Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: JustCause on September 28, 2010, 10:25:07 am

Title: My First Quantum Translocator
Post by: JustCause on September 28, 2010, 10:25:07 am
CORE .75S STABLE IS UP, CHECK THREAD (PG 5)! INCLUDES LEVEL LOADING!
For those of you who don't have TI Connect, Sourcecoder is your friend.

2ND = Drop Shadow, Alpha = Teleport, XTON= Telejump

Link to Flash --> Here (http://www.newgrounds.com/portal/view/548371)
Delinked vid, because old vid is old.

Updates will go here.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on September 28, 2010, 11:59:08 am
Wow that sounds interesting. I hope you can manage to do it. Is it your first ever calc project? Good luck in any case. Keep us updated whenever you can :)
Title: Re: My First Quantum Translocator
Post by: JustCause on September 28, 2010, 03:05:43 pm
Yep, it's my first major project...but I'm determined to finish it, even if it means I fail Accel. Calc (which is when most of my work has been done).
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on September 28, 2010, 03:30:24 pm
I watched the video, it makes me want to play Unreal Tournament now :P (It has a transcolator gun thing :D)

Looks nice, I can't wait to see some levels in action. It runs at a quite good framerate too :)
Title: Re: My First Quantum Translocator
Post by: meishe91 on September 28, 2010, 07:32:12 pm
That looks really cool! Good luck :)
Title: Re: My First Quantum Translocator
Post by: ztrumpet on September 28, 2010, 08:32:41 pm
Looks promising!  Good luck on it. ;D
Title: Re: My First Quantum Translocator
Post by: JustCause on September 29, 2010, 09:52:09 am
Glad to see that the powers that be have taken an interest. I'll type out the source later today.

Changes from latest vid:
added cooldown time for teleports
added dedicated telejump key
increased ground solidity (you no longer get stuck in the floor when traveling too fast)
added something that looks like an actual level
increased reliability of general collision detection
Title: Re: My First Quantum Translocator
Post by: Broseph Radson on September 29, 2010, 10:05:09 am
This game RULES :D
Title: Re: My First Quantum Translocator
Post by: Michael_Lee on September 29, 2010, 10:27:59 am
Cool!  Are you going to make your own levels, or are you going to port the original ones over?
Or both?
Title: Re: My First Quantum Translocator
Post by: Builderboy on September 29, 2010, 11:22:52 am
This game is looking awesome so far :D Do you have a way to do screenshots on the computer or can you only take video?
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on September 29, 2010, 12:55:34 pm
Glad to see that the powers that be have taken an interest. I'll type out the source later today.

Changes from latest vid:
added cooldown time for teleports
added dedicated telejump key
increased ground solidity (you no longer get stuck in the floor when traveling too fast)
added something that looks like an actual level
increased reliability of general collision detection
Nice update! :) I assume you don't have a link cable, though, explaining why you have to type your program out? :/ *hopes it's not gonna be too large so it won't take him a day to copy it by hand when finished x.x*
Title: Re: My First Quantum Translocator
Post by: JustCause on September 29, 2010, 01:01:02 pm
Source and executable are up. Have fun.

@DJOmni: I do have a link cable, but sporadic access to TI Connect and a calc that doesn't like link cables. So I have a thirty-minute window that requires the use of another calc and a flash drive.
@Michael_Lee: Both.
@Builder_Boy: The second one.

EDIT: lol, missed all your questions
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on September 29, 2010, 01:17:09 pm
Ah, right x.x, sorry to hear

Nice the source/exec are up! I'll have to give this a try soon :)

EDIT: I made a screenshot after trying it. Nice so far ^^. You may want to fix going out of the screen, though :P
Title: Re: My First Quantum Translocator
Post by: ztrumpet on September 29, 2010, 04:27:44 pm
Nice job!  It seems like it will be pretty fun. :)
Title: Re: My First Quantum Translocator
Post by: JustCause on September 29, 2010, 04:59:42 pm
Nice so far ^^. You may want to fix going out of the screen, though :P

In the final version, when I have level loading working, that'll be a cue to go to the next level. Until then, WALLS. ^_^
Title: Re: My First Quantum Translocator
Post by: meishe91 on September 29, 2010, 06:31:01 pm
That looks really sweet! Great job. I'm going to guess the box in the top left corner is the cool down? Also, just a suggestion, a gray jump shadow might be a cool thing to implement.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on September 29, 2010, 11:36:08 pm
Nice so far ^^. You may want to fix going out of the screen, though :P

