Omnimaga

Calculator Community => Major Community Projects => Super Smash Bros. Open => Topic started by: Hayleia on August 22, 2014, 07:20:43 am

Title: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 22, 2014, 07:20:43 am
Finally, this project gets a topic ;D

So yeah, as some of you have already seen on IRC, I am working on a Super Smash Bros. Melee clone for monochrome z80 calcs. If you don't know that game, here's a link that may interest you (http://www.google.com).

Before annoying you with text, here's a screenshot of the current progress.
(http://tiplanet.org/forum/download/file.php?id=1556)

On that screenshot, you can only see one Fox moving. That's only because I don't want my left hand to play against my right hand but I checked, everything works with the other Fox too.
For now, they are played on the same calc (with different keys obviously) but for future versions, I was thinking about two solutions: either you use a second calculator as a pad without its screen being used or I use CalcNet as geekboy suggested. That's for future versions anyway, I have other problems to solve.

Now, why "Smash Bros. Open" ? Simply because of a play-on-words with "Open".
Those watching the tennis know that "Open" can refer to a competition, which fits a game such as Smash Bros. pretty well.
Those using Linux might think of open-source programs and other openness things.

To clarify that openness, let me give you an example. A question that I was often asked is "Will there be only Fox ?". And the answer is "Yes and no".
I will probably only make Fox. But the engine is really modular which (will) allow you to create your characters and play them ingame without even having access to the source code (they will be in appvars in other words). Even if you want to play as an invincible leek that one-shot with every hit !
As for the source code, it will probably be published (once cleaned up a bit) in order to allow people who want to add missing features (such as items) to do so.

Speaking of which, the source code is completely unoptimized, but it is done on purpose. This way, people who want to edit it can do so very easily instead of digging through my usual unreadable code (even though not necesarily more optimized :P ). In fact, the source code is currently 51092 bytes with comments and preproc constants, while the executable is not even 13000.

Another question people can wonder is "6MHz or 15MHz ?". And the answer is "both" for now.
What slows down the program most is drawing the map. So we can play at 15MHz with a "complicated" map, such as in the screenshot, or at 6MHz with a "simplistic" map that only contains rectangles. That's still a bit slower than the 15MHz version with the complicated map, but it is very playable in my opinion.

Credits
Badja for scaled sprite routine.
Matref for packing those routines into an axiom.
Quigibo and Runer112 for Axe.

Download
http://ti-pla.net/a110486 (http://ti-pla.net/a110486)

Spoiler For outdated:
Version with the complicated map. (http://tiplanet.org/forum/download/file.php?id=1553)
Version with the smiplistic map. (http://tiplanet.org/forum/download/file.php?id=1552)
For multiplayer by link port, see here http://www.omnimaga.org/ti-z80-calculator-projects/%28axe%29-super-smash-bros-open/msg392057/#msg392057 (http://www.omnimaga.org/ti-z80-calculator-projects/%28axe%29-super-smash-bros-open/msg392057/#msg392057)
(they all try to run at 15MHz if available)
I think you'll easily guess the keys I use to control one of the Foxes. For the other one, the keys are the numpad, log and x2.

I don't see anything else to say for now so I'd say I'll answer questions if you have any ;D
Title: Re: [Axe] Super Smash Bros. Open
Post by: Keoni29 on August 22, 2014, 07:25:51 am
Looks awesome ;D I cannot wait to show my friends! They love smash bros too!
Title: Re: [Axe] Super Smash Bros. Open
Post by: aeTIos on August 22, 2014, 07:37:56 am
Still not using the right colors for the backgrounds of your screenshots
:trollface:
But pretty cool nevertheless :D
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 22, 2014, 07:39:03 am
Thanks ^^

Still not using the right colors for the backgrounds of your screenshots
:trollface:
Well there is still improvement since purple :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: ClrDraw on August 22, 2014, 09:41:51 am
The zoom effect is amazing  O.O
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 22, 2014, 10:44:23 am
Thanks ^^
I am still improving the camera by the way. As you can see in that screenshot, it is no longer always centered on the characters, it also tries to get part of the map always in the field of vue. This helps a lot when you push someone off the bridge edge and try to recover after that since you still know where the map is.
(http://img.ourl.ca/CameraCenter.gif) (is that color better aeTIos ? :P)
Obviously, here, the effect is exagerated, no need to center the map more towards the map when the characters still are on the map.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Keoni29 on August 22, 2014, 10:47:48 am
Are grabs implemented yet?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 22, 2014, 10:54:01 am
Nope, but the way hitboxes (will :P) work, they will be possible. Hitboxes are actually not fuly implemented, There's just enough to show-off (:P) but it's far from being finished. That's also why not all attacks have hitboxes yet (plus the fact not all attacks are present yet anyway).

Also, if you don't know what to do with those demos, put yourself not far from an edge but not too close either, then Illusion towards the edge and try to cancel just in time to be as close to the edge as possible without falling :P
(http://tiplanet.org/forum/download/file.php?id=1554)

You can also try to place an UpSmash between the floating platforms :P
(http://tiplanet.org/forum/download/file.php?id=1555)
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on August 22, 2014, 03:08:31 pm
The zoom effect is really impressive. This will definitively make the gameplay experience much better. It looks awesome too :D

Now make sure to add Reuben as character. :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: TIfanx1999 on August 22, 2014, 08:42:45 pm
This looks quite impressive, nice work! :D
Title: Re: [Axe] Super Smash Bros. Open
Post by: Sorunome on August 22, 2014, 08:44:02 pm
Ah, you finally made a topic about this :P
It is just amazing :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Juju on August 22, 2014, 08:59:58 pm
Yep, it looks really impressive. Especially if you use Calcnet.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 23, 2014, 12:18:44 am
Thanks all ^^

Now make sure to add Reuben as character. :P
Lol, I'll make a tuto and you'll be able to make it if you want :P
I have some time now but when September comes, I am not sure I'll be able to do anything more so I plan on working on the engine (and I make Fox to test the engine) but I don't plan on making characters.

Especially if you use Calcnet.
Well I don't use CalcNet yet. One of the problems with it being that (if I am not wrong) it is DoorsCS dependent. And I was planning to compile as an app to save RAM (matref should work on a routine to replace the current scaled sprite routine that uses SMC), which is incompatible with the "compile as shell" option. So I'd need to get CalcNet routines in my program. Maybe someone who knows how to make Axioms could work with Kerm to package CalcNet into a standalone Axiom (of course credits will be given to everyone) ?
Title: Re: [Axe] Super Smash Bros. Open
Post by: ordelore on August 23, 2014, 10:39:02 am
Will you make a SSB3DS clone too? :trollface:
Also, great work and you certainly deserve a plus one.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 23, 2014, 10:59:15 am
Actually, this would require minor changes to the engine, such as the way ledge detection works (which doesn't work yet :P). The rest would be character-related, not engine related ;)

And thanks :D
Title: Re: [Axe] Super Smash Bros. Open
Post by: chickendude on August 23, 2014, 11:12:30 am
Hayleia, this is amazing. I've often thought that SSB would be perfect for the calc, especially if you've only got two or three characters there's not a whole lot of stuff to do. But i never even thought about adding in zooming, that's a great idea and i'm surprised how well it really turned out. I hope you keep working on this, great work so far!
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 23, 2014, 11:15:47 am
Thanks :D
I just don't agree with the "not a whole lot of stuff to do" :P
Just spriting one character is annoying, then creating and linking states is long :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: chickendude on August 23, 2014, 11:43:43 am
I didn't mean much work, i meant much processing time. There are only a couple objects on screen and the maps are relatively small. There should be enough processing time left over for all the fancy stuff you were talking about, like grabs, items, etc. I imagine the zoom changes all that, though :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Runer112 on August 23, 2014, 12:22:51 pm
Suggestion for a (very simple) protocol to establish one calculator as a master and the other as a slave:


All further transmissions can then be guided by each calculator knowing its role in the transmission (sender or receiver).
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on August 23, 2014, 01:04:53 pm
Thanks all ^^

Now make sure to add Reuben as character. :P
Lol, I'll make a tuto and you'll be able to make it if you want :P
I have some time now but when September comes, I am not sure I'll be able to do anything more so I plan on working on the engine (and I make Fox to test the engine) but I don't plan on making characters.
Good luck! Hopefully you can finish the engine and main stuff such as menus before you have to put the axe into the project so that hopefully people can make their own characters. Maybe this could be submitted to the OPRT thing to gather more interest. That said, there will definitively be a news about this if it gets further so it could result into more interest.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 23, 2014, 02:52:46 pm
Good luck! Hopefully you can finish the engine and main stuff such as menus before you have to put the axe into the project so that hopefully people can make their own characters. Maybe this could be submitted to the OPRT thing to gather more interest. That said, there will definitively be a news about this if it gets further so it could result into more interest.
Thanks :)
And yeah, if I don't finish it, I submit it to the OPRT with a todo list ;)

Suggestion for a (very simple) protocol to establish one calculator as a master and the other as a slave:

  • Wait for a pseudorandom amount of time (to mitigate the chance of both calculators entering the next steps within microseconds of each other).
  • Read the link port.
    • If in its default state (0b11), pull one line low and wait. This calculator will become the master (or the slave).
    • If not in its default state, unless the other calculator is running some other code, this should mean the other calculator is waiting in the state above. Pull the other line low and wait for at least 100 microseconds to make sure the signal is received. This calculator will become the slave (or the master).
  • Release the link lines.
All further transmissions can then be guided by each calculator knowing its role in the transmission (sender or receiver).
I am still having problems.

Here's what I have before the main loop to decide who is who (basically what your code is for):
Code: [Select]
Text(0,,"Waiting for other calc")
DispGraph
While 1
   randplotdot1->P
   Text(0,,P>Dec)
   Send(P,°Delay)
   While 1
      If getKey(15):Goto RET:End
      Receive()
   EndIf +1
   -1->Q
   Send(P,°Delay)
EndIf P-Q

ClrDraw
Text(0,,"You are P",P++>Dec)
DispGraph
Pause 3600
Pause P*20+1
That works sometimes, but this is not the problematic part.

Here's what I have in the main loop:
Code: [Select]
   !If |port
      1->|port
      While 1
         If getKey(15):Goto RET:End
         Receive()
      EndIf +1
      -1->{P xor 1+°PInput}
      Pause 20
      Send({P+°PInput},°Delay)
   Else
      Pause 20
      Send({P+°PInput},°Delay)
      While 1
         If getKey(15):Goto RET:End
         Receive()
      EndIf +1
      -1->{P xor 1+°PInput}
   End
And this works sometimes too, which is annoying in the main loop. Try (with the attachement) to short hop (tap up and quickly release it) several times for example, you'll see that there will be a moment where the Fox on the other calc doesn't jump (and I don't even talk about the major slowdown).



There is also a problem with port commands. I made that sstupid program:
Code: [Select]
While 1
Text(0,,port>Dec)
EndIf getKey(54)
2->port
While 1
Text(0,,port>Dec)
EndIf getKey(15)
0->port
And it outputs "3" then "1", then quits and the calc works. Now replace the "2->port" with a "1->port", and the "0->port" with a "3->port". It outputs "3" then "2" then quits and the calc is slowed down.
It seems like when doing ->port, there's an implicit xor 3 being done.[/code]
Title: Re: [Axe] Super Smash Bros. Open
Post by: annoyingcalc on August 23, 2014, 06:41:12 pm
Wow, this looks great!

Do you have any plans for options to disable the camera zoom (I know a few people who might get motion sick from that) when two calculators are linked together?
Title: Re: [Axe] Super Smash Bros. Open
Post by: ClrDraw on August 23, 2014, 08:17:10 pm
BUT THE ZOOM IS THE COOLEST PART  :w00t:
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 24, 2014, 02:05:20 am
Lol, what ClrDraw said :P

Jokes apart, I don't really know if that would be doable because how do you not zoom ? By having a constant zoom, right ? But are you constantly zooming on characters which will mean a lot of camera movement (that would probably not improve motion sickness), or do you keep the camera "far" which will mean that you don't see sprites well at all, you don't know what the opponent is doing and you don't even know if the game registered your keypresses ?
Note that I am not against it, I just don't know exactly how motion sickness could be avoided without killing the gameplay.

edit
@Runer112, I tried what you said on IRC yesterday. I didn't touch what's before the main loop, but here's what's in the loop now:
Code: [Select]
    !If P-1
        While 1
            If getKey(15):Goto RET:End
            Receive()
        EndIf +1
        -1->{P xor 1+°PInput}
        Send({P+°PInput},65535)
    Else
        Send({P+°PInput},65535)
        While 1
            If getKey(15):Goto RET:End
            Receive()
        EndIf +1
        -1->{P xor 1+°PInput}
    End

It is a lot better, there's no major slowdown. I guess that the previous code actually missed some Send due to a too short delay, then waited for a frame before receiving what the other calc sends, which was not the right byte.

But there's still some desync (by desync, I mean that the movement on one calc is not the same as on the other)  :(
I guess that's because of errors when transmitting because sometimes the calc2 doesn't register a key that I pressed on the calc1, and sometimes the calc2 registers a key that I didn't press on calc1 -.-

edit again
I now tried this (basically sends three times and takes the majority for each bit) in the loop:
Code: [Select]
    !If P-1
        °A-2->r1
        For(3)
            While 1
                .If getKey(15):Goto RET:End
                Receive()
            EndIf +1
            -1->{r1+2->r1}
        End
        (A and B) or (B and C) or (C and A)
        ->{P xor 1+°PInput}
        For(3)
            Send({P+°PInput},65535)
        End
    Else
        For(3)
            Send({P+°PInput},65535)
        End
        °A-2->r1
        For(3)
            While 1
                .If getKey(15):Goto RET:End
                Receive()
            EndIf +1
            -1->{r1+2->r1}
        End
        (A and B) or (B and C) or (C and A)
        ->{P xor 1+°PInput}
    End
Still desyncs -.-

Any ideas ?
Title: Re: [Axe] Super Smash Bros. Open
Post by: ben_g on August 24, 2014, 07:40:49 am
So, if I understand it correctly, you send keypresses to the other calc and hope that the movements stay synced on both cacls, right?
I think it would be better to send actions to the other calc when the player does them, together with the coordinates at which the actions were started. For example: jump: first send a byte that represents the jump action (for example $0C (just a random number)), and then the coordinates, for example (5,10). That way, if the calcs aren't fully synced, they should resync because it now knows the coordinates.
But I haven't tried something like this yet, so I don't know how well it would word, or how slow it would be.
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on August 24, 2014, 12:07:45 pm
Btw will there be single player support? In North America it's very rare to see more than 1 student in one single school who care about calc games, so by being multiplayer-only the game would basically be out of reach from most of North America, especially Canada. :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 24, 2014, 02:00:49 pm
So, if I understand it correctly, you send keypresses to the other calc and hope that the movements stay synced on both cacls, right?
I think it would be better to send actions to the other calc when the player does them, together with the coordinates at which the actions were started. For example: jump: first send a byte that represents the jump action (for example $0C (just a random number)), and then the coordinates, for example (5,10). That way, if the calcs aren't fully synced, they should resync because it now knows the coordinates.
But I haven't tried something like this yet, so I don't know how well it would word, or how slow it would be.
The problem is that "actions" are not in a finite number. I can put as much "actions" in Fox as I want (and in fact, an "action" is often divided in several ones). Which means that an error when transferring will stiil lead to a wrong action.

