Omnimaga
Calculator Community => TI Calculators => TI-BASIC => Topic started by: ACagliano on July 20, 2010, 07:26:00 pm
-
1. The Star Trek game, where you fight an enemy ship, with controls as close to the movies as I can get them.
2. A Legend of the Seeker ARPG. Legend is an action/fantasy TV series. For details, search it on google or wikipedia.
-
i think there are enough massive rpgs in the works atm, so you should try the star trek thing
-
i think there are enough massive rpgs in the works atm, so you should try the star trek thing
Agreed, especially since you started the Star Trek game
-
I am a big RPG fan, but it is a large project to take on and Star Trek already has some progress. I would rather see progress on the Star Trek game first.
-
I agree with everyone else. You already have some progress, so just keep working on it.
Good luck! :)
-
star teck plz :P
-
Ok. Star Trek it is. But, I will be abandoning the TI-Basic version and making an attempt with Axe.
Now a question to you asm people: I'm looking for the best way to refresh data about an opponent via the link. Should have the link communication running on a timed interrupt? How would I go about that in Axe (theory only. I'll try to figure out code by myself.)
-
There'll be direct I/O next version, and as for communicating effectively, an interrupt might be problematic b/c of improperly formatted data not to mention it might take too long.
You'd probably be better off sending data once every few times around the program's main loop.
Just my opinion. ;D
-
Yeah Quigibo is adding linking I believe.
-
I will be halting progress on CalcShield, to work on Star Trek and the tutorials. As soon as possible, I will post the incomplete anti-virus files here, for anyone who wishes to see what I was doing and possibly continue.
*Maybe I'll do it in Axe one day. Who knows?
-
Axe Star Trek and maybe the anti-virus thing would be cool, actually, although it's nice sometimes to see what can be done in BASIC or BASIC+libs. In Axe, games can be larger, though, unless they mostly consist of data.
-
Is there a size limit to an Axe file? Cuz this game will likely be huge.
Do I have to code any differently in order to compile into an app using the Parser? And is the app autosigned?
-
The size limit is that of free RAM. As for apps, nothing special is needed. You'll need to send it to a computer to sign it, though.
-
this game would likely be better as an app. Idk. I'll see, sizewize, when its done.
*Whines* What if I don't want to send it to my computer? Can't I just smash it with a hammer until it runs it (even if nothing else works)?
Oh, and I won't really do this, but imagine the evilness of this...
You are not playing ship v. ship, your playing calc v. calc. Shields up and into battle. As your calc takes damage, first shields go down. Then I start invalidating random stuff until the OS crashes, then you have to reinstall the OS before you can battle again. That would be maximum stakes right there.
-
I mean, you can run it w/o sending it to a PC, but you have to sign it before you can give it to others.
-
Can you get your own signing key? Or maybe the better question is, for free? Or does it cost?
Just curious. I'll use the standard for now.
-
Yeah, the standard one is free.
IDK why you'd want "your own." The OS wouldn't accept it anyway... :P
-
Oh. Yeah. Fail. Never mind.
-
There's also the 8 KB code limit, like in ASM. When using APPs, it's 16. It excludes data. It only includes the code. So if your axe code compiles to 7600 bytes but you got 8 KB of sprites, your game will still run fine. Keep in mind app compiling doesn't work on the regular 83+, though.
-
Wasn't an exploit discovered for the regular 83+ though?
Apparently it's more complex, but IIRC there is one.
-
What do you mean by exploit? Do you mean if people discovered how to unlock flash on it? IIRC Quigibo meant APP compiling as a 6 and 15 MHz feature, but he did not test on real hardware, just emulator. He said it worked fine for him on emulator. On my side, though, I could compile to app on emulator and on both real calc and emu, I would get crashes (on the emu, when running the app too)
-
hm... strange. I don't know. But if we want to talk about app compiling on the 83+, we should move to bug reports.
-
When you save data to an appvar in Axe, does it remain in the same format you store it in (letters, numbers) or does it go in as hex?
-
Hex is just a different representation of the characters behind the letters/numbers :)
But you can always read it out the way you put it in, or you don't have to if you don't want to.
For example, I can save a string into an appvar, and can read it out again later. If I store a number to an appvar, I can read it out again later at the same spot.
As above, hex is just a different representation of the same thing. Just depends on how you use it ;D