Author Topic: Half Life 2: On-Calc  (Read 66862 times)

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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #165 on: April 09, 2010, 10:33:32 pm »
True.  But that is another byte per object, and I'm already uncomfortable with the current number.
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Offline Will_W

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Re: Half Life 2: On-Calc
« Reply #166 on: April 09, 2010, 10:37:30 pm »
Not if it was a universal terminal velocity for everything.
ex de,hl
ld (hl),e
inc hl
ld (hl),d
ld a,(hl)

SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #167 on: April 09, 2010, 10:38:36 pm »
Will has a point.
I also want to add a byte for mass and such so that it becomes harder to move large objects and such.

Offline meishe91

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Re: Half Life 2: On-Calc
« Reply #168 on: April 10, 2010, 03:27:45 am »
So I tested it out. Great looking so far. Only a few things I found wrong, which most I'm sure you're aware of but just listing to be safe:
1. Can double jump and basically fly by holding ▲.
2. The collision thing with the roof seemed a bit odd. It would happen in some places and not in others.
3. When you click "New Game:
   a. You have the collision problem sometimes on the room (sometimes whole head disappears).
   b. Can apparently fall into the floor a little (only happened once).
   c. About 3/4 up the screen if you jump you can find ledges on both sides that are invisible.
      1. On right side you can jump and go off screen.

CalcModel: TI-84+
FreeSpace: 10,705
OS: v2.43
SerialLast: J (assuming that's the code on the back of the calculator)

Glad to see this coming together :)
« Last Edit: April 10, 2010, 03:28:12 am by meishe91 »
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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #169 on: April 10, 2010, 10:06:55 am »
1. Can double jump and basically fly by holding ▲.
2. The collision thing with the roof seemed a bit odd. It would happen in some places and not in others.
3. When you click "New Game:
   a. You have the collision problem sometimes on the room (sometimes whole head disappears).
   b. Can apparently fall into the floor a little (only happened once).
   c. About 3/4 up the screen if you jump you can find ledges on both sides that are invisible.
      1. On right side you can jump and go off screen.

Hey, thanks for testing!  Let me address your issues:
1) For the sake of development, I have full control over the character movement so that I can move to various places.  It will eventually become jumping.
2) I know that is kind of weird, but I will focus on more important things first because gravity will always bring you back down before the user can notice
3a) Weird, could you record a gif?
3b) That happens occasionally as well, I need to look into this
3c) I know those ledges are there, only for testing though.  I'll be getting rid of them.
3c1) You can jump off on the left side, too ;)

The serial number is the code on the back.  The last letter lets me know if you have problems with your RAM.

Thank you for testing!

Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #170 on: April 10, 2010, 01:16:17 pm »
Are you planning to make usage of almost the entire extra RAM on the 83+SE and 84+SE? I would advise against it, because then, anyone who have a 84+ manufactured in April 2007 or later will not be able to play the game, and your game won't run on a regular 83+
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Offline meishe91

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Re: Half Life 2: On-Calc
« Reply #171 on: April 10, 2010, 01:17:50 pm »
Ah ok, well that answers most of those issues. Ya, I'll try to get a screenshot up to show you. You can jump off the left one too, just a lot harder (on mine at least)
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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #172 on: April 10, 2010, 01:17:54 pm »
No, not at all.
It just gives me something else to point my finger at if it doesn't work.  I like to be thorough.

Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #173 on: April 10, 2010, 01:27:20 pm »
Oooh ok thanks for the info :)
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Offline meishe91

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Re: Half Life 2: On-Calc
« Reply #174 on: April 10, 2010, 05:45:54 pm »
Ok, so here is the screenshot you asked for. I don't know if you were aware but you can also go through the roof in the "New Game" map. I didn't know that until making the .gif. But I'm pretty sure I included everything I noticed (minus the going through the floor thing, wasn't able to recreate that).
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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #175 on: April 10, 2010, 05:47:59 pm »
Thank you.
I should lower the roof on the new game map lol.

Offline meishe91

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Re: Half Life 2: On-Calc
« Reply #176 on: April 10, 2010, 05:58:56 pm »
No problem.

By the way, I'm guessing that the train "glitches" like that to make it act like it's moving, correct?
« Last Edit: April 10, 2010, 05:59:37 pm by meishe91 »
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Offline DJ Omnimaga

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Re: Half Life 2: On-Calc
« Reply #177 on: April 10, 2010, 11:06:10 pm »
Btw I don't remember if this was asked before, but will contrast changing be different depending of if the calc model is detected as 83+/83+SE/84+ (probably detected through inline ASM) so people with regular 83+ can see anything on the screen?

On the 83+SE, the equivalent of contrast 7 on the 83+ is 5 3/4 and I think it's even lower on the 84 serie. On the Nspire it's approximately the same as on 83+
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SirCmpwn

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Re: Half Life 2: On-Calc
« Reply #178 on: April 12, 2010, 08:29:14 am »
Well, I thought of that, and I figured out a pretty good way to keep track of it.
When the game starts up, I save the current contrast.  That is the value I fade to.  It is also restored upon exit.

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Re: Half Life 2: On-Calc
« Reply #179 on: April 12, 2010, 01:34:27 pm »
Aaah ok good idea :)

In BASIC it wasn't really possible with the ASM libs I had x.x, since the contrast change seemed to be done in a different way. It didn't change the main contrast value it seems. If for example I exited the game with ON while contrast was at its darkest, then I tried to change the contrast from the TI-OS, it instantly went back to its original value in one keypress.
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