Btw will there be single player support? In North America it's very rare to see more than 1 student in one single school who care about calc games, so by being multiplayer-only the game would basically be out of reach from most of North America, especially Canada. :P
Well, same here in France, but I am probably not able to produce an interesting AI -.-
Title: Re: [Axe] Super Smash Bros. Open
Post by: zeldaking on August 24, 2014, 02:05:23 pm
This.
Is.
F*cking.
Great.
Amazing job Hayleia. SSB is one of my favorite games of all times, kudos to you for being awesome.
Title: Re: [Axe] Super Smash Bros. Open
Post by: 123outerme on August 24, 2014, 02:06:27 pm
*applause*
This looks really cool!
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 24, 2014, 02:08:04 pm
Lol zeldaking :P
And thanks both of you ^^
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 24, 2014, 04:02:03 pm
UPDATE !

If you have friends (or if you have several calcs :P), you're going to have even more fun !
Mutiplayer support by link port is now supported :D
Now you're going to be two Foxes trying to cancel Illusions near edges :P

Runer and I finally figured out that the problem was that the port commands "only" work at 6MHz -.-
He also helped making me understand that there's almost no point putting something else than 65535 as a Delay for Send (I though Send kept trying without caring if someone was listening, not that it waited until someone comes or until it timeouts).

Executables have different names so that you can have both "sociable" and "forever alone" (:P) versions on your calc.

This updates also improves camera, which tries to keep the map in the field of vue even if both players go away in the same direction, but I guess it seems unimportant now :P

If you ever notice desync (or any other problem in fact), please report.

Links:
Rectangles (http://tiplanet.org/forum/download/file.php?id=1558)
Full Map (http://tiplanet.org/forum/download/file.php?id=1557)
Title: Re: [Axe] Super Smash Bros. Open
Post by: ben_g on August 24, 2014, 04:04:28 pm
I haven't really had time to test it out yet, but is single-calc multiplayer also supported?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 24, 2014, 04:06:12 pm
On the old release yes, use the numpad, log and x² to control the other Fox :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: ben_g on August 24, 2014, 04:08:47 pm
Nice. I'll deffinately play it with my friends then in September. I can't play the link cable version because I only have an USB cable.
Title: Re: [Axe] Super Smash Bros. Open
Post by: annoyingcalc on August 24, 2014, 05:38:04 pm
Well then, time for me to buy a new calc to calc cable!
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on August 24, 2014, 08:05:50 pm
I'm gonna try the new version now :)


EDIT: It seems that this one doesn't work in WabbitEmu, no matter what I try. The previous version let me play in linked play pretty fine, but with this one, either it doesn't get past the You are P1 and P2 screens or it fails to detect the other calc. ???
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 25, 2014, 01:34:08 am
EDIT: It seems that this one doesn't work in WabbitEmu, no matter what I try. The previous version let me play in linked play pretty fine, but with this one, either it doesn't get past the You are P1 and P2 screens or it fails to detect the other calc. ???
Wait, are you trying to play in linked play on Wabbitemu ? I didn't know that was possible.
Does it work on real calcs ? Because I didn't try on emulator, just on my 84+SE calcs (didn't try on 6MHz calcs btw).
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on August 25, 2014, 01:51:38 am
Yeah WabbitEmu has linked play (which worked with the previous version of your game).

I can't try on a real calc because I only have 1 15 MHz calc that can be used right now (not enough batteries), which is a TI-84+. The other is a 83+SE.


As for 6 MHz calcs I can't try on a real set of calcs because I only have 1 TI-83+ with working link port and in WabbitEmu with a 83+ ROM the game ran about 6 times slower than with a 84+ ROM (I think I got about 2-4 FPS).
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 25, 2014, 02:14:54 am
Yeah WabbitEmu has linked play (which worked with the previous version of your game).
Ok, well that's completely weird. The only things that were added are a Normal before the linking part and a Full after it ???
And too bad you can't test on real calcs because I can tell you it works on mine :/
At worst, you could try this with Juju when you next meet :P

Also, yeah, the game is slower on 6MHz, that's why there's the version with only rectangles to speed things up a bit. Basically, don't play the "Full map" version on a 83+, it will be too slow, and don't play the "Rectangles" version on a 84+, it will be too fast :P

edit Yeah, I have strange behaviours with Wabbitemu too. For example, the first calc that launches Smash says "You are Px" without waiting for anything, then the second calc, when it launches Smash, waits for the other calc that is already in the main loop so this one has to quit and come back. Then they agree for real for the "You are Px" part but stop here.
I guess there are problems with link cable emulation.

edit It works fine with PindurTI with a 83+ rom (so try with the Rectangles version) :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: ClrDraw on August 25, 2014, 09:32:31 am
Quote
Yeah WabbitEmu has linked play (which worked with the previous version of your game).
Seriously? That would've been nice to know for my Pong game...  <_<
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 25, 2014, 09:34:10 am
Well I tried it and it does things through the cable (if it did nothing, it would not get past "Waiting for other calc"), but it doesn't seem to do the right things.
But I tried PindurTI. Except the fact it only emulates the 83+ and no 15MHz models, it works great, especially with linking.
Title: Re: [Axe] Super Smash Bros. Open
Post by: ClrDraw on August 25, 2014, 09:37:30 am
Ah, you connect the emulator to an actual calc? I was trying to connect two windows of the wabbitemu.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 25, 2014, 09:38:18 am
No, no, two windows. I meant the virtual cable, sorry.
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on August 25, 2014, 10:21:08 am
By the way, what's the difference with the rectangle version? Is the floor just rectangular and much faster to display or is it just a really tiny map?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 25, 2014, 10:41:38 am
Both maps have the same dimensions. The "Full Map" version just uses scaled sprites for the edges of the platforms while the "Rectangles" version only uses rectangles.
Title: Re: [Axe] Super Smash Bros. Open
Post by: 123outerme on August 25, 2014, 12:38:18 pm
Can you edge grab yet?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 25, 2014, 12:41:32 pm
Me ? Yes.
(http://img.ourl.ca/EdgeGrab.gif)

But you, you can't yet, you'll have to wait for the next update :P
Basically, for now, you can grab every edges, including edges that are not grabbable edges, and even including edges that are not edges. I am working on it right now ;)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Princetonlion.tibd on August 25, 2014, 02:05:31 pm
edges that are not edges?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 25, 2014, 02:09:49 pm
Yeah lol, because objects are in fact split in several objects. The bottom platform for example is 2 rectangles in the Rectangles version and 2 rectangles plus two sprites in the Full Map version, which means that you can actually grab the middle of the platform if you manage to get just in the middle, just your head over the platform but with your feet still under it :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 26, 2014, 04:03:00 am
UPDATE

You can now grab edges. Detection is half Melee and half Brawl. You can only grab if you are falling but the direction you are facing doesn't matter.
However, once hung, you can't do a lot of things :P
The only thing you can do is wait for your character to let go (he will after 31 frames) which will allow you to double jump or make an UpB. But "official ways" to get back up are not done yet.
(http://tiplanet.org/forum/download/file.php?id=1559)

The Illusion is more realistic in its behaviour. Canceling it doesn't set your X-Speed to 0 anymore. However, some constants might be a little wrong.
This means that normal Illusions are still normal, long Illusions are possible and short Illusions are less short than they used to be.
(http://tiplanet.org/forum/download/file.php?id=1560)

The Up FireFox can be deviated a bit to the left or the right. I added that because I obviously lack support for 16 directions.
(No screensot for that).

FullMapLink (http://tiplanet.org/forum/download/file.php?id=1564)
FullMapNoLink (http://tiplanet.org/forum/download/file.php?id=1563)
RectanglesLink (http://tiplanet.org/forum/download/file.php?id=1562)
RetanglesNoLink (http://tiplanet.org/forum/download/file.php?id=1561)
Title: Re: [Axe] Super Smash Bros. Open
Post by: linuxgeek96 on August 26, 2014, 09:11:36 am
Hayleia, this is awesome! Do you have an ETA on source release? I'd like to try my hand at a simplistic Ghost AI (http://webcache.googleusercontent.com/search?q=cache:3QSA5vkdMBoJ:www.cp.eng.chula.ac.th/~vishnu/gameProg/papers/CGAT_Real%2520Time%2520Imitaion%2520Based%2520Learning.pdf+&cd=1&hl=en&ct=clnk&gl=us&client=firefox-a)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 26, 2014, 09:44:45 am
Thanks :)
And no, I have absolutely no idea. The problem is not even that I am not sure everything will work the same, it's that I am even sure that everything will not work the same. I planned for example on changing the key system to support more keys than just eight.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 30, 2014, 11:15:13 am
Prepare for the most awesome UPDATE of all times !
No new features ! :D
Isn't that awesome ?

Seriously, I have not been doing nothing. Here's what's new (even though there is really no new features):

If linking initialisation doesn't go well after you both chose "Link" (like you wait for an hour without anything being displayed, or both calcs say "Waiting" during an hour, or I don't know what else), repeatedly press Clear until you get to the homescreen and try again.

As usual, report any problem you encounter.

Download (http://tiplanet.org/forum/download/file.php?id=1568)
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on August 30, 2014, 10:30:20 pm
By local play does it mean both player using the same keyboard or just vs AI?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on August 31, 2014, 01:20:49 am
Lolnope, no AI for now :P
I need to get that new key system working, then reorganize the "object" data (to have all the data of one object on a contiguous space) and I'll probably release the source, which will allow linuxgeek96 to add his AI if he still wants to :)
Then I'll probably have to add missing attacks, the percent system and fix hitboxes.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 09, 2014, 09:01:52 am
I was tired of working on engine changes that don't add any features so I started working on the titlescreen. Here's what I got.
(http://img.ourl.ca/titlescreen-1.png)

I know, it's ridiculous :P
I wanted something a bit old school but it seems to me like it's a bit too old school :P
Any ideas what I could change to modernize this a bit while still keeping it a bit old school ?

And don't worry, the object data was reorganized and works, the new key system is half working (because half implemented basically) so the next update with the source code should come in not so long :D
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 09, 2014, 09:10:45 am
I think the best would be to make the main fonts look a bit more like the modern SSB games like Brawl and add some Mario/nintendo stuff on the sides (although it would require the text to be smaller). It looks nice so far, though.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 09, 2014, 09:18:24 am
Yeah, it's true that even Melee's font is more modern than mine :P
The problem is that it puts "Smash Bros" on one line and I am not sure this is possible on a 96x94 screen without having nothing on the rest of the screen.

And what kind of Mario/Nintendo stuff do you want to add ? Like a Mario head ? But there's no such stuff on Melee and Brawl titlescreens so I don't think it would be in the SSB spirit (that sentence doesn't make any sense).
(http://3.bp.blogspot.com/-Q58VEAIcitc/Uhz3HAPpHGI/AAAAAAAAA2M/jb5ZwYbqiZc/s1600/Super+Smash+Bros.+Melee+title+screen.png) (http://img4.wikia.nocookie.net/__cb20130812224333/ssb/images/archive/d/da/20130907192737!Brawl_Title_Screen.png)
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 09, 2014, 09:21:56 am
I guess  that could work or you could perhaps add sprites from past calc games if the author agrees (eg Link, tr1p1ea or calc84maniac's Mario, Kirby, Pikachu, etc)
Title: Re: [Axe] Super Smash Bros. Open
Post by: ClrDraw on September 09, 2014, 09:26:41 am
Quote
I was tired of working on engine changes that don't add any features so I started working on the titlescreen. Here's what I got.
I like it! It's better than what I came up with.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 09, 2014, 09:28:39 am
U mad bro ? Yours is tons better (if we forget about the "for TI Calc" part :P) O.O
Can I use it (and give you credits of course) ?
The only thing I don't like is that it is too much Brawl/SSB4 like while my game is meant to be Melee like, but other than that, I think it's great !

edit
Here's what I get by editing yours  a bit (yes, I really want those horizontal lines :P). Thoughts ?
(http://img.ourl.ca/titlescreen2.png)
Title: Re: [Axe] Super Smash Bros. Open
Post by: ben_g on September 09, 2014, 11:27:04 am
That looks awesome!
Title: Re: [Axe] Super Smash Bros. Open
Post by: ClrDraw on September 09, 2014, 12:40:51 pm
U mad bro ? Yours is tons better (if we forget about the "for TI Calc" part :P ) O.O
Haha ikr the "TI Calc" thing was really lame XD

Can I use it (and give you credits of course) ?
Go ahead :) You don't even need me in the credits; it wasn't much work at all.

edit
Here's what I get by editing yours  a bit (yes, I really want those horizontal lines :P ). Thoughts ?
I like this even better, that's perfect.
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 09, 2014, 12:58:41 pm
Looks very nice now Hayleia, but what's with the blur? O.O
Title: Re: [Axe] Super Smash Bros. Open
Post by: ClrDraw on September 09, 2014, 01:12:34 pm
I think its because its a 96x64 image being enlarged to 192x128. Normally wabbitemu exports 192x128 so it isn't blurred, but Hayleia must be saving space.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 09, 2014, 02:05:18 pm
Ok, I'll use that then :)
And yeah, it's blurred because it's scaled up by the [img] tag. I edited it as a 96x64 image because it's easier to know where pixels are when the image doesn't have doubled dimensions and didn't not notice when I uploaded it that it was a bit small to display here :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: TIfanx1999 on September 10, 2014, 12:40:07 am
If you want some more options I'd be happy to work on a title screen mockup. :D I have an itching to sprite some characters too. ;D
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 10, 2014, 01:03:05 am
If you want some more options I'd be happy to work on a title screen mockup. :D I have an itching to sprite some characters too. ;D
Are you implying that the titlescreen I made and the one ClrDraw made are ugly ? JK :P
You can work on one too if you want :)