In the final version, when I have level loading working, that'll be a cue to go to the next level. Until then, WALLS. ^_^
Ah ok ^^

Good luck on the project. :)
Title: Re: My First Quantum Translocator
Post by: willrandship on September 30, 2010, 11:16:51 am
Cool screenshots! Looks even more accurate than the original! :P
Title: Re: My First Quantum Translocator
Post by: Broseph Radson on September 30, 2010, 11:25:01 am
Wow that is EPIC! Nice screenshot :D
Title: Re: My First Quantum Translocator
Post by: JustCause on September 30, 2010, 12:54:59 pm
Cellar Door Games has now taken an official interest in the project: check the old vid.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on September 30, 2010, 06:04:29 pm
Wow that doesn't happen everyday o.o. A company taking interest in a calc clone of their game I mean. With Space Station Pheta, Threefingeredguy got asked to stop working on his clone, but then both parties got into agreement and he was allowed to finish it.  I hope you manage to finish this calc version of My First Quantum Transcolator. Maybe the game will eventually get attention outside the TI community. Make sure to backup often in case you get RAM clears.
Title: Re: My First Quantum Translocator
Post by: ztrumpet on September 30, 2010, 07:22:16 pm
That's really awesome.

Also, I had a chance to try the original and I can't wait for a calc version.  Good luck! ;D
Title: Re: My First Quantum Translocator
Post by: Halifax on September 30, 2010, 08:00:50 pm
I watched the screenshot and at first was like where is the block popping out of from? Haha, but now I understand the concept. That's awesome, it's like a whole new world of puzzles. Keep up the good work!
Title: Re: My First Quantum Translocator
Post by: shmibs on September 30, 2010, 08:48:24 pm
this looks promising!
good luck
Title: Re: My First Quantum Translocator
Post by: JustCause on October 01, 2010, 08:59:36 am
Thanks for all the support, guys! I never would have gotten anywhere without you.

New update today by 12:00 CST: includes grayscale shadow (hehe meishe), a host of minor optimizations, more walls, a fundamental change to the momentum code that you won't notice, and all sorts of other things.

I've hyper-commented the source and will upload that as well. Optimizations welcome.

I'll also upload three or so pages of my notes, as well as a sketch of the planned splash screen and maybe other things.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 01, 2010, 09:41:59 am
12:00 as 12 AM?

Can't wait until you can post update here :)
Title: Re: My First Quantum Translocator
Post by: Runer112 on October 01, 2010, 09:48:14 am
Shaved 216 bytes off the executable ;) Not bad, considering saving 216 bytes in a 1519-byte executable is 15% gone with just code optimizations.
Title: Re: My First Quantum Translocator
Post by: JustCause on October 01, 2010, 09:52:49 am
12:00 as 12 AM?
12 PM.
Shaved 216 bytes off the executable ;) Not bad, considering saving 216 bytes in a 1519-byte executable is 15% gone with just code optimizations.
Thanks, will update new source before upload.
Title: Re: My First Quantum Translocator
Post by: Runer112 on October 01, 2010, 09:58:44 am
By the way, just to clarify something: a lot of the optimizations were just code order and logic optimizations, but a decently sized part of the optimization was that I changed how subroutine CY works. Instead of storing the result into r6, it now simply returns the value directly to where it was called. I adjusted all your existing calls to subroutine CY already, but in the future, instead of doing something like:
Code: [Select]
sub(CY,3
If r₆
Just do:
Code: [Select]
If sub(CY,3
And just a note, using sub() like this can sometimes cause an argument error when compiling if you leave out the closing parenthesis. If you get this error, just add the closing parenthesis. (Press PRGM when the error is displayed to go to the exact point in the code where you need to add the parenthesis)
Title: Re: My First Quantum Translocator
Post by: JustCause on October 01, 2010, 10:48:58 am
By the way, just to clarify something: a lot of the optimizations were just code order and logic optimizations, but a decently sized part of the optimization was that I changed how subroutine CY works. Instead of storing the result into r6, it now simply returns the value directly to where it was called. I adjusted all your existing calls to subroutine CY already, but in the future, instead of doing something like:
Code: [Select]
sub(CY,3
If r₆
Just do:
Code: [Select]
If sub(CY,3
And just a note, using sub() like this can sometimes cause an argument error when compiling if you leave out the closing parenthesis. If you get this error, just add the closing parenthesis. (Press PRGM when the error is displayed to go to the exact point in the code where you need to add the parenthesis)
Thanks! I knew I should have been able to do something like that. I'll update the source and recompile before posting the update.

