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Messages - thepenguin77

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1591
TI Z80 / Re: Geometry Wars
« on: June 10, 2010, 10:40:41 am »
Sorry for the instant kill of project. An axe version though. That would take some serious optimization.

The only way I see an 83+ version is if there were fewer enemies and a lower frame rate. I'm trying to optimize the bullet/enemy hit detection which gets run 1,800 times per frame in heavy traffic and I've only managed to pull out ~70 t-states, which is 1,800*70/15,000,000 = .0084 seconds per frame. That's about 8% faster overall, but not the 200%-300% needed to put it over to 83+.


1592
Other Calculators / Re: Wabbitemu Tool-Assisted Speedrun support test
« on: June 09, 2010, 12:13:30 am »
I was just talking about the little chart with all the buttons on it. If you make a box of buttons, it presses the fourth. The numbers don't even mean anything. Using that method, I have played mario without touching the arrow pad.

1593
Other Calculators / Re: Wabbitemu Tool-Assisted Speedrun support test
« on: June 08, 2010, 11:27:17 pm »
Ya, use this chart. If the game handles multiply key presses, which of course Geometry Wars has to, just make a square on the chart.

A fun example is when you press 1, 4, and right. Left is also pressed and you fly into that enemy who was chasing you. My original control scheme thankfully did not line up or else there wouldn't be much of a game. I really noticed this though because 4, XTON, and DEL, while rarely pressed at the same time, also press Zoom, which quits. So I just made Zoom a single key press only.

But for a while, this, with all the other problems I had with Mirage, made this game very confusingly unstable.

1594
Other Calculators / Re: Wabbitemu Tool-Assisted Speedrun support test
« on: June 08, 2010, 10:52:21 pm »
It is now on ticalc.org. Along with another game I made for the last week of school.

Geometry Wars

For the screen shot, I played until that point on a real calc, then sent the save game appVar to WabbitEmu and played it in 1/4 speed. It is much harder on the computer because WabbitEmu successfully incorporates the key board glitch where when specific 3 keys are pressed, a fourth is pressed also. Which means only 4 moving directions and 8 shooting directions.

1595
Other Calculators / Re: Wabbitemu Tool-Assisted Speedrun support test
« on: June 07, 2010, 04:54:41 pm »
Well, I never thought this would be the one to maybe get featured but I guess that gives me enough motivation to finish it. I appears the only problem is the magnet guys blocking the wrong sides.

The game also lags with >70 enemies on screen, but I'm not really sure that's avoidable. (Especially the circles.)

1596
Other Calculators / Re: Wabbitemu Tool-Assisted Speedrun support test
« on: June 05, 2010, 07:50:16 pm »
There, I'm feeling generous. Arrows.

1597
Other Calculators / Re: Wabbitemu Tool-Assisted Speedrun support test
« on: June 05, 2010, 07:26:58 pm »
Arrow keys would be easy, they would only give 8 directions but I guess 8 is better than like the 2 you can figure out on a keyboard.

1598
Other Calculators / Re: Wabbitemu Tool-Assisted Speedrun support test
« on: June 05, 2010, 07:13:52 pm »
I actually have some far fetched goal of by the time I'm a senior having F-Zero Game Cube ported to the calculator and having it multi-player. But there is a lot I would have to learn before making that.

1599
Other Calculators / Re: Wabbitemu Tool-Assisted Speedrun support test
« on: June 05, 2010, 07:04:15 pm »
I might try to optimize them down some other time. But right now I am busy with 8LU3 7007h. I say it like that because if I do get this project up and running I do not want people to be able to go online, search on google, and see that t3xting from calculators is real. I know that brandonW has already done stuff like this but his is just calc to calc. For instance, I have already paired my phone and my calc.

Oh and controls for geometry wars. Use squares of buttons as control sticks. So the square consisting of 2nd, Mode, Del, Stat, Prgm, Apps, Math, and Alpha is used for movement. And the numbers excluding 5 are used for shooting. Enter is bomb, Y= is pause, Zoom is save and Quit, and Graph is a little Mirage exploit I found that is save and quit to HomeScreen.

I will hopefully put this on TiCalc soon, the only glitch I see currently is that the shield guys block the wrong sides.

1600
Other Calculators / Re: Wabbitemu Tool-Assisted Speedrun support test
« on: June 05, 2010, 03:12:44 pm »
It's so weird to see speed TAS's of my own games lol. On missile I recently watched my friend get a 105 on a real calc. Somehow he uses two hands.

