Author Topic: Minigames  (Read 9781 times)

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Offline DJ Omnimaga

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Re: Minigames
« Reply #15 on: January 19, 2011, 03:05:30 pm »
I did not get any crash actually. I think I could go out of the screen at the bottom but I died when I did. I haven't tried on real hardware, though.
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Offline AngelFish

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Re: Minigames
« Reply #16 on: January 19, 2011, 03:24:19 pm »
* Michael_Lee is also slightly nervous, due to the fact that he never quite reassured himself that the game was completely safe...

Well, if you're just reading it is. Believe me, I've read from literally every accessible location in memory two or three times.
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline DJ Omnimaga

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Re: Minigames
« Reply #17 on: January 19, 2011, 03:26:51 pm »
Couldn't Axe corrupt your program data when pressing PRGM on an error even if it just read the code, though? ???
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Offline AngelFish

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Re: Minigames
« Reply #18 on: January 19, 2011, 03:28:02 pm »
Not if you're reading. Reading typically uses a different path than writing in microprocessors, so reading doesn't change the values of bits.
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline Michael_Lee

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Re: Minigames
« Reply #19 on: January 20, 2011, 02:39:42 pm »
The part that I'm somewhat worried about is when it creates enemies.  It uses L1 as a stack to hold the coordinates, etc. of the enemies, and I'm not entirely sure if I added a check to prevent that buffer from overflowing.

Also, I made a platformer thing to practice, inspired by Canabalt.
Up key to jump, [2ND] key to temporarily turn into ghost mode (walk through walls, enemies, etc.)
Collision detection while ghosting is a bit patchy, though.
The bars to the left show you how much longer you can ghost.
The amount of enemies increases as you keep playing (well, slowly increases)

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Offline yunhua98

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Re: Minigames
« Reply #20 on: January 20, 2011, 04:31:59 pm »
is that that building effect?  that looks nice!

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Offline DJ Omnimaga

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Re: Minigames
« Reply #21 on: January 20, 2011, 09:18:47 pm »
Not if you're reading. Reading typically uses a different path than writing in microprocessors, so reading doesn't change the values of bits.
Ok, so basically when Axe opens the source code on an error, it must be writing stuff to memory, then, since some crashes apparently occured.

The part that I'm somewhat worried about is when it creates enemies.  It uses L1 as a stack to hold the coordinates, etc. of the enemies, and I'm not entirely sure if I added a check to prevent that buffer from overflowing.

Also, I made a platformer thing to practice, inspired by Canabalt.
Up key to jump, [2ND] key to temporarily turn into ghost mode (walk through walls, enemies, etc.)
Collision detection while ghosting is a bit patchy, though.
The bars to the left show you how much longer you can ghost.
The amount of enemies increases as you keep playing (well, slowly increases)

Axe source is ARUN, compiles to RUN.

Woah that looks great! It reminds me of Space Dash. I'll have to try this soon. Is it finished? You should probably put it in the downloads section and on ticalc if it's the case. O.O
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Offline Munchor

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Re: Minigames
« Reply #22 on: January 21, 2011, 03:29:08 pm »
Nice Michael Lee!

@DJ: It reminds me of Space Dash a lot too!

Offline squidgetx

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Re: Minigames
« Reply #23 on: January 21, 2011, 06:26:56 pm »
Did someone say space dash? ;)

Regardless, looks nice Michael. I like the building effect in the back a lot :) The jumping looks a bit choppy? Or is that just the screenshot?

Offline Michael_Lee

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Re: Minigames
« Reply #24 on: January 21, 2011, 06:38:25 pm »
Jumping is a little choppy -- not sure how I can stop it from doing that.
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Offline Builderboy

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Re: Minigames
« Reply #25 on: January 22, 2011, 03:00:19 pm »
I love love love that background building effect!  It really gives it a canabalt feel :)

Offline DJ Omnimaga

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Re: Minigames
« Reply #26 on: January 24, 2011, 04:31:10 pm »
Btw is that supposed to happen? ??? Pressing 2nd leaves a trail behind the character, pressing up arrow when jumping about when you stop going down allows you to jump again and pausing the game with alpha swaps building colors. ???
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Offline Michael_Lee

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Re: Minigames
« Reply #27 on: January 24, 2011, 06:33:35 pm »
1] About the trail: I got lazy :P  I used pt-Change or Pt-Off to change the sprite stuff, and didn't clean up the mess.
2] Pressing the up arrow... I'm not sure what you mean - could you explain further?
3] The building thing is a bit weird.  I originally intended for all the buildings to be the same, and it was, but then I used a sprite that looked something like this:
Code: [Select]
████████
█ █ █ ██
██ █ █ █
█ █ █ ██
██ █ █ █
█ █ █ ██
██ █ █ █
████████
Instead of being a sort of darker gray like I though it would, it did something weird with the grayscale and now half of the buildings display as black with flashes of white/gray while the other half is pure gray.  Weird, no?  For some reason, it looks like each building alternates color, and pausing then continuing the game can cause the effect to flip-flop.
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Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline DJ Omnimaga

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Re: Minigames
« Reply #28 on: January 25, 2011, 01:37:19 am »
Hmm I see. As for the up arrow glitch, I'll try posting a screenshot I think. I used calccapture so you see when I press buttons.

If I spam the up arrow key I can even loop through the screen if I'm lucky.
« Last Edit: January 25, 2011, 01:48:51 am by DJ Omnimaga »
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Offline z80man

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Re: Minigames
« Reply #29 on: January 25, 2011, 01:51:30 am »
So by looping do you mean going so high that you come up through the bottom if the screen.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)