Also, will doing /2/2/25 save speed compared to /100? Chain division or something...would love help on that
Title: Re: My First Quantum Translocator
Post by: Runer112 on October 01, 2010, 11:13:20 am
Also, will doing /2/2/25 save speed compared to /100? Chain division or something...would love help on that

Your best bet is to make it /128 or /256 instead or /100.
Title: Re: My First Quantum Translocator
Post by: JustCause on October 01, 2010, 11:44:21 am
Your best bet is to make it /128 or /256 instead or /100.
Will change before next update...probably. I have something of a stack of changes to make and Spanish class in 2 minutes. (Yes, I do all of my posts between periods.)

EDIT: Yeah, remember that update I promised? I forgot my calc at home. Update on Monday.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 01, 2010, 05:26:18 pm
Sorry to hear D:

I hope you can update it then
Title: Re: My First Quantum Translocator
Post by: JustCause on October 04, 2010, 09:01:31 am
Update by 12:00 PM CST. Includes grayscale shadow, physics fixes, and bouncy platforms--we've hit Core .5, guys. *pops sparkling grape soda cork*
Title: Re: My First Quantum Translocator
Post by: Broseph Radson on October 04, 2010, 09:02:32 am
Nice! :D
Title: Re: My First Quantum Translocator
Post by: Runer112 on October 04, 2010, 09:22:48 am
If you decide to upload the source again, I can help optimize it again ;)
Title: Re: My First Quantum Translocator
Post by: JustCause on October 04, 2010, 09:53:52 am
If you decide to upload the source again, I can help optimize it again ;)
Super, thanks. This time, it'll probably be more structure-level optimizations. Because of my pixel-based collision system, the bouncy platforms are referenced in two separate loops, one to handle collisions and one to draw...there's got to be a better way of doing that. (also, I changed the universal division to /64: it helped the speed, thanks for the suggestion.)
LOL at your gold trophies. I want Arcade.

PS: I didn't actually forget my calc on Friday, it was buried in my backpack and I couldn't find it--the direct result of which was my failing a physics quiz.

EDIT: Update will be delayed slightly due to the d***s on the Student Lounge computer playing Super Smash Bros. New time is 4:00.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 04, 2010, 03:24:23 pm
Darn I hope you manage to update it at one point x.x
Title: Re: My First Quantum Translocator
Post by: ztrumpet on October 04, 2010, 04:51:21 pm
The most recent update is really fun!  I hope the new one will be even better! ;D
Title: Re: My First Quantum Translocator
Post by: JustCause on October 04, 2010, 05:09:06 pm
CORE .5 REMOVED DUE TO BIGGER AND BETTER UPDATE
Title: Re: My First Quantum Translocator
Post by: squidgetx on October 04, 2010, 05:14:14 pm
lol blod almost

looks nice
jumping physics are up next? (they look a little linear to me :P)
Title: Re: My First Quantum Translocator
Post by: Runer112 on October 04, 2010, 05:15:47 pm
I'm going to say this now as a warning before anyone tests this on a physical calculator: the blue screen effect may look cool, but it can permanently damage your screen. Even though it only flashes for an instant, it can't be too good for the screen. JustCause, I would suggest removing it.

EDIT: I take that back, I didn't actually try the program until now. It looks like the flash is very brief and shouldn't really do anything.
Title: Re: My First Quantum Translocator
Post by: squidgetx on October 04, 2010, 05:19:41 pm
I already ran it on my calc lol

from what I know about BLOD, it can only affect it seriously if left on for long periods of time....but I wouldn't really take any chances with that...so yeah...probably removing it is a good idea.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 04, 2010, 05:20:29 pm
Wow that's amazing. I just tried it. One thing though: will the game run this fast in final version? It might be extremly hard to control if that's the case x.x. I had to slow down the emulator to 25% speed to get at the top after 10 attempts x.x

Nice job so far :)