But it's true that spriting characters could be more interesting ;)
Title: Re: [Axe] Super Smash Bros. Open
Post by: TIfanx1999 on September 10, 2014, 01:04:45 am
The engine just supports monochrome chars right?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 10, 2014, 01:05:43 am
Right, that's why it's annoying to sprite :P
Just be sure that your character is the right size compared to Fox ;)
Title: Re: [Axe] Super Smash Bros. Open
Post by: TIfanx1999 on September 10, 2014, 01:07:25 am
Yea, it'll be more challenging that way. :P Also, cant remember, but have you posted any standalone sprites of fox in this thread? A few would help for refrence if you don't mind posting them (if you haven't already).
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 10, 2014, 01:15:18 am
I haven't already, here are some sprites, in attachement.
You can also have some inspiration from Super Smash Flash sprites (http://mugenfreeforall.com/index.php?/topic/18537-super-smash-flash-2-demo-v09-rips/). You won't be able to just resize them though because they are in colors and too big, but that can give you an idea of the position of the character.
Title: Re: [Axe] Super Smash Bros. Open
Post by: ClrDraw on September 10, 2014, 09:29:09 am
My computer is telling me that the above link is a malicious site :/
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 10, 2014, 09:32:59 am
Ah. Well, once you click on this link, you land on a forum, on a topic with that link (https://onedrive.live.com/?cid=7DB65F02B0BBD12E&id=7DB65F02B0BBD12E!581). I don't think this one will be seen as malicious (and I don't see why the other one was).
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 10, 2014, 11:50:39 am
Maybe oversensitive parental filter that see random sites as malicious :P

Also sometimes not the site might be malicious, but off-site links there such as an avatar could be
Title: Re: [Axe] Super Smash Bros. Open
Post by: ClrDraw on September 10, 2014, 12:35:34 pm
Yup. My parents are so worried about a virus destroying their 6 year outdated computer that they installed a crapload of parental filters...
Title: Re: [Axe] Super Smash Bros. Open
Post by: Eeems on September 10, 2014, 02:00:44 pm
The progress is looking awesome so far :)

Yup. My parents are so worried about a virus destroying their 6 year outdated computer that they installed a crapload of parental filters...
So they destroyed their 6 year outdated computer themselves?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 11, 2014, 01:58:58 pm
The progress is looking awesome so far :)
Thanks ^^

Also, UPDATE

First update with source code since I think they will be no more changes to what's already done, "only" additions. Which means that if you contribute, I should never tell you "sorry, it doesn't work with the new update, start over".
Do not compile and publish this under your name. TI Planet, Omnimaga and Cemetech know that I am the one who wrote this. However, nothing prevents you from adding things to the code, publish your work on one of those three forums and you'll be added to the credits section when it's done.
If you want to play around with it, compile with the latest Axe dev build. I am not kidding, "official" releases won't manage to compile it.
And once again, don't comment on the lack of optimization, it is made on purpose so that people can play around with it.

Apart from that, what's new ?
Still nothing  ;D
More seriously:
As I said previously, nothing that interesting for the user, but I can tell you this was still very annoying to do, and I think people will be happy with that.

SMASH:
SMASHH (http://tiplanet.org/forum/download/file.php?id=1579) --definitions and such, making code a lot more readable, also used for Fox and Maps.
SMASHC (http://tiplanet.org/forum/download/file.php?id=1577) --the big part of the code.
SMASHC2 (http://tiplanet.org/forum/download/file.php?id=1578) --routines that I put outside of the main program due to RAM limitations when compiling.
DEORG (http://tiplanet.org/forum/download/file.php?id=1580) --say thanks to matref for this appvar.

FOX (will be made more readable using more macros from SMASHH):
FOX (http://tiplanet.org/forum/download/file.php?id=1581)

MAPS:
MAP1 (http://tiplanet.org/forum/download/file.php?id=1583) --Stadium-like
MAP2 (http://tiplanet.org/forum/download/file.php?id=1584) --Stadium-like but with rectangles only
MAP3 (http://tiplanet.org/forum/download/file.php?id=1585) --New Pork City, if you want a slow map with a weird camera and even weirder collisions

UTILITARY:
Use this to generate appvars. Basically, to make Fox, compile Fox as NoShell, compile this utilitary as what you want, then launch it and you should have an appvar. It works for maps too. However, it only works with my Fox and maps, if you want it it to work with your appvars, just edit it it should be easy.
PROG2APP (http://tiplanet.org/forum/download/file.php?id=1582)

If I forgot something (like a file), please tell me.

Also, would it be possible to have a subforum or something for this ? I'd like to make a tutorial (two actually, one in Axe and one in Asm) explaining how to make characters, and how to make maps but I don't want posts to be lost in that topic, and I don't want new topics to be lost in the forum either -.-
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 11, 2014, 08:11:21 pm
Awesome update. I'll have to give this a try as soon as I can get my hand on two working 15 MHz calcs :)


Also for a sub-forum you need to contact [email protected] I think. You could also cross-post your request to all admins via PM. I definitively think it deserves a sub-forum, but again I thought that Pokémon Topaz and IkarugaX did too when they were still in the works, yet they never got one, so it's pretty hard to get anything featured in their own sub-forums unless Deep Thought (who recently restructured the project boards) is around now <_<

Yup. My parents are so worried about a virus destroying their 6 year outdated computer that they installed a crapload of parental filters...

It reminds me when Ztrumpet's dad thought that Firefox was a virus... O.O
Title: Re: [Axe] Super Smash Bros. Open
Post by: Princetonlion.tibd on September 11, 2014, 09:26:08 pm
Wait, what :P

I'm not really using my 83+ recently, so I might give this a try. Where do I find dev axe versions?
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 11, 2014, 10:21:25 pm
On a side note, if this comes out on Ticalc.org around October, this will be HUGE! O.O SSB3DS comes out in North America next month so this will definitively help sell your game on ticalc.org. However you should try to make a modified title screen as backup that says Super Calc Bros Open instead in case Nintendo tries to put the axe in the game like they did with the Atari 2600 version of SMB last year.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 12, 2014, 07:55:11 am
I'm not really using my 83+ recently, so I might give this a try. Where do I find dev axe versions?
Here (http://www.omnimaga.org/the-axe-parser-project/bug-reports/msg389482/#msg389482)'s the post by Runer112 saying where to find them.

Awesome update. I'll have to give this a try as soon as I can get my hand on two working 15 MHz calcs :)
You don't need two 15MHz calcs, there's a Local mode with two players on the same keyboard ;)

Also for a sub-forum you need to contact [email protected] I think. You could also cross-post your request to all admins via PM. I definitively think it deserves a sub-forum, but again I thought that Pokémon Topaz and IkarugaX did too when they were still in the works, yet they never got one, so it's pretty hard to get anything featured in their own sub-forums unless Deep Thought (who recently restructured the project boards) is around now <_<
Well I don't know about deserving, but I don't think a subforum for Pokémon Topaz would have been useful since it only needs one topic. Smash on the contrary needs lots of topics (Axe HowTo for Characters, Axe HowTo for Maps, Asm HowTo for Characters, Asm HowTo for Maps, Dev topic (this one)) o.o

On a side note, if this comes out on Ticalc.org around October, this will be HUGE! O.O SSB3DS comes out in North America next month so this will definitively help sell your game on ticalc.org.
How did you know I wanted to charge people for that game ? :P
(Lol, charging for an open source game people can download and compile >.<)
Anyway, that would indeed be great but I don't promise anything :P

However you should try to make a modified title screen as backup that says Super Calc Bros Open instead in case Nintendo tries to put the axe in the game like they did with the Atari 2600 version of SMB last year.
I think they only cared about that game because it was paid (or was it not ?) so it was in some way making money from Nintendo. Mine however is a free fan game that no one will buy and only advertises for their game, like Super Smash Flash 2.
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 12, 2014, 05:48:52 pm
Oh right I forgot about the local mode.

For the subforum I guess you could always create the new topics right now, since that might convince staff more to add a sub-forum and it would kinda suck if the entire discussion had to be moved completely on a different forum just because of the long wait. >.< For the time being they'll most likely remain close to the top anyway.

As for Princess Rescue it's possible that it's because money was made from it. Granted, the money was probably to cover production costs since the cartridges were not mass produced, but it was still sold for money. Other people said it might have been because of the music, though.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Princetonlion.tibd on September 12, 2014, 06:26:42 pm
Do I have to type the dev code in? :P
Just that it's a ton of seemingly random numbers
Title: Re: [Axe] Super Smash Bros. Open
Post by: Geekboy1011 on September 12, 2014, 08:27:01 pm
Use the request button up top for the subforum request. I dont have an issue with it as long as the other admins are cool with it. But for that you gotta push it to them :P and using the forms is definitely the best way.

also havent played but looking sweettt
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 12, 2014, 11:59:11 pm
Ah I was unsure if the request form could be used for such "urgent" but not site access-threatening issues, because I thought the request might be lost behind a queue of about 20-30 other requests if the site upgrade happens to be on hiatus.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Geekboy1011 on September 13, 2014, 12:03:50 am
The request form is there for just about anything you want to bring to our attention that is not a matter that the report button is appropriate for. It to be frank goes to a spreadsheet that we keep tabs on and mark stuff as it gets done. Organized and fast like
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 13, 2014, 12:21:32 am
Ah ok I wasn't sure if you were notified and all automatically, plus I remembered that the request form lacks a priority option like the issue form.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 13, 2014, 04:23:21 am
Do I have to type the dev code in? :P
Just that it's a ton of seemingly random numbers
Instead of clicking on the link, right click and use "Save the target as" or something ;)

@DJ_O and geekboy
Ok, well I'll create the topics then I'll use the forms ask for a subforum to put them all at one place because for now, a subforum with one topic would be useless -.-
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 21, 2014, 05:25:45 pm
On a side note, for maps, will static backgrounds (for example a bunch of clouds, not necessarily a full-screen picture) be supported? Also will some maps be tile-based?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 22, 2014, 01:03:09 am
On a side note, for maps, will static backgrounds (for example a bunch of clouds, not necessarily a full-screen picture) be supported? Also will some maps be tile-based?
I don't think so, about backgrounds. It would be visually more attractive but I fear it would add a lot to the lag.

And I don't think so either for tile-based maps. Since maps are mostly empty with only objects here and there (in the rectangle version of Stadium for example you only have 4 objects), I chose to have a "short" list of objects instead of a "big" tilemap that is mostly filled with zeroes. What would be great with a tilemap though is collision detection for example, you wouldn't need to loop through objects, you'd just check if there's something where you are.
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 22, 2014, 01:55:51 am
Aah ok I see now, I wasn't sure if the current ones were object-based or not. Either way, good luck and keep us updated about new development or if you need suggestions :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 25, 2014, 01:20:50 pm
keep us updated about new development
Ok, UPDATE :P
(http://tiplanet.org/forum/download/file.php?id=1608)

Source and binaries (http://tiplanet.org/forum/download/file.php?id=1609).
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 25, 2014, 09:32:04 pm
This looks pretty cool O.O, also I like the menu. It reminds me of GBA games such as Mario Kart Super Circuit where buttons zoomed in/out when selected.
Title: Re: [Axe] Super Smash Bros. Open
Post by: chickendude on September 26, 2014, 09:38:09 am
That looks super cool, i really like the menus too.
Title: Re: [Axe] Super Smash Bros. Open
Post by: 123outerme on September 27, 2014, 11:37:14 am
It really looks like the SSB 3DS menus (or the demo, since it's not out in NA, Europe, Australia, etc :P ). I can hear the Melee menu playing, or at least a menu theme playing :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Princetonlion.tibd on September 28, 2014, 01:01:09 pm
Off topic: I just noticed that this thread had 1337 views (before I clicked it) :D
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 28, 2014, 01:43:05 pm
Thanks all ^^
And yeah, that can remind of the SSB 3DS menu because that's where it's inspired from :P
And if it reminds of GBA games, it probably means that Nintendo never changed the way they are making menus since the GBA :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: narabuster on September 28, 2014, 01:57:41 pm
Wow... what a project!

I've know that it's been said enough, but really, awesome job! I can't wait to see this go through and go above and beyond.

I'm not that experienced in programming, but even I know that this took a lot of work.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 28, 2014, 02:19:28 pm
Wow... what a project!

I've know that it's been said enough, but really, awesome job! I can't wait to see this go through and go above and beyond.

I'm not that experienced in programming, but even I know that this took a lot of work.
Thanks :D
And for the work it required, just have a look at the source code to measure it :P
JK, some things were painful indeed but the camera for example was a lot of fun to write in my opinion :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: ClrDraw on September 28, 2014, 07:45:10 pm
This... Is... Insane! Really good work Hayleia! The menu looks awesome too. I have no idea how you managed to fit it all in one app space (although I guess you don't have much of a choice when you're using Axe)  O.O
Title: Re: [Axe] Super Smash Bros. Open
Post by: willrandship on September 28, 2014, 09:26:18 pm
Congrats on the Community Project subforum! It looks like you're making decent progress on this. I especially like the ability to write characters in multiple languages.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 29, 2014, 11:24:20 am
Thanks all :D

I especially like the ability to write characters in multiple languages.
Well characters are "only" data so it's not language dependent ;)

I have no idea how you managed to fit it all in one app space (although I guess you don't have much of a choice when you're using Axe)  O.O
Keep in mind that character data is not part of the app :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 30, 2014, 11:39:35 am
By the way, now that you have a sub-forum, you should maybe post a tutorial about making new characters :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 30, 2014, 12:01:01 pm
True story. I updated the tutorial on Cemetech and created one on TI Planet but forgot I didn't make one here -.-
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 30, 2014, 12:53:44 pm
Except that now you actually posted it here twice :P

(http://img.ourl.ca/dp.png)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 30, 2014, 02:13:21 pm
They are not the same, notice the [Asm]/[Axe] part ;)
One explains how to do it using SPASM or similar, for those having a z80 dev environment, and the other one explains how to do it with Axe, for those without a z80 dev environment.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Keoni29 on September 30, 2014, 02:15:58 pm
My friends and I have been playing the smash bros 3ds demo a lot. I bet they'd love to see this game. Should I show it to them as is or should I wait until it is complete?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 30, 2014, 03:53:52 pm
Well, do as you please but don't forget that motivation is what keeps me working on things, so if they can give me motivation (like if they start spriting characters or do something else that proves they are interested in my game), this game will have more chances to be "finished" ;)
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on September 30, 2014, 04:03:54 pm
They are not the same, notice the [Asm]/[Axe] part ;)
One explains how to do it using SPASM or similar, for those having a z80 dev environment, and the other one explains how to do it with Axe, for those without a z80 dev environment.
Oh wait I missed that, my bad. Perhaps make ASM all-caps so it's more noticeable :P

