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Messages - thepenguin77

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1576
TI Z80 / Re: Geometry Wars Update
« on: June 13, 2010, 04:30:03 pm »
I see how I could do that, I would just add an extra byte to each enemy data set. That is a good idea but I see a few problems that it would cause.

1. When an enemy or bullet straddles two partitions, (I guess I could just use a bitmap system and check both)

2. The other problem I see is the guys who dodge bullets, but they could just always be checked for collision.


Well with that out of the way I guess I'll do this. I'll relocate the enemy data buffer to extra ram because it completely fills saveSScreen. I will use 8 sections so that it will bitmap one byte. Four vertical columns with a middle splitter.

I don't feel like doing all the math for this, but this should give a significant increase in speed. In your math, couldn't you just simplify 4((B/4)*(N/4)) to 1/4 * B * N. I also don't understand why you add in the 2(N + B).

The only last problem that I see is when original problem 2 occurs. Partitioning won't work here and when the circles are the only enemy on screen, it will be right back where we started.


In response to the new posts while I was previewing this.

I currently have mirage interrupts enabled, but that obviously won't work so I will probably kill them completely as I don't actually use them.

The attachment doesn't display the message. But then again, a lot of stuff is changed, this is just my current updating version.

Edit:
    As far as too big of a change, I just converted the whole program from 3 bit physics to 8 bit, I will basically change anything if it is for the better.

1577
TI Z80 / Re: Geometry Wars Update
« on: June 13, 2010, 03:22:49 pm »
I'm not because I can't think of any fast way to do it. Unlike Galaga-like games, there's not really any pattern as to what is going to hit what.

One thought was to only check for enemies that are in it's path, but this takes more time than just checking all.

1578
TI Z80 / Re: Geometry Wars Update
« on: June 13, 2010, 02:47:09 pm »
Of course, I would never use fewer buttons lol. With this update I will be using 41/50 buttons.

The bullets themselves don't lag it. It only lags when the game gets crazy. The 35 bullets * 90 enemies is what lags it.

1579
TI Z80 / Re: Geometry Wars Update
« on: June 13, 2010, 02:35:55 pm »
Ya, that is one thing I just noticed. I cut the reloads from 6 and 9 to 4 and 7  frames, so that's about 50% more bullets on screen.

But I just had an awesome idea. For those hardcore players, you can go out one more square on the keyboard for 32 directions. Best of all, somehow, this improvement wouldn't cause keyboard glitching. It would also make this one of the few games that uses the on button, (or the only?).

1580
TI Z80 / Re: Geometry Wars Update
« on: June 13, 2010, 02:10:50 pm »
Hopefully eventually I can get that to work. But lately I've been trying to get the game to work like the real one. I've increased the rate of fire, changed the points a little, and made the little squares easier to kill. With the little squares, they were basically impossible because of their size. So I made them 3x3 now and when you kill the big square, they get thrown 8 pixels away from where they were shot. This now means you can pretty much shoot where you are going with no fear.

1581
TI Z80 / Re: Geometry Wars Update
« on: June 13, 2010, 01:53:35 pm »
I totally forgot about the 83+ SE's. They will work fine. I checked the hardware as just 83 bad 84 good, so that is why they get the error.

The gamepad sounds like a good idea. Lately I have gotten pretty good at usb. The only two problems that I see are 1. I don't have a gamepad and 2. any direction is not really possible, I have to use look up tables so it would be more like 32 or 64 directions, but I guess that's good enough.

I already have bombs. But I don't even know what the simple helpers and minerals are, I might have to check that out.

Edit:
    83+ SE no longer displays the message.

Edit2:
    Turns out wabbitemu is an 83+ SE. (The new one doesn't work for me.)

1582
TI Z80 / Geometry Wars Update
« on: June 12, 2010, 09:41:50 pm »
I don't like the title, but with the creation of a Geometry Wars thread a few days ago (strange...) this will have to do.

The geometry wars that I released got so much attention that I decided that I am going to really make it better. At school it was like, oh that's cool, but it's too hard to play, so I got discouraged, but now I have all the old energy back.

Here are my goals:
- Try to eliminate lag
       So far I've cut I believe 20% of t-states in high traffic areas
- Add in the black holes
       Simple, just not done yet
- Add in achievements
       Also easy, I will use the standard xbox 360 acievements with score modifications
- 24 bit score
       Really really easy
- Better title screen
- Increase frame rate a little
       This is because the swirling guys are hard to hit, but this all depends on if I can kill the lag


Unrealistic goals:
- 83+ BE compatibility
       I don't think this is possible, (requires 250% increase in speed)
- Add in snakes
       I just see too much processing power
- Add in mayflies
       This just seems like ridiculous processing power


Here is the v1.0 that I released to ticalc.org.

Here are the standard achievements.

If you have any suggestions, I'm open to them. As well as cool ideas for achievements.

I also found a huge glitch with v1.0. The multiplier takes 25 for x2 then 50 for each after. It's supposed to be 25, 50, 75, 100, etc.
Nvm. My bad

1583
General Calculator Help / Re: CalcSys
« on: June 12, 2010, 05:12:37 pm »
That was also kind of my 20th post to quickly join a conversation on omnomIRC. lol

1584
General Calculator Help / Re: CalcSys
« on: June 12, 2010, 04:23:45 pm »
Thanks for all the support, I never thought this would get such attention.

1585
General Calculator Help / Re: CalcSys
« on: June 11, 2010, 10:01:00 pm »
. There you go, just like I've said before, try not to mention what it is so that if someday I do get this working at my school, teachers can't just google it and see that it is real.

1586
General Calculator Help / Re: CalcSys
« on: June 11, 2010, 08:58:37 pm »
Have fun. It's discoverable by default and I haven't figured out how to get their name when they discover you. Also it is quite unstable. Holding ^ will show you all the events as they come in.

1587
General Calculator Help / Re: CalcSys
« on: June 11, 2010, 08:47:58 pm »
Well I've managed to sync calculators and phones. Since I only have one calc I have never sync'd two. I have also managed to set up an l2cap connection between two. So at this point I could easily send stuff calc to calc just not in any official protocol. I am currently stuck at replying to an l2cap services request.

Basically, any time I get something that I don't know what it is, or I send something with no response. I just copy whatever happened to plotSScreen.

1588
General Calculator Help / Re: CalcSys
« on: June 11, 2010, 08:39:35 pm »
For assembly programmers, it is so helpful. I've used it to plan out spots where I will mod the OS. If you are making self modifying code, I always type out the opcodes first to see if they make sense. I've used it to change high scores and hack games. You can rename stuff that has invalid characters, Mario levels have spaces in them. I've checked memory areas to see what hooks are enabled. Recently, I have sent bluetooth packets to the graphbuffer and then looked at them with calcsys as you can't emulate usb.

Some fun stuff you can do:
1. set port 10h to any value between 40h and 7Fh. I recommend about 60h. 40h is standard. (completely safe).
2. set port 10h to 1Fh. This pull up the blue screen/lines of death. And immediately pull a battery. (not safe)
3. set bit 3 or flag 5. (safe)

1589
I'm stupid, I just remembered how this works from a forum a long time ago. But since I'm new here, I forgot about it. And I lost by posting this.

1590
Even though I won, I lost.

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