Author Topic: Galactic 68K  (Read 8629 times)

0 Members and 1 Guest are viewing this topic.

Offline bfr

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 819
  • Rating: +4/-0
    • View Profile
    • bfr's website
Galactic 68K
« Reply #15 on: February 19, 2007, 02:31:00 pm »
o.oblink.gif

I entered in a fake birthday.  :Ptongue.gif

Anyway, to celebrate my fake birthday I guess, I finally get it to work!  

http://bfr.tifreakware.net

Offline Halifax

  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1334
  • Rating: +2/-1
    • View Profile
    • TI-Freakware
Galactic 68K
« Reply #16 on: February 19, 2007, 02:53:00 pm »
lol you submitted a fake birthday you fiend
There are 10 types of people in this world-- those that can read binary, and those that can't.

graywolf

  • Guest
Galactic 68K
« Reply #17 on: February 19, 2007, 03:28:00 pm »
I was about to say "Happy Birthday" too, but I guess not! :Ptongue.gif

Did you get the bug fixed?

Offline bfr

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 819
  • Rating: +4/-0
    • View Profile
    • bfr's website
Galactic 68K
« Reply #18 on: February 19, 2007, 03:56:00 pm »
Yup.  :)smile.gif

Offline lachprog

  • LV2 Member (Next: 40)
  • **
  • Posts: 26
  • Rating: +0/-0
    • View Profile
Galactic 68K
« Reply #19 on: February 20, 2007, 05:20:00 am »
Your redirecting of interrupts and resetting of them seems ok.

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

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


QUOTE

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


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

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


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


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


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





Liazon

  • Guest
Galactic 68K
« Reply #20 on: February 20, 2007, 05:55:00 am »
o.oblink.gif it's bfr's b-day! Happy B-day man!

*Liazon

Offline bfr

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 819
  • Rating: +4/-0
    • View Profile
    • bfr's website
Galactic 68K
« Reply #21 on: February 20, 2007, 11:53:00 am »
QuoteBegin-Lachprog+20 Feb, 2007, 10:2-->
QUOTE (Lachprog @ 20 Feb, 2007, 10:20)
Your redirecting of interrupts and resetting of them seems ok.

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

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


QUOTE

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


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

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


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


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


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

Thanks, that was the problem - well, kind of (but Kevin Kofler already helped me solve it anyway).  I was already initializing grayscale before redirecting the interrupts, but Kevin Kofler told me yesterday that it is supposed to be the other way around; the interrupts are supposed to be redirected before grayscale is initialized, which seems odd, but it worked.  

And yeah, GKeyFlush() didn't seem to be doing anything...I'll eliminate it.  I also still think that Galactic is too easy at the moment, so I'm probably going to release another version this weekend that has maybe a few more levels, but the new ones, if they are added, will be hard, and many of the old ones will become harder, and the amount of money the the player starts with will be decreased by half.  I have yet to defeat the boss, but I can get to it pretty quickly.  Part of why I haven't been able to defeat the boss might be because of s mistake in my coding, so I'll try to double-check that.  <_<dry.gif

Also, remember everybody - there is already a working (but overly easy, in my opinions) version released at http://bfr.tifreakware.net/galactic.zip .

Oh, and one more thing - that isn't my real birthday; I entered in a fake birthday.  . :angel:ange.gif

Offline bfr

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 819
  • Rating: +4/-0
    • View Profile
    • bfr's website
Galactic 68K
« Reply #22 on: February 23, 2007, 11:41:00 am »
OK.  I'm going to try to release a new awesome version of Galactic 68K.  But, while I was trying to improve it, I messed it up.  Hopefully I can get it fixed.  Here's a screenshot of it being messed up:

user posted image

graywolf

  • Guest
Galactic 68K
« Reply #23 on: February 23, 2007, 12:19:00 pm »
Lol, that does not look like Galaxian.  <_<dry.gif  Looks more like ship sprites...

Offline bfr

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 819
  • Rating: +4/-0
    • View Profile
    • bfr's website
Galactic 68K
« Reply #24 on: February 23, 2007, 12:26:00 pm »
It's not supposed to look like Galaxian; it's supposed to look like Galactic.  ;)wink.gif

graywolf

  • Guest
Galactic 68K
« Reply #25 on: February 23, 2007, 02:34:00 pm »
Whoops! Sorry, that's what I meant.  :Ptongue.gif

Offline bfr

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 819
  • Rating: +4/-0
    • View Profile
    • bfr's website
Galactic 68K
« Reply #26 on: February 24, 2007, 05:53:00 am »
Here's the problem that caused the calculator to freeze, the graphics to get messed up, and what just really distored the game:  I set one variable to 10 instead of 1.

Anyway, I added a few more levels, added scrolling backgrounds to a few more levels, and made the game slightly harder.  It can be downloaded http://bfr.tifreakware.net/galactic.zip.  Here are some screenshots: user posted imageuser posted image

graywolf

  • Guest
Galactic 68K
« Reply #27 on: February 24, 2007, 08:18:00 am »
I like the backgrounds. How many ship sprites (and enemy) are there? And will there be a black background with scrolling stars (or white with scrolling stars like in the game Venus - 68k)?

Offline bfr

  • LV8 Addict (Next: 1000)
  • ********
  • Posts: 819
  • Rating: +4/-0
    • View Profile
    • bfr's website
Galactic 68K
« Reply #28 on: February 24, 2007, 09:24:00 am »
There are five user ship sprites and six enemy ship sprites, including the boss.  There are also different sprites for different weapons/lasers.  The player starts off with a slight variation of the classic Galactic ship, and then, as the game goes on, gets to use other variations of the classic Galactic ship, gets to use some ships that are more different from the classic Galactic ship, and the player can also buy a new ship at the shop.

Yes, some level(s) have a black background with scrolling white stars.

graywolf

  • Guest
Galactic 68K
« Reply #29 on: February 24, 2007, 12:59:00 pm »
Sounds cool!