Well, do as you please but don't forget that motivation is what keeps me working on things, so if they can give me motivation (like if they start spriting characters or do something else that proves they are interested in my game), this game will have more chances to be "finished" ;)
Which is why a ticalc.org demo with some characters might be a good idea, especially now that SSB3DS just came out and that school just started. Imagine how many downloads it will get and the potential for extra feedback it would generate, even with no ticalc news.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on September 30, 2014, 04:05:42 pm
Which is why a ticalc.org demo with some characters might be a good idea, especially now that SSB3DS just came out and that school just started. Imagine how many downloads it will get and the potential for extra feedback it would generate, even with no ticalc news.
Ok, well I need to finish Falco and Fox then :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on October 05, 2014, 12:42:21 am
Will you be taking a P:M style for everyone else so it's (more) balanced?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on October 05, 2014, 01:27:39 am
Well I won't at all be doing all characters, that's why I am writing tutorials. You are already lucky that I am doing two characters when the first post states that I would only do one :P
So do your character Brawl-Like if you don't mind losing (:P), Melee-Like or P:M-like if you want more balance.
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on October 05, 2014, 01:32:43 am
Obligatory question: Will you support GameCube controllers through the USB port? :D
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on October 06, 2014, 07:55:34 pm
My only concern about custom characters is if this game ever becomes online via gCn or something, then people could just make super-high-mega-ultra-overpowered characters that are nearly invincible then win against anyone. Also, how would it work if someone tries to link play vs another player but the other player doesn't have all the maps and characters the opponent has? What about characters with duplicate file names (eg if someone has REUBEN.8xp on his calc for Reuben Quest character, but the other player has Reuben from Mystic Quest Legend and the other player link plays with Reuben). Wouldn't that mess the game up?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on October 06, 2014, 09:49:27 pm
(off topic)
How did you change the font in the screenshot on the first post?
(on topic)
Will SSBO ever support gCn? 'Cause that would be epic!
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on October 06, 2014, 10:49:32 pm
I think he used ZStart for the fonts. Omnicalc and Batlib also supports custom fonts but I think ZStart has more features and Omnicalc only uses fonts stored in RAM.
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on October 07, 2014, 12:46:47 am
My only concern about custom characters is if this game ever becomes online via gCn or something, then people could just make super-high-mega-ultra-overpowered characters that are nearly invincible then win against anyone. Also, how would it work if someone tries to link play vs another player but the other player doesn't have all the maps and characters the opponent has? What about characters with duplicate file names (eg if someone has REUBEN.8xp on his calc for Reuben Quest character, but the other player has Reuben from Mystic Quest Legend and the other player link plays with Reuben). Wouldn't that mess the game up?
Players could manually get together before GCN play some other way, headers could be used to mark a player file, and depending upon how the data is translated (data or keypresses), hacking may just fail or be unavoidable. As long as you can just switch opponents, it should be fine.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on October 07, 2014, 12:56:26 am
Obligatory question: Will you support GameCube controllers through the USB port? :D
Well I know nothing about the USB port and I know even less about the GC Pad, so I guess no :(

(off topic)
How did you change the font in the screenshot on the first post?
Yeah, that's zStart, as DJ_Oes said.

(on topic)
Will SSBO ever support gCn? 'Cause that would be epic!
That's something I'd like but for now a lot of features are missing so if I ever implement that, it's not in a near future ;)

My only concern about custom characters is if this game ever becomes online via gCn or something, then people could just make super-high-mega-ultra-overpowered characters that are nearly invincible then win against anyone. Also, how would it work if someone tries to link play vs another player but the other player doesn't have all the maps and characters the opponent has? What about characters with duplicate file names (eg if someone has REUBEN.8xp on his calc for Reuben Quest character, but the other player has Reuben from Mystic Quest Legend and the other player link plays with Reuben). Wouldn't that mess the game up?
Your first concern is not a concern thanks to the other ones :P
To answer the second question, yeah, if all players don't have the same appvars on their calcs, chances are that there will be problems during the selection. And if you have the same appvars but not the same content, you'll get desync when playing. Hence why no one will make an overpowered character because if he can play it, other players can too :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on October 07, 2014, 01:10:18 am
Indeed, but the issue if it's possible to make overpowered characters is that in such case everybody would only play that character and nothing else so it would get boring. Maybe make it so that character's attributes are split in percentage form or among a fixed stat points pool like in Dying Eyes for the 83+ (you can allocate 200 points to stats of your choice, ranging from HP, MP, attack, defense, speed, etc). If percentage-based (eg attack 30% speed 10% defense 60%) then the game would recalculate it with normal values if needed but you would need to make sure also that people won't enter invalid numbers by either making the game reject such character so that people won't attempt to crash other people's calcs via link play :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: TIfanx1999 on October 07, 2014, 01:28:05 am
Well, there could also be a way for the game to do some sort of level balance where it nerfs stats before a match.
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on October 07, 2014, 01:46:59 pm
Yeah that could work too. Basically it just takes the total then divides it by the max possible value allowed by the game then it divides everything else by the result.


Maybe there could be a feature to let the opponent download players from his calc too but that might be very hard to implement.
Title: Re: [Axe] Super Smash Bros. Open
Post by: TIfanx1999 on October 07, 2014, 02:21:04 pm
Yea, I was thinking about that as well. :) Basically, which ever calc was player 1, it would have to do a check when they linked up. It would make sure both players had the same characters available. It could either do a data transfer, or simply disallow the ones that were different. Another option would be to only allow the characters on P1 calculator and transfer them to P2's calculator. It really depends on how multiplayer gets set up (via link cable or calcnet) and how calcs handle processing the realtime game data.
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on October 07, 2014, 02:28:56 pm
Yeah my main concern is is it very hard to implement file transfer over Axe parser? As in, dealing with the VAT and all that technical stuff must be very hard, right? The best scenario might be to just disable characters that the other player doesn't have.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on October 10, 2014, 02:30:54 am
Sorry for the lack of answer, I was a bit sick and preferred not to spend too much time on forums.

I don't think I'll implement something that equalizes characters, it seems too much of a Brawl idea. The only good side I see in such a system is if someone with good intentions set all hitbox forces well proportionned between each other, but too high compared to other characters. In that case, maybe there should be a field that reduces hitbox forces if they were set too high by mistake. But I am pretty sure no one will do that on purpose since 1] it would kill all the fun and 2] other players could choose that character too and it would not be so OP against itself I guess.

And yeah, transferring files might be too annoying. Calculating the intersection between both lists is probably a better idea, even though it would still take some time to calculate and would still be some code to write (plus the fact as you mentionned earlier, someone could have a Reuben and someone else could have another Reuben without the algorithm making the difference).
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on October 23, 2014, 07:06:28 pm
Any further work on this?
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on October 23, 2014, 07:10:05 pm
Sorry for the lack of answer, I was a bit sick and preferred not to spend too much time on forums.

I don't think I'll implement something that equalizes characters, it seems too much of a Brawl idea. The only good side I see in such a system is if someone with good intentions set all hitbox forces well proportionned between each other, but too high compared to other characters. In that case, maybe there should be a field that reduces hitbox forces if they were set too high by mistake. But I am pretty sure no one will do that on purpose since 1] it would kill all the fun and 2] other players could choose that character too and it would not be so OP against itself I guess.

And yeah, transferring files might be too annoying. Calculating the intersection between both lists is probably a better idea, even though it would still take some time to calculate and would still be some code to write (plus the fact as you mentionned earlier, someone could have a Reuben and someone else could have another Reuben without the algorithm making the difference).
Yeah my concern was mainly when somebody just uses characters that are OP. But I guess the solution then would just be to disallow characters that are not present on both calcs with identical stats between the two copies.
Any further work on this?

If I remember, I think work was supposed to stop completely once school start, so I guess that progress will be minimal until Summer vacations or Christmas holidays. For the time being, the project is under our hands: We have to create characters.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on October 24, 2014, 04:01:47 pm
If I remember, I think work was supposed to stop completely once school start, so I guess that progress will be minimal until Summer vacations or Christmas holidays.
Well, it was not "supposed" to stop completely, as in I wasn't planned. But indeed, school started over, and in my school, there are a lot of school projects. I don't even mean that I always have a school project going on. I mean that I always have at least 3 school projects going on -.-
So no, sorry but I didn't work on this at all.

For the time being, the project is under our hands: We have to create characters.
Well, not really either. Tutorials are not finished even though by reading them and reading Fox's source you could theoretically figure out everything you need. So yeah, you can start creating characters, but you might not manage to do everything. At least, spriting can be done.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on October 24, 2014, 04:46:51 pm
Is the game (engine) done aside from creating characters?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on October 24, 2014, 05:13:01 pm
Not yet, it lacks percents and lives for example. Then it would fit the definition you'll give of Smash to someone who asks you what it is (which is "fighting game where instead of dying when you don't have HP anymore, you die when you are ejected out of the map, which is made easier with percents").

But it would still not be a decent Smash game without some features such as dodging, teching, etc, which are missing features too.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on October 24, 2014, 05:14:41 pm
Are you going to add items?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on October 24, 2014, 05:22:34 pm
As said in older posts or on IRC (but you probably weren't there when this was being discussed), that is not in my opinion something compulsory to make a decent Smash game (I am one of those "No Items, FD, Fox Only" people (actually, I don't mind other characters than Fox but I still like the "No Items, FD" part :P )). Plus, it requires a lot of work (change the "object" engine so that it not only supports characters but also items that are not bound to inputs). However, it's true that it can be fun which is why items are on the todo list but not very high.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on October 24, 2014, 05:24:38 pm
Cool, what's "FD" mean?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on October 24, 2014, 05:27:20 pm
Final Destination. The flat map.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on October 24, 2014, 05:29:29 pm
Oh, okay. Will there be moving platforms?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on October 24, 2014, 05:33:17 pm
That's probably easier to do than items and can add a lot to the fun, so yeah, they are planned too. Don't expect huge map changes like in Pokemon Stadiums, really just platforms moving horizontally or vertically.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on October 24, 2014, 05:35:56 pm
Yeah, stuff like Pokémon Stadium would be tough
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on October 27, 2014, 01:58:27 am
MOving platforms would definitively add a nice touch to the game.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on October 27, 2014, 07:46:51 am
When I try to load "Map Test" the calc resets, and clears my ram :(
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on October 27, 2014, 07:53:27 am
Yeah, I don't know what's going on with this one. It used to work, then I worked on some other things that didn't involve map changes so I included it in the zip without checking it again, and now it doesn't work for some reason.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on October 27, 2014, 07:58:09 am
Hmm, weird
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on November 03, 2014, 08:52:10 pm
But it would still not be a decent Smash game without some features such as dodging, teching, etc, which are missing features too.
Please put in old-style directional air dodging. Once this gets released, I'm getting a TI-84+ and a GC-USB adapter and making this work. :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 03, 2014, 08:53:18 pm
Once this gets released, I'm getting a TI-84+ and a GC-USB adapter and making this work. :)


That would be epic
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 04, 2014, 12:44:53 am
Please put in old-style directional air dodging.
I was planning either to do this or to let the character making choose. With the "choose" option, you could even do something hybrid where dodging without any direction makes a Brawl-like dodge and dodging with a direction makes a Melee-like dodge :P

Once this gets released, I'm getting a TI-84+ and a GC-USB adapter and making this work. :)
Well, there are already releases, even though not final releases ;)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 04, 2014, 12:40:39 pm
This is kind of an update I guess, even with no release.

Moving platforms are starting to work it seems.
(http://img.ourl.ca/SmashMoving.gif)

Just let me do an interesting map before releasing because this one is stupid :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 04, 2014, 12:47:33 pm
This is kind of an update I guess, even with no release.

Moving platforms are starting to work it seems.

Just let me do an interesting map before releasing because this one is stupid :P


Looks great! Are only rects supported for moving platforms?
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on November 04, 2014, 12:48:59 pm
*.*

Those platforms moving will spice up the game considerably more. Will they be possible to add in custom levels if they are supported? Also I like how well they seem to work. :D
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 04, 2014, 12:50:54 pm
The way I coded it, sprited objects should work too, and they should work vertically too. That's why I am not releasing, I must do some more testing and a map that uses all of that for more fun :P

And yeah, custom levels work the "same" way as custom characters ;)
I should probably do a tutorial for them too by the way -.-
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on November 04, 2014, 08:50:15 pm
This is kind of an update I guess, even with no release.

Moving platforms are starting to work it seems.
(http://img.ourl.ca/SmashMoving.gif)

Just let me do an interesting map before releasing because this one is stupid :P

Did you mean Fountain of Dreams? ;)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Streetwalrus on November 05, 2014, 06:52:54 am
You did an amazing job Hayleia. :D I'm gonna try it out when I have time.

Also congrats on the subforum (first project to get one in ages lol).
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 05, 2014, 11:58:52 am
@bb010g
I was not thinking about Fountain of Dreams, I was planning on creating a map out of nowhere, but Fountain of Dreams would already be a good idea to test vertically moving platforms, it's true :)

@Streetwalrus
Thanks :D

@all
DJ_O pointed that on IRC yesterday (I think). I did not try to play with a 83+ against a 84+. Does that work if someone can try (my 83+ is not near me at all) ? It should run at 6MHz on both calcs if everything goes well.
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on November 06, 2014, 10:49:08 am
For 83+ stuff I think it depends of if each calc properly waits for each others when sending back and forth data for the game. By the way, if a calculator is disconnected, does gameplay resume normally when you plug them again and is there a way to quit gameplay beforehand in case for example the cable stopped working for whatever reason?

Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 06, 2014, 01:24:17 pm
For 83+ stuff I think it depends of if each calc properly waits for each others when sending back and forth data for the game.
They should wait properly since both calcs wait for the transfer to work before continuing the main loop. So if one calc is slower than the other, the fastest just waits longer but waits.

