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Messages - lachprog

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16
Other Calc-Related Projects and Ideas / Omnimaga - The RPG
« on: March 12, 2007, 10:55:00 am »
QUOTE

Which reminds me, you aren't in Omnimaga - The RPG. Would you like to be in it? If so, what would you like your character to be like?


Yes, yes that would be so cool :)smile.gif:)smile.gif:)smile.gif

Maybe i could be a warrior, or have a shop selling items/weapons/??? or something? Just thoughts...  

17
Other Calc-Related Projects and Ideas / Omnimaga - The RPG
« on: March 11, 2007, 12:55:00 pm »

This game looks cool, bfr!

BTW, is it "advanced dialogs" (pro?) you are using for that dialog boxes?


18
News / Super Mario 68K
« on: March 11, 2007, 10:12:00 am »
@graywolf:

Of course  :)smile.gif
I'll send you a PM soon.

@bfr:

For the still images i just use the built-in screenshot tool in TiEmu and VTI.
For the animated shots i use CalcCapture.

19
News / Super Mario 68K
« on: March 11, 2007, 08:56:00 am »
Some of you might already have seen or tried my game Super Mario 68K,
but here's a short description af all the features of the game:

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Super Mario 68K is a grayscale Super Mario game for your calc.

The game are highly animated with beautiful graphics and smooth scrolling backgrounds.

There's a LOT of different kinds of monsters, ranging from the classic goombas and turtles,
ghosts and hammer bros, and even Bowser! and many, many more.

3 different kinds of bosses are present.

There are many kind of powerup's to aid you in your quest, like the Mushrom, Fire Flower, Extra Lives,
the Racoon Suit and many more. Did i mention that you can even fly in this game?

There is also an overworld map for each of the 8 worlds with features like mushrom houses,
two different mini games, airships, boats, castles and much more!

There is a lot of secrets and hidden areas in the game, so there will always be new places to explore!
A warp zone is also included!

With 3 save slots you can save your progress, and continue from the same spot later.

With 70 exiting levels through 8 worlds it gives you many hours of game play.
And with the upcoming level editor you can even make your own worlds and levels!


http://tifreakware.net/lachprog/
-----

The game is now entering beta testing.

I want the game to be as good as possible. I don't want to release something that has bugs and glitches.
Therefore i would like to have a few more people to beta test the game. (currently, there is two, besides me). The more testers there are, the more likely we will find and remove all bugs.


So, if you want to join the beta testing, reply here, or send me a PM  :)smile.gif


20
News / The new calcgames
« on: March 11, 2007, 08:18:00 am »
Quite a different look, but it's nice :)smile.gif

21
TI 68K / Galactic 68K
« on: February 20, 2007, 05:20:00 am »
Your redirecting of interrupts and resetting of them seems ok.

I think the problem is that you initialize grayscale ( GrayOn() ) BEFORE you redirect the interrupts. You should redirect the interrupts first, then call GrayOn();

The reason is that the grayscale routines "attach" itself to interrupt 1 and/or 5, so when you redirect the interrupts AFTER calling GrayOn() you actually redirect the grayscale. (i just did a quick experiment on this in Super Mario 68K, and it crashed the game...)


QUOTE

Is GKeyFlush() one of those functions that uses interrupts 1 and 5?


I'm not exactly sure, i've never used any of those funcs actually, but i believe so... The tigcc doc says that it uses a keyboard queue, so i'm pretty sure it does...
Also, i just saw in the documentation that it might interfere with grayscale  :(sad.gif  ( by calling GKeyIn(), which calls idle(), which might interfere with grayscale )

BTW, GKeyFlush() shouldn't be neccessarry if you use keytest only...


Hope this is useful for you  :)smile.gif
Ant BTW, happy birthday, bfr!


I'm just curious, but what are you using lp2 for?


EDIT: By some reason my browser didn't show any of the posts from 19 Feb, 2007, 20:31 yesterday until now. Didn't know you had fixed the bug already...





22
TI 68K / Galactic 68K
« on: February 19, 2007, 12:29:00 pm »
QUOTE

 when the interrupts are redirected, ngetchx() can't be used...?


The reason  AFAIK:

There are several interrupts set up by the AMS, they are triggered repeatedly in a given time interval. One of those interrupts reads the keyboard and temporarly saves keypresses in memory. This is read by ngetchex(). So with interrupts disabled there will be no keyboard reading in AMS, and therefore routines like ngetchx() and other won't work.

QuoteBegin
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QUOTE

Also, in Catch That Ship, I kind of blindly redirected the interrupt handlers because before, I remembered somebody saying I had to for some reason. Just out of curiousity, does anybody (Lachprog) know the details of why this needs to be done?


I guess that too was because of keytest. keytest is using the function called _rowread, that requires that interrupt 1 and 5 is disabled. The reason is that _rowread interferes with some AMS keyboard reading functions using interrupts 1 and 5 (probably ngetchx() and other funcs...)

BTW, you will also get rid of the "BUSY" and "2nd" etc. indicator at the bottom of the screen if you redirect interrupts...



23
TI 68K / Galactic 68K
« on: February 19, 2007, 07:41:00 am »
Hi, i tried your game and it looks cool  :)smile.gif

QUOTE

In some menus and things, when the program is waiting for a key press, 2ND won't work (this is often due to using ngetchx() which doesn't support the 2ND key alone), so you should just press ENTER (or another key).


This can be fixed by using _keytest() or _keytest_optimized() instead of ngetchx() . If you want to do that you also need to redirect a couple of interupt handlers. (I can post some code if you're interested... )

24
News / See you this summer
« on: February 03, 2007, 02:15:00 am »
we will all miss you, xlibman...

See you this summer

25
Other Calc-Related Projects and Ideas / Black Sun Rising
« on: January 21, 2007, 11:01:00 am »
This sounds like a "must have" game! Cant wait until it's finished!


WoW, that titlescreen is awesome :w00t:woot.gif

26
TI Z80 / Project Omega: Race Ngine
« on: January 21, 2007, 03:10:00 am »
This game looks awesome, xlibman :)smile.gif

Impressive that you have done that in basic!

And, like Halifax said, features like jumps etc. would be really cool, if it is possible to include it! :)smile.gif

27
TI 68K / MLC 68k
« on: January 18, 2007, 08:15:00 am »
Nice to see that MLC is progressing :)smile.gif
I'm looking forward to be able to program in this!

And btw, a demo would be nice  ;)wink.gif

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