Runer112: It is not damageable in this case. The 83+SE does this when turning the calc OFF from MirageOs and most ASM games.
Title: Re: My First Quantum Translocator
Post by: meishe91 on October 04, 2010, 05:26:44 pm
Sweet, can't wait to try this out when I get time :)
Title: Re: My First Quantum Translocator
Post by: ztrumpet on October 04, 2010, 07:05:21 pm
This is awesome!  I made it to teh top!! O0

Great job JustCause. ;D  What's the probability of being able to have Cellar Door's help on this? :)
Title: Re: My First Quantum Translocator
Post by: Runer112 on October 04, 2010, 08:46:38 pm
235 bytes gone ;) AND a feature added: Instead of setting the screen contrast to 50 after the intro (ignoring what it was previously set at), it now sets the screen contrast back to what the user had it set at.

And a quick question: why is the following code in the program? The code seems pretty infinite-velocity-proof already, so you can probably get rid of it.
Code: [Select]
:If sub(CY,-3
:If V>50000
:0→V
:End
:End
Title: Re: My First Quantum Translocator
Post by: JustCause on October 05, 2010, 08:56:04 am
And a quick question: why is the following code in the program? The code seems pretty infinite-velocity-proof already, so you can probably get rid of it.
Code: [Select]
:If sub(CY,-3
:If V>50000
:0→V
:End
:End
Um. Uh. The V>50000 actually tests if your velocity is negative, or at least I think it does. This prevents the 0->V from taking effect unless you are moving upward, which could be a problem with the way I've done ground collision...basically, I forgot. Thanks for extras.

Also, I'm fairly sure that the bluescale does NOT harm the screen. There's a relevant thread on UTI.
Title: Re: My First Quantum Translocator
Post by: shmibs on October 05, 2010, 09:36:50 am
/\that should work(unless the value you're dealing with is greater than 5k, that is)
both
:If V>65536
and
:If V<<0
should work, although im not sure which is faster(or if they're exactly the same)
Title: Re: My First Quantum Translocator
Post by: Runer112 on October 05, 2010, 10:11:20 am
And a quick question: why is the following code in the program? The code seems pretty infinite-velocity-proof already, so you can probably get rid of it.
Code: [Select]
:If sub(CY,-3
:If V>50000
:0→V
:End
:End
Um. Uh. The V>50000 actually tests if your velocity is negative, or at least I think it does. This prevents the 0->V from taking effect unless you are moving upward, which could be a problem with the way I've done ground collision...basically, I forgot. Thanks for extras.

Also, I'm fairly sure that the bluescale does NOT harm the screen. There's a relevant thread on UTI.

Oh, in that case, you could optimize it by changing If V>50000 to !If V≥≥0
Title: Re: My First Quantum Translocator
Post by: JustCause on October 05, 2010, 12:41:23 pm
Thx, Runer.

One thing though: will the game run this fast in final version?
No.

;D
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 05, 2010, 02:26:44 pm
Ah ok good to hear lol ;D
Title: Re: My First Quantum Translocator
Post by: JustCause on October 06, 2010, 08:52:26 am
Ah ok good to hear lol ;D
mmm...maybe what I should have said is that it will run at the same speed as the Flash MFQT. Having not played it in two weeks, I don't remember how fast it actually goes, so...yeah.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 06, 2010, 02:00:28 pm
Ah I see. Well just as long as it doesn't run uber extremly fast where when you jump you fall back on the floor withink 0.25 seconds, leaving you no time to react. X.x
Title: Re: My First Quantum Translocator
Post by: JustCause on October 08, 2010, 08:55:24 am
Development stalled until Tuesday, when I get my calc back from a friend. He's fixing my ultra-decimated 2ND button, which I have actually worn away the rubber from. 3 solid years of playing Phoenix + epic button mashing skills = Your button has no recoil. [EDIT: I SAID RECOIL.]