By the way, if a calculator is disconnected, does gameplay resume normally when you plug them again and is there a way to quit gameplay beforehand in case for example the cable stopped working for whatever reason?
I have put a condition in that loop saying that you can quit during the waiting loop. I just don't know if it's still here because I remember removing it, putting it back, removing it again, etc so maybe it's commented out in the code that I compiled for the last release... or maybe it's not and it works, I don't know -.-
I don't have two calcs with me at the moment to try this out but if it is not implemented, it is really easy to do.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 07, 2014, 05:54:37 pm
After doing some testing, it turned out that:
- objects moving vertically were working
- same for objects moving diagonally
- sprite and rectangles were working
- but there was a problem with collisions with objects moving vertically, now fixed :D

Here's the result, in images...
(http://tiplanet.org/forum/download/file.php?id=1650)

I am still not releasing though, I must adjust some things about objects' speeds :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Sorunome on November 07, 2014, 05:59:11 pm
This is looking amazing ^^
Title: Re: [Axe] Super Smash Bros. Open
Post by: Matrefeytontias on November 07, 2014, 06:56:35 pm
I know right O.O this is going to be some world event when you'll be done with the game.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 09, 2014, 06:51:28 am
Thanks ^^
And lol, I don't really know if people outside of the community care about calculators that much :P

Anyway, as some people saw at 1am (in France), I worked on the percent system. I probably need to calibrate it a bit but it works :D
(http://img.ourl.ca/Percents.gif)
Title: Re: [Axe] Super Smash Bros. Open
Post by: 123outerme on November 09, 2014, 12:32:17 pm
I don't mean to be a know-it-all, but Fox can't launch at 120%, let alone 60 :P
Or, to put it in less of a jerk-ish way, different characters have different launching abilities.
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on November 09, 2014, 12:38:53 pm
For stats, may I recommend the Smash Wiki (http://www.ssbwiki.com/)?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 09, 2014, 12:58:02 pm
I don't mean to be a know-it-all, but Fox can't launch at 120%, let alone 60 :P
120% yes, with a fully charged UpSmash. I think it even kills at 80% on FD (Obviously doesn't kill on Temple in the cave if the opponent techs on the ceiling). But yeah, that's what I meant with "calibrating". I need to get all constants right.

Or, to put it in less of a jerk-ish way, different characters have different launching abilities.
Well what would be the point of having different characters if they were all the same ? -.-

For stats, may I recommend the Smash Wiki (http://www.ssbwiki.com/)?
Wow, thanks :D
I already landed on that website but never went very deep into it. But now that you said it, I looked a bit more precisely and found some pages that would indeed be very interesting ;)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 09, 2014, 01:33:18 pm
In fact, after someone on TI Planet asked for it, I thought that there are enough new things to play with in Smash for a release.

So yeah,
Smash (http://tiplanet.org/forum/download/file.php?id=1652)
MapBoo (http://tiplanet.org/forum/download/file.php?id=1653)
StupidMap (http://tiplanet.org/forum/download/file.php?id=1654)

I am still not releasing the source for this though, because I am still working on things and wouldn't like someone to change something now (even though no one seems to have touched the source for now).
Title: Re: [Axe] Super Smash Bros. Open
Post by: Sorunome on November 09, 2014, 02:34:05 pm
Stop being so amazing Hayleia <_<
actually, don't stop that, be even more amazing ^.^
Title: Re: [Axe] Super Smash Bros. Open
Post by: Dapianokid on November 09, 2014, 06:06:31 pm
This is what brought me back to calc programming, and motivated me to flash my calcs and get them back into Dapianokid standard working order.
That's saying a lot.
Thank you.
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on November 09, 2014, 06:29:34 pm
This is what brought me back to calc programming, and motivated me to flash my calcs and get them back into Dapianokid standard working order.
That's saying a lot.
Thank you.
Welcome back!
!peanuts
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 09, 2014, 09:05:12 pm
You should rename this to "Super Axe Bros. Open"
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 10, 2014, 02:46:57 pm
This is what brought me back to calc programming, and motivated me to flash my calcs and get them back into Dapianokid standard working order.
That's saying a lot.
Thank you.
Lol, I wasn't expecting to be an inspiration for people :P
But thanks for the kind words :)

You should rename this to "Super Axe Bros. Open"
Why would I do this ? I don't know what you people use but to talk about a "Super Smash Bros." game, the word I use is "Smash" because it's short and more descriptive than "Super" or "Bros." so if I renamed my game by removing the "Smash" part, it would get annoying :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 10, 2014, 03:10:56 pm
You should rename this to "Super Axe Bros. Open"
Why would I do this ? I don't know what you people use but to talk about a "Super Smash Bros." game, the word I use is "Smash" because it's short and more descriptive than "Super" or "Bros." so if I renamed my game by removing the "Smash" part, it would get annoying :P


I was joking, but I said Axe Bros. because it is programmed in Axe parser.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 11, 2014, 09:35:05 am
Runer112 is going to be happy :D
- I use Axe, which he maintains
- I use a "linking protocol" inspired from code of his
- Now I also use Lib4Byte :P

If you played the latest build a bit, you probably noticed that there was some overflow when you reach "high" percents. The UpSmash no longer sends upwards then, the back air no longer sends backwards, etc.
Well, I fixed this without sacrificing precision (calculations are actually more precise now) thanks to Lib4Byte. See the result in action:
(http://img.ourl.ca/Percents4byte.gif)

I just have some problems with constants (Falco should probably fly higher than this at 400%, and for some reason, he flies horizontally a lot faster than vertically. Plus, the neutral aerial sends backwards for some reason) which I need to solve before releasing.

I was joking, but I said Axe Bros. because it is programmed in Axe parser.
Ok but "Super Axe Bros" is ugly :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Sorunome on November 11, 2014, 09:38:21 am
What does lib4byte do? 32bit variables?
And it's looking awesome, as always ^.^
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 11, 2014, 09:42:33 am
What does lib4byte do? 32bit variables?
Basically yeah. You can add, substract and display 32bit numbers.
That's what makes my fix stupid because to prevent integers from overflowing when multiplying them, I actually multiply larger ints. I mean that I used to do (basically) cos(angle)*projspeed//128*percents/16 and now I do cos(angle)*projspeed*percents without any division between multiplications :P
This because since there's no division in Runer's lib (nor multiplication but that's easy to write), I actually want to overflow 16bits to divide by 65536 by ignoring 2 bytes :P

And it's looking awesome, as always ^.^
Thanks ^^
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 11, 2014, 11:42:51 am
I was joking, but I said Axe Bros. because it is programmed in Axe parser.
Ok but "Super Axe Bros" is ugly :P


Yep, very ugly. Also, is there a new release for the fixed bug?
Title: Re: [Axe] Super Smash Bros. Open
Post by: aeTIos on November 11, 2014, 02:28:05 pm
Damn once this comes out I'll be forced to buy a silverlink to try this <_<
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 11, 2014, 03:35:49 pm
Here's the release ^^
http://tiplanet.org/forum/download/file.php?id=1661

I actually had to change my multiplication routine to support signed numbers but it seems to work ok now.

Yep, very ugly. Also, is there a new release for the fixed bug?
Do you like the name I gave to the zip better ? Quite descriptive actually :P

Damn once this comes out I'll be forced to buy a silverlink to try this <_<
Well, if you have a compatible calc, the USB cable can work too ;)
Title: Re: [Axe] Super Smash Bros. Open
Post by: aeTIos on November 11, 2014, 03:42:17 pm
Damn once this comes out I'll be forced to buy a silverlink to try this <_<
Well, if you have a compatible calc, the USB cable can work too ;)
heh thing is my USB port is broken :\
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 11, 2014, 03:49:09 pm
Here's the release ^^
http://tiplanet.org/forum/download/file.php?id=1661 (http://tiplanet.org/forum/download/file.php?id=1661)

I actually had to change my multiplication routine to support signed numbers but it seems to work ok now.

Yep, very ugly. Also, is there a new release for the fixed bug?
Do you like the name I gave to the zip better ? Quite descriptive actually :P

Damn once this comes out I'll be forced to buy a silverlink to try this <_<
Well, if you have a compatible calc, the USB cable can work too ;)


Could you add a readme saying what files need to be sent to the calc, or at least make a source folder
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 11, 2014, 04:11:51 pm
I definitely could yeah, especially since I use a script to edit txt files then tokenises them then sends them to the emu (then does other magic things). I could just edit that script to put files at different places without having problems navigating through files to send them since I don't navigate, it does everything :P

But before the next release, the good files are the app and the appvars. The rest, the programs, are the source.
Title: Re: [Axe] Super Smash Bros. Open
Post by: JosJuice on November 14, 2014, 04:30:55 pm
It seems like this has been getting some publicity :)

http://tinycartridge.com/post/102627220562/smash-bros-for-ti-83-84-calculators-obviously (http://tinycartridge.com/post/102627220562/smash-bros-for-ti-83-84-calculators-obviously)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Sorunome on November 14, 2014, 04:40:56 pm
Haha, that's awesome, congrats Hayleia!
Spoiler For Spoiler:
remember that visitors gain right after portal was published?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Eeems on November 14, 2014, 06:11:02 pm
http://kotaku.com/yup-someone-put-super-smash-bros-on-a-ti-83-calculato-1658930927
More publicity :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Keoni29 on November 14, 2014, 06:50:00 pm
Lol look at those gifs in the comments section.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 14, 2014, 06:52:01 pm
I need to send all the 8xv files? Even AMEMKIT, deorg, and SCALESPR?
Title: Re: [Axe] Super Smash Bros. Open
Post by: shadowzard on November 14, 2014, 09:01:03 pm
Hi, I'm a total novice to the TI games scene. I saw this on Kotaku and REALLY want to download it but I'm having trouble. Is there any way you could make a tutorial for the influx of people like me who have no idea what they're doing? By the way I've got the program SMASH15 in my list of execs but it comes up with a syntax error when I try to run it. Thanks.
Title: Re: [Axe] Super Smash Bros. Open
Post by: rino757 on November 14, 2014, 09:01:27 pm
I've got the TI-84 Plus C SE, any chance I'll be able to play this?
Title: Re: [Axe] Super Smash Bros. Open
Post by: 123outerme on November 14, 2014, 09:06:55 pm
Hi, I'm a total novice to the TI games scene. I saw this on Kotaku and REALLY want to download it but I'm having trouble. Is there any way you could make a tutorial for the influx of people like me who have no idea what they're doing? By the way I've got the program SMASH15 in my list of execs but it comes up with a syntax error when I try to run it. Thanks.
I believe you have to go to the "Apps" menu (to the left of of the PRGM button).

I've got the TI-84 Plus C SE, any chance I'll be able to play this?
Unfortunately, for people like me who have the color 84, you won't be able to play this.
Title: Re: [Axe] Super Smash Bros. Open
Post by: shadowzard on November 14, 2014, 09:41:10 pm
Well it's not appearing in my apps just my prgm's.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 14, 2014, 09:42:54 pm
Well it's not appearing in my apps just my prgm's.


You probably installed the source code, the application and data files are the 8xv and 8xk files
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 15, 2014, 04:23:56 am
Wow, I wasn't expecting publicity on other websites, at least not now since it is quite far from finished O.O
Thanks for telling me anyway, that should give me motivation to find time for this :)

I need to send all the 8xv files? Even AMEMKIT, deorg, and SCALESPR?
You're right, you don't need to send those appvars. But it's less of a problem than big source programs ;)
I'll definitely make a readme for the next release, it should make things easier -.-

Hi, I'm a total novice to the TI games scene. I saw this on Kotaku and REALLY want to download it but I'm having trouble. Is there any way you could make a tutorial for the influx of people like me who have no idea what they're doing? By the way I've got the program SMASH15 in my list of execs but it comes up with a syntax error when I try to run it. Thanks.
I know it's a bit my fault for not updating the first post and things, but you didn't download the right version, yours dates from when I still compiled as a program. Here (http://tiplanet.org/forum/download/file.php?id=1661)'s the latest one. Send all appvars (except AMEMKIT, deorg and SCALESPR if you want to save space) in archive, send the ap and run the app. Programs are not needed.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Patrick Artounian on November 15, 2014, 01:14:29 pm
Have you uploaded the code anywhere yet? If you post it onto Github or anywhere or your choice, I would like to look into it and see if it's possible to port to the TI 84 Plus C SE.
Title: Re: [Axe] Super Smash Bros. Open
Post by: aeTIos on November 15, 2014, 01:18:43 pm
It's written in Axe so unless there's a port of Axe available and I am somehow totally unaware of that, it's not going to work... The game's open source though so I think you can find the code somewhere.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 15, 2014, 01:27:57 pm
Indeed, you'll have a hard time porting this to the CSE due to it being written in Axe. Plus, the zooming camera probably isn't the best idea on a calc as slow as the CSE.
Anyway, you'll find the source in pretty much every zip I posted on that topic, or in the "official" archive linked by the first post. I can't really put it on GitHub since it's 8xp files.
Title: Re: [Axe] Super Smash Bros. Open
Post by: aeTIos on November 15, 2014, 01:29:22 pm
Well from what I hear you dev on PC, right? I guess you could upload the non-tokenized files to GitHub.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 15, 2014, 01:30:10 pm
I could, but that would need people to have the exact same set of tokens for tok8x (or similar), and I am pretty sure I am not using the default ones.
Title: Re: [Axe] Super Smash Bros. Open
Post by: aeTIos on November 15, 2014, 01:31:27 pm
Right. Well it's your choice anyways :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Nicholas Veal on November 15, 2014, 06:55:50 pm
Can you make this for TI-84 CSE? PLEASE? Thank you in advance. :w00t:
Title: Re: [Axe] Super Smash Bros. Open
Post by: pimathbrainiac on November 15, 2014, 07:26:06 pm
I'm so sorry to say this, but the language this is programmed in, Axe, is only available on GrayScale calcs at the present time.
Title: Re: [Axe] Super Smash Bros. Open
Post by: TIfanx1999 on November 15, 2014, 07:44:34 pm
Not to mention that the 84+ CSE runs at a snails pace compared to older models for more complex graphics. :/ A port of this to the 84+ CSE is really unlikely.
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on November 15, 2014, 11:11:11 pm
I think a CSE port would be possible in pure ASM or if Axe was ported to that calc, because the author could just do this:


-Draw sprites and platforms in GRAM 1 (first 160x240 half of the screen)
-Make that half of the screen visible
-Draw sprites and platforms in GRAM 2
-Make that half of the screen visible
-Erase sprites and platforms in GRAM 1
-Draw new sprites and platforms in GRAM 1
-Make that half of the screen visible
-Erase sprites and platforms in GRAM 2
-Draw new sprites and platforms in GRAM 2
-Make that half of the screen visible
-Loop through the last 6 things until game is over.


However, when the screen is fully zoomed in, there would be noticeable lag.
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on November 16, 2014, 12:06:11 am
However, when the screen is fully zoomed in, there would be noticeable lag.
That's the problem: Smash & lag don't mix.
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on November 16, 2014, 02:10:24 am
Indeed. There could be some frame skipping implemented or perhaps make the game so that graphics are not rendered completely on some demanding frames, but yeah the gameplay experience would definitively be sub-par.

