly drain when slow-mode.  I was holding window for unlimited health XD.

*edit
Energy...life...health...SAME THING *.* :w00t:

80
TI Z80 / Re: [AXE] Bullet Hell
« on: December 19, 2012, 06:49:45 pm »
Here is the update I promised.
The boss API is done.  I don't have the creative juices to make many more boss routines...  I want to see if anybody would like to make a boss routine...(like making a map, or sprite, but a code snippet for a boss's behavior).  I have three example boss routines(third one is not finished).  It requires a routine to run every frame, and a routine to initialize the boss.
*edit
(and don't worry, the gray looks MUCH better on calc)
And also I forgot to mention pressing [window] sets the 'invuln' counter to 100.  godmode for debugging specific bosses.

81
TI Z80 / Re: [Axe] KarRace
« on: December 19, 2012, 03:05:42 pm »
I tried, but it was just resetting their positions over and over. It twas annoying, so I just went with what I'm doing now.
Sounds like you don't properly understand that Axe works with unsigned integers.  With this system negative numbers are really very large unsigned numbers.  So if you are using a > instead of a >> then it will trigger if you have a number greater than OR a negative number.  Usefull in some cases but backfires here.

82
TI Z80 / Re: Reversi (Othello)
« on: December 19, 2012, 02:39:53 pm »
Anyways... back on to the topic of reversi...
Is the AI working(at all) and if so, can we see it play against itself XD

*edit
I guess if not the easiest way to chees out of ai is to have it select the first valid move it finds :crazy:

83
TI Z80 / Re: Reversi (Othello)
« on: December 19, 2012, 01:59:25 pm »
Nice!  But what does this have to do with interrupts?

84
TI Z80 / Re: [AXE] Bullet Hell
« on: December 19, 2012, 01:52:49 pm »
You don't need mediafire and imgur, you can attach your files to your post and screenshots will automatically be displayed at the end of your post.
SWEET :thumbsup:
But I am not sure what this means...
Quote from: Attach_Button
Maximum attachment size allowed: 4096 KB, per post: 50

85
TI Z80 / Re: [AXE] Bullet Hell
« on: December 19, 2012, 12:53:15 pm »
Ok, sorry I have dissapeared for so long :-[
I forgot to tell you people that I am the worst procrastinator ever :-\.

*me  ^-^ I think I should post an update
*procrastinator voice :devil: No! Too much effort to get the file onto mediafire and a the file to wabbitemu for screene then screene to imgir then mediafire-link and imgir-link and update info to post.  WAAYY TO MUCH EFFORT.  And time.  Watch Youtube instead.
*me  :-\ But...
*procrastinator voice  :mad: JUST DO IT

 :'(
I have had an update ready for about 3 weeks now(sorry :-\)
I will update when I get home.

86
ATM we don't care too much at how fast it is, lets just get the memory issue sorted out so we can get a running version :D
And if it is REALLY slow... lets just take a time laps screenie XD

87
Miscellaneous / Re: Post your desktop
« on: December 02, 2012, 10:53:20 am »

D:

88
TI Z80 / Re: [AXE] need a project :o
« on: December 02, 2012, 10:26:10 am »
I am still actively working on my first Axe project, Bullet Hell, which is a bit ambitious for a first Axe project XD.  Of course, Bullet Hell was not my Hello World for Axe, but my first 'real' project.
IMO once you are past the Hello World, you should do something that has not been done to death(Pokemon).

89
TI Z80 / Re: [AXE] Bullet Hell
« on: December 01, 2012, 03:46:34 pm »
Lag, what lag?
The game slows down a little bit when there is a lot of bullets, but never really lags.

90
TI Z80 / Re: [AXE] Bullet Hell
« on: December 01, 2012, 09:44:08 am »
The topic has been moved to TI Z80 calculator projects!
It is now a full fledged project! :crazy: :w00t: :crazy:

So how many bullets can your engine support?
The engine can support ~ 130 bullets, simply due to the size of L1.  Each bullet uses 6 bytes(2 for x and y position, 1 for x and y velocity)

And I think most of the clock cycles are used in controlling all the bullets so using L3 as well would probably almost halve the FPS.  This also means that optimization priority is by far highest in the bullet routine.


And will there be other enemies?
Maybe...  Keep in mind that the 'Boss API'*Still unfinished is very flexible...  The boss routines are responsible for positioning the boss, spawning the bullets, and also checking for any collisions of the laser with the boss, as well as lowering the boss health appropriately.  This means you can write the boss routine to instead of a boss, handle multiple enemies( maybe even using the still unused L3).
Once I have the API finished, I will open up to anybody writing boss routines for it. And if you feel like it you can make the enemy handler yourself.



Looks pretty good!
And yes Axe 0.2.2 is outdated, it's up to 1.1.2 now. ;)
Axe 1.2.0
I mentioned this before... At the time he said 1.1.2, he was 100% up to date.... 1.2.0 came out a day or two later...

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