But for the 83+ issue. I have only seen 1 83+ at my school so the way I looked at it is, why limit myself when no one will really notice. I use the crystal timers just because I can, they don't have t,o be used. If you really wanted to, I'm sure you could use interrupts to almost perfectly emulate them, or just use halts or a loop to slow it down suffering from overspeed and then lag. If you run the games on a calculator without the timers, it will just display one frame and then stop as it is waiting for something that will never happen.

But as far as fast mode goes, I think all my games need it except for maybe missile. Orbit used to run without it and lag starts appearing around 25 and the game is half speed when it maxes at 68. Tetris, I don't think there is anyway around it. To have a fast functioning gray scale game I believe takes fast mode. True, desolate was done without it, but if a tetris game had the control lag of desolate it would just be unplayable. Missile is the one game I think you could get away with. I did not put any effort into optimizing once I had the scaling system in place, so that could be fixed. You could also just go with a slower frame rate and make the in-game speed faster.

Orbit, I believe is optimized the best it can be. Tetris is not, but I don't think with grayscale it was any possiblity. (It actually lags when you clear more than 1 line.) But if some one were to optimize, missile would be the one that has possibility.


And since you guys like my games so much, I'll post my second game on here although I never actually finished it. This was basically my learning asm game and was about 6 months in the making. I recently figured out how to fix the bug where it would eat the program after it. This was caused by deleting an appVar that was earlier in the VAT than it. So the VAT moves, but Mirage stored the VAT as static. You can see the change in my source right before it quits. When looking at the source, at about September last year, I switched from all caps to all lowercase.

I would really like to see some one TAS this one, it uses 17 buttons for controlling the game. It is hard to get used to, but there is a lot of depth to this game. Enjoy.


Here's my pathetic screen shot. I just went to a wall since moving on a keyboard is mostly impossible.

1601
Other Calculators / Re: 16-Level Grayscale
« on: May 30, 2010, 02:10:53 pm »
That's me. Anyways, calculators is really all I do in my free time, but I'm a pretty quiet person and I usually like to do things myself so that is why my posts are so low. But I actually check UTI like every day and it wasn't until like a few weeks a go that I really noticed omnimaga.

I got my calculator before the 08-09 school year and by February I had learned assembly. I have pretty much been making games and stuff since then. But I never put them on ticalc because I am also a perfectionist and I never felt that the games were finished. But one day, I finally decided that they were done and just posted everything notable that I've made.

The 16 level gray scale just came from the fact that 8 had already been done, so why not do 16. I agree, it's got some pretty strange stuff going on, but if you look at the gradient picture, you can see 16 shades (or maybe just movement patterns.) The main problem is that the last half shade only toggles 6.5 times per second, which causes all the nasty effects.

My goal for Tetris was really just to end the war of the Tetris games and make one with the most the calculators can do. Plus some of the stuff in ZTRIS was annoying me.

For zStart, I understand why you are hesitant to use it because modifying ram clears is scary. Although you don't have to install that part because it is the last app. What the ram clear code does is right before the calculator displays "RAM Cleared", it calls my routine which is at the end of the page. The routine checks to see if zStart is installed, and if it is, it gives it a CSCHook. Then the CSCHook gives zStart control. Now comes the hacky part. zStart calls a page 0 routine which calculates how much free ram is being used because hooks always report it as zero. Then it makes a program (which is obviously corrupt) which jumps back to zStart and runs the program. From here it does its thing and returns.

Although this is risky, I have never had trouble with it. I have gotten so used to it in fact, that I haven't seen mathprint in over a month  and the standard TI font actually looks funny to me.

1602
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: December 14, 2009, 04:26:13 pm »
Ok that makes sense. I didn't realize that it needed that much memory. I noticed there should be like 3KB of space after the video buffer, but I guess that's not nearly enough.

What is going on that it needs that much memory though?

1603
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: December 14, 2009, 03:31:41 pm »
I am talking about getting the Game Boy emulator to work on the newer calculators that don't have the extra RAM pages. What is the current problem caused by not having them?

Since the Game Boy has 8KB of RAM, 8KB of Video RAM, and 32KB of storage RAM, would a completely clean new 84 be able to run the games?

1604
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« on: December 13, 2009, 09:31:18 pm »
I'm not sure if this has been said before because all 40 pages is a bit much to read. But would the new 84+'s have any chance of running the ROMs if the emulator just said bye bye calculator memory and deleted every thing?

With 49KB of RAM, is that enough memory to run these ROMs? To make it prettier you could archive it all. But I would much rather have a RAM clear than have nothing.

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