Of course, we could always get rid of zooming but then it removes what makes this particular smash bros game impressive.
Title: Re: [Axe] Super Smash Bros. Open
Post by: pimathbrainiac on November 16, 2014, 06:59:57 am
TIME: https://time.com/3587265/now-you-can-play-super-smash-bros-on-a-graphing-calculator/
USA Today: http://www.usatoday.com/story/tech/gaming/2014/11/15/super-smash-bros-calculator/19087513/
Title: Re: [Axe] Super Smash Bros. Open
Post by: Sorunome on November 16, 2014, 07:10:20 am
Hayleia is famous O.O
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 16, 2014, 07:13:53 am
People are crazy, seriously...
I can understand TinyCartridge, Kotaku and reddit-smash, but TIME ??
Title: Re: [Axe] Super Smash Bros. Open
Post by: aeTIos on November 16, 2014, 07:42:40 am
O.O TIME.... You Are FaMous. This thread is gonna explode with such a boom once people read that. O.O
Title: Re: [Axe] Super Smash Bros. Open
Post by: some guy you met on the street on November 16, 2014, 05:13:39 pm
k so i have a ti 84+seC but the problem with that is that i cant get the game on this model, will u do something to fix this?
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on November 16, 2014, 05:15:38 pm
k so i have a ti 84+seC but the problem with that is that i cant get the game on this model, will u do something to fix this?
I'm so sorry to say this, but the language this is programmed in, Axe, is only available on GrayScale calcs at the present time.
Not to mention that the 84+ CSE runs at a snails pace compared to older models for more complex graphics. :/ A port of this to the 84+ CSE is really unlikely.
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on November 16, 2014, 06:02:22 pm
O.O TIME.... You Are FaMous. This thread is gonna explode with such a boom once people read that. O.O
To be honest I am unsure if the TIME website is that famous, because earlier this morning when I saw the topic linked there there wasn't even 20 guests online. The guests might be from somewhere else :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Marshall Haymond on November 16, 2014, 11:08:11 pm
I tried to download the game to my Ti-84 Plus but it did not work. It just said "ERR:syntax". I got the zip file and unzipped it. Then transferred the files to my calculator using It-Connect. The program for me is called fox. Hope someone can help. :/
Title: Re: [Axe] Super Smash Bros. Open
Post by: willrandship on November 16, 2014, 11:23:02 pm
Edit: Incorrect info. It's an app, not a program.
Title: Re: [Axe] Super Smash Bros. Open
Post by: TIfanx1999 on November 17, 2014, 12:25:49 am
TIME: https://time.com/3587265/now-you-can-play-super-smash-bros-on-a-graphing-calculator/
USA Today: http://www.usatoday.com/story/tech/gaming/2014/11/15/super-smash-bros-calculator/19087513/

Holy shit... that's pretty wild! O.O
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 17, 2014, 12:36:44 am
I tried to download the game to my Ti-84 Plus but it did not work. It just said "ERR:syntax". I got the zip file and unzipped it. Then transferred the files to my calculator using It-Connect. The program for me is called fox. Hope someone can help. :/
Fox is the source for Fox's appvar, don't run that. The thing you have to run is the app called Smash (called Smash-signed.8xk in the zip).
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 17, 2014, 08:11:20 am
Me thinks that you should really put a readme in the latest zip :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 17, 2014, 01:45:47 pm
I actually wrote a readme this morning, but I am too lazy to update the zip just for that :P
So yeah, you'll have to wait for the next release (which should come quick if I manage to solve that one problem I am facing...).
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 17, 2014, 03:06:34 pm
I actually wrote a readme this morning, but I am too lazy to update the zip just for that :P
So yeah, you'll have to wait for the next release (which should come quick if I manage to solve that one problem I am facing...).


What's the problem?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 17, 2014, 03:09:31 pm
"Clipping" rectangles. Axe's Rect clips, but when your rectangle is "far", its coordinates seem to loop and it's back on screen when it shouldn't. And so far, with all attempts I made, I either managed to never have rectangles that shouldn't be here but missing rectangles sometimes, or always have rectangles that should be here but supernumerary rectangles too -.-
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 17, 2014, 03:13:07 pm
"Clipping" rectangles. Axe's Rect clips, but when your rectangle is "far", its coordinates seem to loop and it's back on screen when it shouldn't. And so far, with all attempts I made, I either managed to never have rectangles that shouldn't be here but missing rectangles sometimes, or always have rectangles that should be here but supernumerary rectangles too -.-


Is that why the floor disappears sometimes?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 17, 2014, 03:14:07 pm
Exactly, in the latest version, I chose the "never have rectangles that shouldn't be here but missing rectangles sometimes" solution.
Title: Re: [Axe] Super Smash Bros. Open
Post by: chickendude on November 18, 2014, 06:01:36 am
Is it just wrapping byte boundaries? It sounds like you need to do some early clipping with your rectangles (check for overflow while calculating the rectangle coordinates). Hope you figure it out soon :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 18, 2014, 08:17:04 am
You just got featured on Hackaday! http://hackaday.com/2014/11/17/super-smash-bros-on-a-calculator/
Title: Re: [Axe] Super Smash Bros. Open
Post by: Sorunome on November 18, 2014, 09:42:50 am
"[Hayleia] and a few other programmers "
Hayleia can multiply O.O
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on November 18, 2014, 09:52:17 am
"[Hayleia] and a few other programmers "
Hayleia can multiply O.O
Commented on the post about that; hopefully they notice.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 18, 2014, 10:12:43 am
Not the only mistake they made :
edit
I obviously don't complain about visibility and I thank websites who relayed the info, but it's better if that doesn't bring people on that topic to be disappointed to know that it doesn't run on their 83 for example.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Matrefeytontias on November 18, 2014, 10:23:52 am
*cough* you didn't actually do it alone.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 18, 2014, 02:35:27 pm
Yes and no. The code for the game in itself is all from me. Then, ok, it's true that without a lot of people, I would have done nothing. You worked for sprites, Runer worked for Axe, TI wrote the TI-OS, ...
So yeah, I have a lot of people to thank but I wouldn't say we were a team working full time on this or something (even though, once again, I still admit that without you, my game would not exist).
Title: Re: [Axe] Super Smash Bros. Open
Post by: Matrefeytontias on November 18, 2014, 02:39:35 pm
I didn't do sprites, I did what made the zoom possible :P (more like, made the thing that made it possible Axe-compatible).

Seriously though, of course you wrote 99.9% of it, but not really 100%.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 18, 2014, 02:40:16 pm
Yeah, I didn't mean you worked drawing sprites, but you worked for sprite drawing :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Sorunome on November 18, 2014, 02:42:36 pm
If you argue like that you could say that you never wrote something alone unless you don't look at anybodys code and use assembly :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: negamega on November 19, 2014, 06:09:33 pm
This is not be the right thread but are TI 84 + apps compatible with TI 84 + CSE? I really want this game:P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Keoni29 on November 19, 2014, 06:17:15 pm
They are not compatible as mentioned earlier in this thread. The lcd works differently on the CSE.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Sorunome on November 20, 2014, 12:46:24 am
/me prods Hayleia to update the first post to say that it doesn't run on the CSE :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 20, 2014, 05:03:21 pm
I think there is something wrong with the physics, when landing from a jump or something it seems like there is no friction.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 21, 2014, 03:16:56 pm
I think there is something wrong with the physics, when landing from a jump or something it seems like there is no friction.
I don't see what you mean, I coded friction (especially on the ground, it is another story in the air) and experience it when playing ???

UPDATE(http://tiplanet.org/modules/archives/captures/1416599832Smash.gif)

Download http://ti-pla.net/a110486 (http://ti-pla.net/a110486)

edit notice the apparition of the new "SSBODATA" appvar. For now it only contains the titlescreen but it will probably contain more. You probably want to transfer it if you don't want to have some garbled mess displayed when launching the game.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Sorunome on November 21, 2014, 04:29:01 pm
As always, this is looking amazing ^.^
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on November 21, 2014, 04:52:16 pm
I don't see what you mean, I coded friction (especially on the ground, it is another story in the air) and experience it when playing ???


I was saying that it feels like there isn't enough friction on the ground. Also, awesome update!
Title: Re: [Axe] Super Smash Bros. Open
Post by: Princetonlion.tibd on November 21, 2014, 09:27:39 pm
I finally found my 83+ and got this!

EDIT: Even though the readme says it won't work, I must try to try it :P
EDIT: It works!

Title: Re: [Axe] Super Smash Bros. Open
Post by: ImZealot on November 21, 2014, 10:55:05 pm

UPDATE
  • Now with the modified version of ClrDraw's titlescreen
  • Possibility to go to previous submenu in menus ("big-buttoned" menus, not all menus)
  • Facelifting for the character selection menu
  • Now displays the "name" of the character when the map zooms out so that you always know where you are
  • Rectangles are drawn more often. I still found one occurence of a missing rectangle but all other ones were gone so that's an improvement in my opinion. And if you want to know how much time I spent on this, check the source code out, I didn't remove all my attempts at correcting that problem (kept them in comments in case I break everything when trying something else)
(http://tiplanet.org/modules/archives/captures/1416599832Smash.gif)

Download http://ti-pla.net/a110486 (http://ti-pla.net/a110486)

edit notice the apparition of the new "SSBODATA" appvar. For now it only contains the titlescreen but it will probably contain more. You probably want to transfer it if you don't want to have some garbled mess displayed when launching the game.

Nice update man! Looking forward to see the game evolve more and more!
Still didn't figure out how to play linked, but I will, and I'll get someone to play with me! :D
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 22, 2014, 04:05:49 am
Thanks everyone :)

EDIT: Even though the readme says it won't work, I must try to try it :P
EDIT: It works!
Of course it works, and the readme doesn't say it doesn't work on a 83+. It says it doesn't work on a 83.

Still didn't figure out how to play linked, but I will, and I'll get someone to play with me! :D
Yeah, I should have put that in the readme too. Let's call your two calculators "calc1" and "calc2".
1) calc1 and calc2 start Smash
2) calc1 goes to Multi menu. Once again, calc2 must already have launched Smash or the game will quit for no reason
3) calc2 goes to Multi menu
4) if you see the character selection menu, you're all set and can start playing. Otherwise, both calcs have left the game and you start those instructions over.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Sorunome on November 22, 2014, 06:48:37 am
Do you need the IO port for linked games? Because if so the USB most likley won't work for linked games :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Princetonlion.tibd on November 22, 2014, 12:05:14 pm
Thanks everyone :)

EDIT: Even though the readme says it won't work, I must try to try it :P
EDIT: It works!
Of course it works, and the readme doesn't say it doesn't work on a 83+. It says it doesn't work on a 83.

Still didn't figure out how to play linked, but I will, and I'll get someone to play with me! :D
Yeah, I should have put that in the readme too. Let's call your two calculators "calc1" and "calc2".
1) calc1 and calc2 start Smash
2) calc1 goes to Multi menu. Once again, calc2 must already have launched Smash or the game will quit for no reason
3) calc2 goes to Multi menu
4) if you see the character selection menu, you're all set and can start playing. Otherwise, both calcs have left the game and you start those instructions over.
I thought 83 also meant 83+ :P

My bad
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 22, 2014, 12:41:59 pm
Nope, TI used to be smart and give different names to different calcs.
Now, they sometimes use different names for the same calc (82+ = 83+) or same name for different calcs (83+.fr = 83+ or 84+SE), especially in France.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Princetonlion.tibd on November 22, 2014, 03:59:44 pm
I saw those calcs when I visited France in the Summer :P

I'm in the US so the different names haven't started to affect me too much yet
Title: Re: [Axe] Super Smash Bros. Open
Post by: dididan2000 on November 22, 2014, 03:59:58 pm
Can you make it so you do not have to control both players? Instead, have it so you will not have to be fighting a standing still character.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 22, 2014, 04:06:46 pm
I saw those calcs when I visited France in the Summer :P

I'm in the US so the different names haven't started to affect me too much yet
Well that's even worse for your case :P
I mean that in France, we have more reasons than you to confuse calc names so you should know the difference between 83 and 83+ ;)

Can you make it so you do not have to control both players? Instead, have it so you will not have to be fighting a standing still character.
You probably mean "implement an AI" ?
Well, as said somewhere in this topic, if I ever make an AI for this game, it will be lame. Probably not even more efficient than an opponent standing still. But that project is open to contributions so I welcome any AI people can give me :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: 123outerme on November 22, 2014, 04:28:31 pm
I drew up an AI "reasoning path", to help you or anyone else who decides to make an AI.
(Yes, I understand the quality of the image is less than perfect, that the reasoning is far from perfect, but it was just to help)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 22, 2014, 04:36:32 pm
Well that's a good plan about attacks but that is not the problem. How does the AI move on the map without falling ? See MAPBOO, there are four moving platforms, gaps everywhere and a whole bunch of annoying things for an AI to handle...
Title: Re: [Axe] Super Smash Bros. Open
Post by: 123outerme on November 22, 2014, 04:52:36 pm
This probably won't work smoothly, but you could have the AI check to see if there's a platform below it or if it is a certain distance away (being that you could move towards the platform instead of falling straight down).
As for recovery, test to see if the CPU is under the lowest platform. If it isn't, do the things above. If it is, the AI could jump in the direction of the closest edge, then if it hasn't used it already or reached the platform, use the recovery move (Up Special).
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 22, 2014, 05:09:18 pm
As for recovery, test to see if the CPU is under the lowest platform. If it isn't, do the things above. If it is, the AI could jump in the direction of the closest edge, then if it hasn't used it already or reached the platform, use the recovery move (Up Special).
Yeah, I had already thought about this one, and it actually seems like Melee is doing exactly that.

This probably won't work smoothly, but you could have the AI check to see if there's a platform below it or if it is a certain distance away (being that you could move towards the platform instead of falling straight down).
As you said, this is probably not going to work smoothly. I'd have to loop through all the objects in the map at every frame just for player movement. You'd say that I already do it to check collisions anyway, ok. But still, adding this to that loop won't make thigs smooth at all.
Title: Re: [Axe] Super Smash Bros. Open
Post by: 123outerme on November 22, 2014, 05:15:49 pm
I guess that you could have a variable or stat that holds lowest platform's y location in every stage, and have it check if the AI is above that location.
Oh, and for actually staying on the platform, it's temporary boundaries (that is, until the player moves to another platform) will be in between the two edges, provided it has edges. If it doesn't, something else could be used, like the two x coordinates of the edges of the platforms (those two variables when you draw the platforms, that is)
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on November 22, 2014, 05:51:08 pm
How about just making the AI system extensible? You give an arbitrary AI the stage & current game state and it gives you player inputs. That way anyone could try to build an AI and you could switch between them (even like training, where you have a stationary mode, walking mode, jumping, defense, attack...).
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 22, 2014, 06:14:47 pm
How about just making the AI system extensible? You give an arbitrary AI the stage & current game state and it gives you player inputs. That way anyone could try to build an AI and you could switch between them (even like training, where you have a stationary mode, walking mode, jumping, defense, attack...).
Actually, it' probably going to be the contrary, even though in the end it will be the same.
There is a place where I call input routines, and I can change those input routines the way I want (that's actually already how I switch between "Multi" and "Solo", there's just a different initialization but the exact same main loop, calling the right routine to get input) so if you want to develop an AI, just replace LocalInput2 with whatever you want. When it's done, we'll put LocalInput2 back at its place and add a way to trigger your input method ;)

I guess that you could have a variable or stat that holds lowest platform's y location in every stage, and have it check if the AI is above that location.
Yeah, ok, I said I already thought about this one and that the problem was only coming from the other part -.-

Oh, and for actually staying on the platform, it's temporary boundaries (that is, until the player moves to another platform) will be in between the two edges, provided it has edges. If it doesn't, something else could be used, like the two x coordinates of the edges of the platforms (those two variables when you draw the platforms, that is)
There are several problems I see here.
First of all, a "platform" is composed of several objects, so you can't detect where are the edges of the platform you are currently on.
Second of all, even if the character knows where on the platform he is and where he will fall, how does he know if he can jump on another platform or let himself fall on a platfrom below if he only knows where is the platform he is on and not the other platforms ?
Title: Re: [Axe] Super Smash Bros. Open
Post by: chickendude on November 24, 2014, 03:42:38 am
To be honest, i don't think a quick comparison of X/Y coordinates of all platforms will take that long. I'm not sure how they are organized, but in the Boo stage i see what look like 7 platforms. Compared to scaling the sprites and everything else i think that will be rather negligible, at least just the comparison. Divising an actual AI will be a lot more troublesome though. For now you could just have the "AI" face and randomly attack the player, even if they don't move, or limit them to the current platform they're on/jump towards the middle when falling and no platform is beneath them.

Though personally i think especially with linkplay there's already enough, i'd like to see more characters and whatever work you still have planned for the engine get done :D
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on November 24, 2014, 03:20:26 pm
To be honest, i don't think a quick comparison of X/Y coordinates of all platforms will take that long.
Yeah, all of those comparison can in fact be added in the loop that draws the map and checks collisions. Or could be added in a separate loop to have the "AI module" distinct from the rest.

I'm not sure how they are organized, but in the Boo stage i see what look like 7 platforms.
There are 8 platforms in fact. The "biggest" platform is actually composed of two halves ;)
But yeah, if we say that it must only jump when Y(destination)>Y(current), it would just walk from one part to the other.

Divising an actual AI will be a lot more troublesome though. For now you could just have the "AI" face and randomly attack the player, even if they don't move, or limit them to the current platform they're on/jump towards the middle when falling and no platform is beneath them.
Yeah, as I said, if I ever make an AI for this, it will be lame :P

Though personally i think especially with linkplay there's already enough, i'd like to see more characters and whatever work you still have planned for the engine get done :D
Well Meta Knight is coming and I still have to work on Fox, Falco and features that prevent me from finishing them (like projectiles).
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on November 24, 2014, 09:48:47 pm
How about just making the AI system extensible? You give an arbitrary AI the stage & current game state and it gives you player inputs. That way anyone could try to build an AI and you could switch between them (even like training, where you have a stationary mode, walking mode, jumping, defense, attack...).
Actually, it' probably going to be the contrary, even though in the end it will be the same.
There is a place where I call input routines, and I can change those input routines the way I want (that's actually already how I switch between "Multi" and "Solo", there's just a different initialization but the exact same main loop, calling the right routine to get input) so if you want to develop an AI, just replace LocalInput2 with whatever you want. When it's done, we'll put LocalInput2 back at its place and add a way to trigger your input method ;)
How about this: you make that part swappable, so you can select varied compiled Axe (ASM I guess) programs to act there. You then can have a P1, P2, Link, AI, etc. there, easily swappable.
Title: Re: [Axe] Super Smash Bros. Open
Post by: CKH4 on December 01, 2014, 02:37:27 pm
Are you planning on random damage additions? (To give it percents that aren't a multiple of 15)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on December 01, 2014, 02:41:25 pm
How about this: you make that part swappable, so you can select varied compiled Axe (ASM I guess) programs to act there. You then can have a P1, P2, Link, AI, etc. there, easily swappable.
This is already planned and kind of prepared. If you look at the source code, you'll see variables that contains the adress of the initialization of input routines and a variable that contains the adress of the input routine itself. So I just have to change those routines with a menu to be able to change input methods.
(But since those input methods are not done, menus aren't either).

Are you planning on random damage additions? (To give it percents that aren't a multiple of 15)
Haha ! That's done too, it's just that when I was trying hitboxes, I was too lazy to put real numbers so I probably put 15 everywhere :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: CKH4 on December 02, 2014, 08:14:21 am
Are you planning on random damage additions? (To give it percents that aren't a multiple of 15)
Haha ! That's done too, it's just that when I was trying hitboxes, I was too lazy to put real numbers so I probably put 15 everywhere :P

Thanks! Good luck on this, I'm waiting till the next update to update it on me and my friend's calculators.

Edit.

Has anyone made a wireless link for the calculator? If so I am going to buy it otherwise I might work on learning the skills to try my own.

Edit by Sorunome: the wireless calculator discussion is split to http://ourl.ca/21745
Title: Re: [Axe] Super Smash Bros. Open
Post by: TIfanx1999 on December 02, 2014, 11:41:33 am
As far as I can recall no. No one has made such a thing.
Title: Re: [Axe] Super Smash Bros. Open
Post by: ClrDraw on December 02, 2014, 04:56:58 pm
I'd imagine it would be easy for people to cheat on SATs and other tests if they could send files wirelessly to eachother.
Title: Re: [Axe] Super Smash Bros. Open
Post by: CKH4 on December 02, 2014, 05:00:34 pm
I'd imagine it would be easy for people to cheat on SATs and other tests if they could send files wirelessly to eachother.
Not really, they'd have to compile a program beforehand and they would still have the issue of the giant block filled with  components sticking out of the top of it.
Title: Re: [Axe] Super Smash Bros. Open
Post by: ClrDraw on December 02, 2014, 05:17:46 pm
If it worked like a regular link port than people wouldn't even need a program because they could just send String variables. I even made a texting app over the link cable once and it wasn't too hard to do. But yeah, the size would most likely be a problem.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Sorunome on December 02, 2014, 05:27:15 pm
*ehem* i splitted the topic for a reason *ehem*
Title: Re: [Axe] Super Smash Bros. Open
Post by: deeph on December 05, 2014, 12:20:06 pm
I just discovered this (thanks to planet-casio (http://www.planet-casio.com/Fr/forums/topic9616-6-Super-Smash-Brothers.html#122399)) : http://www.supersmashland.com/ (http://www.supersmashland.com/) , you could maybe use it too for sprites.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on December 05, 2014, 06:42:46 pm
Yeah, I knew about this. The problems are that they don't have a lot of characters and that the ones they have are not the ones I like most :P
But yeah, other people can use this as a reference for their sprites :)
I personally use Smash flash sprites as a reference to do mine (to know the positions etc, resizing and removing colors is not enough, you still have to sprite again but at least with a model).
Title: Re: [Axe] Super Smash Bros. Open
Post by: DJ Omnimaga on December 06, 2014, 09:41:18 am
So have there been any custom characters in the work lately? (by you or others)
Title: Re: [Axe] Super Smash Bros. Open
Post by: tking17 on December 09, 2014, 10:09:19 pm
Hey, I understand that the game works for 84+, what about 84+C? I tried to download it and it said it wasn't compatible. If it's not available for 84+C, can you PLEASE make it compatible for it? I am highly interested and would love to play without having to buy a new TI
Title: Re: [Axe] Super Smash Bros. Open
Post by: CKH4 on December 09, 2014, 10:15:42 pm
Hey, I understand that the game works for 84+, what about 84+C? I tried to download it and it said it wasn't compatible. If it's not available for 84+C, can you PLEASE make it compatible for it? I am highly interested and would love to play without having to buy a new TI
That would be extremely difficult seeing as the screen is much larger (and color) so redrawing the screen over and over again would take forever, also because of this being written in axe it would have to be re-written in asm (axe is not for the CSE). With no one having the amount of time necessary to do this I would not get my hopes up (because it's most likely not going to happen (and if it does its not going to be the same game)).

This has also been asked before. (never hurts to do a simple search)
This is not be the right thread but are TI 84 + apps compatible with TI 84 + CSE? I really want this game:P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on December 27, 2014, 04:17:25 am
So have there been any custom characters in the work lately? (by you or others)
Working ? No. Sprites ? Yes. I have been given a few Meta Knight sprites, enough to have a character appearing in game (even though not all sprites are done) and a Jigglypuff was started too.

But I am not working on characters right now, I am working on items. I've been changing my implementation from a table to a doubly linked list to allow creations and deletions of objects everywhere and it almost works.
(https://img.ourl.ca/Objects.gif)
See, lasers are created, treated by the program until their deletion.
You can even clone yourself, as the end of the screenshot shows but when your clone dies, the program freezes (that's why I quit before this happens :P) so I have some things to deal with before doing an update (plus the fact I broke hitboxes).

edit Fixed that freezing bug, and got collisions working with clones. Only have to fix hitboxes and see if I didn't break multi.
(https://img.ourl.ca/Objects3.gif)
Title: Re: [Axe] Super Smash Bros. Open
Post by: pimathbrainiac on December 27, 2014, 09:03:09 am
looking very nice :D I like the way that you say the program handles items. Is that for speed, size, or both?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on December 27, 2014, 09:40:43 am
Thanks :D
And I am mostly doing this for speed. Going through a linked list probably isn't faster than going through a table, but going through a half-empty table with only two elements probably is slower than going through the 2 elements of a linked list.
Moreover, a table "has to" be consecutive bytes in RAM, while my linked list can use RAM from anywhere (I only use L1 for now but I can add zones from anywhere I like).
Title: Re: [Axe] Super Smash Bros. Open
Post by: pimathbrainiac on December 27, 2014, 09:47:15 am
That's awesome. You should release a tutorial on linked lists in Axe at some point.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on December 27, 2014, 01:08:38 pm
A tutorial for that ? I am not sure that would be so useful. It's not that hard to do, you don't need this kind of structure everywhere and you can "only" use them when you have several objects that follow the same structure (at least the way I did them). But yeah, why not ?

Also, just leaving this here... ;)
(https://img.ourl.ca/MetaKnight.gif)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Keoni29 on December 27, 2014, 03:19:11 pm
That metanight looks pretty sweet.
Title: Re: [Axe] Super Smash Bros. Open
Post by: chickendude on December 28, 2014, 02:32:48 am
That is looking amazing Hayleia! The clones are really cool, too. Are hitboxes working again?
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on December 28, 2014, 06:51:46 pm
edit Fixed that freezing bug, and got collisions working with clones. Only have to fix hitboxes and see if I didn't break multi.
(https://img.ourl.ca/Objects3.gif)
Falco Climbers!
Title: Re: [Axe] Super Smash Bros. Open
Post by: dididan2000 on December 30, 2014, 11:56:28 pm
Any luck anyone on an opponent AI? I don't know one thing on coding, so I hope one of you guys are able to achieve it. It's kind of hard to play two characters at once and with two people on one calculator, our hands gets squished against each other leaving no room to push the buttons.

Is there a way to have one person controlling one character on one calculator and one on the other and play each other in the same game?

Also, if anyone can, please work on an opponent AI. Oh and also new characters. That would be so awesome!
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on December 31, 2014, 02:41:58 am
Any luck anyone on an opponent AI? I don't know one thing on coding, so I hope one of you guys are able to achieve it.
[...]
Also, if anyone can, please work on an opponent AI.
An AI is not easy at all to do especially a smart one. So if I do an AI, it would be ridiculously easy to beat. So I agree with you, if anyone has experience with AI, they should try their hand at writing one for SSBO. If they need help, I can help them understand how the whole program works but I certainly can't write a smart AI.

Is there a way to have one person controlling one character on one calculator and one on the other and play each other in the same game?
Yes. I should probably give more details about this in the readme and update the first post but that's already implemented.
Launch the game on both calculators, then have one calc go in the "Multi" menu, wait for a second or two, have the second calc go in the "Multi" menu and you should both see the character selection menu. Remember about the first step. Both calcs must have lanuched the game before the first one goes in the "Multi" menu.
If that doesn't work, quit (press Clear) and try again.

Oh and also new characters. That would be so awesome!
Just on the previous page, you can see a Meta Knight flying around (also mentionned on top of the current page).
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on January 02, 2015, 09:53:35 am
As I said on the previous page, a Jigglypuff was started. Here it is in action, with basic movement.
(https://img.ourl.ca/JigglyPuff.gif)

Might be a bit too floaty, even for Melee standards :P
And I need to remove a column of icons on the character selection menu to fit characters' names on the right -.-

And sorry for not releasing anything, hitboxes still don't work. I wanted to fix them to make an early release before breaking them again and have new hitboxes working but I didn't manage so I guess I'll break them even more and bring new hitboxes later :(
Title: Re: [Axe] Super Smash Bros. Open
Post by: pimathbrainiac on January 02, 2015, 01:56:01 pm
heck yes puffballs ftw!

Glad to see progress. I hope those hitboxes will be fixed soon.
Title: Re: [Axe] Super Smash Bros. Open
Post by: CKH4 on January 02, 2015, 02:03:33 pm
Looks good, glad to see character progress. I'm planning on making a character if I have time. I think that jigglypuffs jump should be higher and I agree about it being a little less floaty.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Runer112 on January 02, 2015, 02:45:46 pm
This looks like it's coming along really nicely. But one thing has always bothered me slightly... the appearance of character sprites when scaled down. Loss of detail is of course unavoidable, but when lots of pixels are lost at smaller sizes, it can be hard just to recognize the character. Have you considered a mipmap-like system for which each sprite has a few scaled down versions as well? This would of course mean that every sprite needs more artwork done and will take up more space, but the graphical improvement may be worth it.
Title: Re: [Axe] Super Smash Bros. Open
Post by: CKH4 on January 02, 2015, 03:18:27 pm
I agree, but I am not sure how good the improvement will be. I'm sure it would help with jigglypuff but the others might not be noticeable.

Will the characters be included in the next release?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on January 02, 2015, 03:44:55 pm
Thanks all ^^

I'm planning on making a character if I have time.
Well for now, you can only sprite your character since tutorials are not done (and the engine is not done either and might be subject to changes). Be sure to have your sprites sized correctly compared to the already existing characters ;)

I think that jigglypuffs jump should be higher and I agree about it being a little less floaty.
Yeah, I put some random constants as usual :P
I'll change that later. For now, let's have fun with that magic bubble :P

But one thing has always bothered me slightly... the appearance of character sprites when scaled down. [...]
Yeah, I know it's ugly.
And while your idea seems acceptable, it would probably be undoable. Fox is already 4KB large. MetaKnight is already 5KB large even though he has less moves than Fox. And I need to fit in RAM both characters and one map to run the game. This will be worse when items will come or when more than 2 players will be able to play. So I really have to save RAM :/

Anyways, UPDATE !

Will the characters be included in the next release?
Notice that the zip is no longer called "SuperStarFoxOpen" :P

Now for real changes since last update:
-doubly linked list instead of table for object creation/deletion
-added falco's blaster (doesn't do damages but still fires)
-added falco's clone (for testing purposes, will not be in final version so have fun while you can :P)
-moved menu sprites into appvar (be sure to update SSBODATA !)
-limited horizontal airspeed if in a state where we can control speed (probably too restrictive but at least enough)
-added halfpivot for Jigglypuff and MetaKnight's air jumps, and also for regular groundjumps (allows you to dash and jump backwards)
-hitboxes did not want to work so I reverted them back to a state where they worked with a bit of precision loss

Note: I don't know if Multi still works, I don't have two calcs with me at the moment -.-

Download at the same place :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: TIfanx1999 on January 02, 2015, 05:06:50 pm
That jigglypuff is looking quite nice. ^^ I still *really* need to try to find the time to work on some characters for you.
Title: Re: [Axe] Super Smash Bros. Open
Post by: CKH4 on January 02, 2015, 05:10:54 pm
Have you considered hard-coding the movement into the app, using variables in the appvar to control specific speeds and friction? (or is this even possible?)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Eeems on January 02, 2015, 07:05:09 pm
Are you using compression on the character data?
I know that it wont help when it's running and in RAM, but I'm thinking about for space when it's not running.
Title: Re: [Axe] Super Smash Bros. Open
Post by: bb010g on January 02, 2015, 11:22:06 pm
Could you also put in a debug-like hitbox view option? Just black rectangles wherever hitboxes are?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on January 03, 2015, 01:44:33 am
That jigglypuff is looking quite nice. ^^ I still *really* need to try to find the time to work on some characters for you.
Thanks ^^
And don't worry, there's no hurry :P
Just be sure, if you work o a character, to have it well sized compared to Fox, Jigglypuff, Falco and MetaKnight :)

Have you considered hard-coding the movement into the app, using variables in the appvar to control specific speeds and friction? (or is this even possible?)
I don't think I understood what you are asking. Or maybe I am but what you ask is already done :P
It's already the app that checks input and gets characters in some states depending on what keys are pressed (except for specific things such as canceling), using constants in the appvar (exactly such as speed and friction) to have characters not behave the exact same way.

And if you suggested this to save space, I don't think it would really help. It's really sprites that use space. See MetaKnight and JigglyPuff: they can do the exact same moves but MetaKnight's appvar is 4 times bigger than Jigglypuff's because he has some of those huge sprites.

Are you using compression on the character data?
I know that it wont help when it's running and in RAM, but I'm thinking about for space when it's not running.
I don't. Because I use a lot of labels everywhere and it's easier in non-compressed data :P

Could you also put in a debug-like hitbox view option? Just black rectangles wherever hitboxes are?
I probably could. I just need to code the "Options" menu.

edit
Good news ! Seems like Multi is only half broken :D
Basically, if you do what you used to do to play Multi, you'll manage to play, you'll just have one calc be stuck at the "Waiting for other calc" screen but still sending inputs to the other calc so you can play by looking at the other screen.
I have no idea why it does that though. If it manages to send inputs, it means it's out of the initialisation loop so I don't know why it keeps saying "Waiting for other calc"... ???
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on January 03, 2015, 05:06:51 am
I think double posting is fine for an update ?
Well, I fixed multi :D

This was due to the first calc sending right inputs but not writing link inputs at the right place. And the other calc worked fine though.
Please update or you'll get two bytes of corrupted RAM :P
It was fun though, since after playing for a while and quitting, you were able to display "X=..." and "Y=..." at the bottom of the homescreen by pressing ON :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: aeTIos on January 03, 2015, 08:04:02 am
Wow, that meta knight look sweeeeeeeeeeeeet. Now I'm even more sad that I can't send things to my calc.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on January 03, 2015, 11:05:27 pm
Wow, that meta knight look sweeeeeeeeeeeeet. Now I'm even more sad that I can't send things to my calc.

Why can't you send things?
Title: Re: [Axe] Super Smash Bros. Open
Post by: aeTIos on January 07, 2015, 08:22:08 am
My USB port is broken and I don't have a Silverlink (yet)
Title: Re: [Axe] Super Smash Bros. Open
Post by: Drazile on January 28, 2015, 04:01:54 am
This works great until the character selection screen (in single player). I press '2nd', and it freezes. The only way to turn off the calculator after that is to take out the batteries.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on January 28, 2015, 08:23:37 am
Did you send characters in archive ? Because if you don't have any character in archive, the program probably goes in a loop that runs 65536 times.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Drazile on January 29, 2015, 01:22:03 am
I tried putting the character files in again, and it appears that some files (including FOX.8xp) are listed (in TI Connect) as 'Incompatible Type', and are not added into the calculator at all.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on January 29, 2015, 01:30:11 am
Did you read the readme ? Because you absolutely don't need FOX.8xp (you actually need nothing that is in the src folder). Or maybe you downloaded a wrong version ? Be sure to use this one (http://ti-pla.net/a110486), other sources might be outdated.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Drazile on January 29, 2015, 05:19:55 pm
Ah, yes, I had the wrong version (Super Starfox Bros.). That version didn't even have a readme. I installed the new version, and it works now.
Title: Re: [Axe] Super Smash Bros. Open
Post by: CKH4 on January 30, 2015, 09:12:39 am
Have you considered having the camera move randomly so that it would appear as if the camera was drifting? I think that this would be a cool effect.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on January 31, 2015, 02:32:11 am
Sorry, I didn't understand what you were asking. You want the camera not to always follow the characters ?
Title: Re: [Axe] Super Smash Bros. Open
Post by: CKH4 on January 31, 2015, 09:15:05 am
No, I think that there should be a range that the camera is allowed to drift (only a few pixels up down right or left) though because when both characters are not moving it looks too rigid.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on January 31, 2015, 12:19:19 pm
Oh ok. Well I guess I could do something like that but I am not sure what movement could be both natural and not stiff, and I don't know if that would annoy players or not. I'll see what I can do :)
Title: Re: [Axe] Super Smash Bros. Open
Post by: CKH4 on January 31, 2015, 12:40:49 pm
OK, it depends how you wrote the camera but good luck on it. What's planned for the next update?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on January 31, 2015, 01:39:18 pm
Don't worry about how the camera is written, I planned to change it anyway :P
It uses too much ram and it is not going to improve if it's supposed to follow more than two characters so I have to change it (and I probably know how to do it).

What's planned is:
-put all menus outside of the app
-debug :P

Then, if that's not interesting enough for an update:
-change hitboxes (yeah, still not done :P)
-debug :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: CKH4 on January 31, 2015, 02:05:57 pm
Well, good luck and I can't wait.
Title: Re: [Axe] Super Smash Bros. Open
Post by: abe1001 on March 09, 2015, 07:52:16 pm
Could this please be ported for the TI 84 CSE? Or at least give me the source files so I can do it myself?
Title: Re: [Axe] Super Smash Bros. Open
Post by: CKH4 on March 09, 2015, 07:58:31 pm
Its written in Axe and the source is included in the zip. Porting is near impossible but I'd love to see you try. Hayleia may have more to say but there will definitely be no official port.
Title: Re: [Axe] Super Smash Bros. Open
Post by: pimathbrainiac on March 09, 2015, 07:59:44 pm
The thing is that this has already been answered (https://www.omnimaga.org/ti-z80-calculator-projects/will-(insert-monochrome-program-or-app)-run-on-the-cse/). Not just in that thread, but in this thread as well (https://www.omnimaga.org/super-smash-bros-open/(axe)-super-smash-bros-open/msg398238/#msg398238). Several times (and I'm too lazy to find the rest of the links).

I'm sorry, but it is impossible, as this is written in Axe, to port to the CSE at the moment, even with the source.
Title: Re: [Axe] Super Smash Bros. Open
Post by: abe1001 on March 09, 2015, 08:04:18 pm
Yeah, actually, it looks like some of the source files are missing... I mean they are assembled :/
Title: Re: [Axe] Super Smash Bros. Open
Post by: pimathbrainiac on March 09, 2015, 08:59:53 pm
None of the source is missing. You can compile with Axe, which is an on-calc compiler. It is not assembled. You can open the program files in TI Connect CE, Source Coder, IES, and the like and read them.


This forum has an entire section dedicated to Axe, if you want to learn about how it works, I suggest you look there.
Title: Re: [Axe] Super Smash Bros. Open
Post by: astrokid12 on May 08, 2015, 08:10:36 pm
Hello, everyone.  I'm kind of new to programming (I can program in basic, intermediate level), but I would love to see this game be developed further.  Anyway, I was thinking maybe someone could either teach me how to program in Axe or Asm or something like that, or maybe someone would be willing to make some characters for me.  I've seen nothing about Mario or Luigi, but what do you think of these sprites?  They would be the basic standing still sprites.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Hayleia on May 10, 2015, 05:38:31 am
I have no idea if those sprites are good or not. What I can tell you at least is that Luigi seems to be the right size compared to Fox. But then, the question is "will you manage to make a moveset with those sprites ?" If so, then yes, they are good sprites :)
(But next time, try to save in a real image format, not in that jpg bullsheep (if you want to know what I am talking about, download one of your images again, open it and zoom, you'll see that your black and white image isn't really black and white only anymore ;))).

And you don't really need to learn Axe nor Asm, just follow the syntax described in the (unfinished) tutorials and read Fox's or Falco's source and you'll be good I guess. There is no code, only structured data, so it's just like filling a form, not like programming really.
Title: Re: [Axe] Super Smash Bros. Open
Post by: astrokid12 on May 10, 2015, 03:30:02 pm
OK, that all sounds good I guess.  Thanks for the help!
Title: Re: [Axe] Super Smash Bros. Open
Post by: Teun on June 03, 2015, 12:35:11 pm
I downloaded this a few days ago and it's amazing, but I had no idea that it's still an open project! However, I think I downloaded the latest version but Jigglypuff and Meta Knight seem unable to do anything except moving and jumping around, and Falco has no moves that do damage except his Dash Attack (Laser goes through everything inluding Shine). Is that how it's supposed to be or am I doing something wrong?
Title: Re: [Axe] Super Smash Bros. Open
Post by: Ivoah on June 03, 2015, 12:36:10 pm
I downloaded this a few days ago and it's amazing, but I had no idea that it's still an open project! However, I think I downloaded the latest version but Jigglypuff and Meta Knight seem unable to do anything except moving and jumping around, and Falco has no moves that do damage except his Dash Attack (Laser goes through everything inluding Shine). Is that how it's supposed to be or am I doing something wrong?

The game isn't finished yet.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Geekboy1011 on June 03, 2015, 03:00:30 pm
I downloaded this a few days ago and it's amazing, but I had no idea that it's still an open project! However, I think I downloaded the latest version but Jigglypuff and Meta Knight seem unable to do anything except moving and jumping around, and Falco has no moves that do damage except his Dash Attack (Laser goes through everything inluding Shine). Is that how it's supposed to be or am I doing something wrong?

The game isn't finished yet.

More so then a blunt answer. The game is current not being worked on due to the programmer being rather busy with life as well as some other things. Everything currently released is more of a tech demo then anything, A tech demo with a really solid engine behind it!. THat being said there are threads that talk about how to make characters and such if you would like to contribute. But as of now the content is sadly not finished.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Teun on June 04, 2015, 10:46:14 am
I downloaded this a few days ago and it's amazing, but I had no idea that it's still an open project! However, I think I downloaded the latest version but Jigglypuff and Meta Knight seem unable to do anything except moving and jumping around, and Falco has no moves that do damage except his Dash Attack (Laser goes through everything inluding Shine). Is that how it's supposed to be or am I doing something wrong?

The game isn't finished yet.

More so then a blunt answer. The game is current not being worked on due to the programmer being rather busy with life as well as some other things. Everything currently released is more of a tech demo then anything, A tech demo with a really solid engine behind it!. THat being said there are threads that talk about how to make characters and such if you would like to contribute. But as of now the content is sadly not finished.

Indeed, I'm really impressed with the demo! I've looked at some of the character threads though, and I don't think I'll be able to help there. I'm just a 15 year-old who's obsessed with Smash :P
Title: Re: [Axe] Super Smash Bros. Open
Post by: Dudeman313 on January 05, 2016, 08:58:47 pm
I've been following this project everywhere, and it's pretty awesome. This is one of the first famous games I heard of when I discovered that I could play games on my essential Algebra tool. When it's complete, I'll play it 24/7! https://www.omnimaga.org/Smileys/classic/smiley_woot.gif I've also discovered that all things by Hayleia is awesome. Have you considered an AI and a one player mode?
Title: Re: [Axe] Super Smash Bros. Open
Post by: DiamondRhino on September 09, 2019, 08:30:49 pm
This will be my first post on this forum. I know very little about the happenings with this project, but I was wondering if the version I have is complete. the version I have has four characters, Kirby, Metaknight, Falco, and Fox. Falco has his laser, (which doesn't work) his side 2nd, and his side alpha. Fox has his side 2nd and his side alpha. Kirby and Metaknight don't seem to have any abilities except for their multi-jumps. You've been inactive for a while as far as I can tell so I don't expect a response.
Title: Re: [Axe] Super Smash Bros. Open
Post by: Xeda112358 on September 09, 2019, 09:25:05 pm
So far as I can tell, the latest version is here (https://tiplanet.org/forum/archives_voir.php?id=110486&short=1), but it is incomplete (they note in the readme that some of the attacks might not work, for example). Hayleia is still around in the calc programming community, but I don't think that they do any calc programming anymore.