Next update will include level loading.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 08, 2010, 09:44:01 am
Sorry to hear D: I hope he can get it fixed so you can work on it again x.x
Title: Re: My First Quantum Translocator
Post by: JustCause on October 12, 2010, 01:02:23 pm
Sorry to hear D: I hope he can get it fixed so you can work on it again x.x
My calc has been returned, with an epic-recoil 2ND button. It feels like a 360 trigger :)
Development has resumed. Expect an update soon!
Title: Re: My First Quantum Translocator
Post by: ztrumpet on October 12, 2010, 06:22:08 pm
Awesome!  How old is your calc by the way? :)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 12, 2010, 10:48:25 pm
Nice that you got your calc back :D
Title: Re: My First Quantum Translocator
Post by: JustCause on October 18, 2010, 08:54:20 am
Level loading update compiled and ready for posting: will go up by 4:10 PM CST if not sooner.
Title: Re: My First Quantum Translocator
Post by: Yeong on October 18, 2010, 08:55:47 am
is the quantum translocator the game from newgrounds?
Title: Re: My First Quantum Translocator
Post by: JustCause on October 18, 2010, 09:25:50 am
is the quantum translocator the game from newgrounds?
Yup. I'm pretty sure I posted the link in the first post.
Title: Re: My First Quantum Translocator
Post by: Yeong on October 18, 2010, 09:26:25 am
oh. excuse my lack of information finding skill..
Title: Re: My First Quantum Translocator
Post by: JustCause on October 18, 2010, 09:39:32 am
oh. excuse my lack of information finding skill..
NP. Sorry if that last post came off badly, I was sick. I just threw up a couple times, actually, which means I'm going home from school and the update will be delayed until tomorrow. Sorry guys.

*retch* anyone feel like getting me a healing spell?
Title: Re: My First Quantum Translocator
Post by: Runer112 on October 18, 2010, 09:48:06 am
(http://eragoncardgame.bkcreation.info/cards/Waise%20heill.png)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 18, 2010, 01:51:23 pm
That sucks, I hope you feel better soon X.x
Title: Re: My First Quantum Translocator
Post by: JustCause on October 19, 2010, 08:57:00 am
Hmm. Topic move. Okay. Whatever works.

* JustCause is no longer nauseated

Update should go up by 4:10 PM CST today. You guys are in luck: instead of 3 crappy test levels, you get 9 levels, a few of which will actually appear in the final game, and most of which include humorous jabs at the engine's lack of features!

Only moving platforms and saving to go! *anime arm flap*
Title: Re: My First Quantum Translocator
Post by: Yeong on October 19, 2010, 09:03:49 am
I believe I couldn't pass lvl 2... lol
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 19, 2010, 02:14:33 pm
Nice to hear JustCause, I can't wait for update :D
Title: Re: My First Quantum Translocator
Post by: shmibs on October 19, 2010, 04:38:36 pm
ooh, spiffy! /\dittoed
Title: Re: My First Quantum Translocator
Post by: ASHBAD_ALVIN on October 19, 2010, 04:49:36 pm
ooh, looks nice so far!  good luck on the game :D
Title: Re: My First Quantum Translocator
Post by: JustCause on October 19, 2010, 05:07:19 pm
forgot usb cable

school closing

no update

lowercase letters
Title: Re: My First Quantum Translocator
Post by: ztrumpet on October 19, 2010, 06:06:20 pm
sadface :(

Oh well, good luck on it. :)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 20, 2010, 01:49:01 am
:(

Well I hope you can get it tomorrow X.x
Title: Re: My First Quantum Translocator
Post by: JustCause on October 20, 2010, 08:50:23 am
REMOVED. BETTER UPDATE IS BETTER.
Sorry. This needs to stop happening. Our assistant principal keeps kicking me out of the school early. I have managed to scavenge the appropriate (I think) cable from a camera. I'll give it another shot today. No promises, but you'll know by 4:10 PM CST.

Update is up! Core .75S includes
-a redesigned splash screen
-level loading
-a jump fix: basically, you can't land while you're moving upward anymore (fixes jump weirdness you might have noticed)
-various optimizations
-removed bluescale
-humorous barbs at the engine's lack of features

If you want to compile from source, you need both "S" programs. Go crazy.

(also, if I could get a screenshot that would be awesome.)

ooh, looks nice so far!  good luck on the game :D
You die first. :)[/s]
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 20, 2010, 02:13:55 pm
Why does he kicks you out of school early? Is it just a measure to prevent anyone from staying there to use the computers?

Anyway glad to see an update. I'll try this one now :)

EDIT: Ok I tried and it was great but I think it is way too hard, to the point of being unsolvable at times. I had to slow down the emulator to 25% speed to get to the level seen in the screenshot below and in that screenshot I was forced to slow the emulator down to 1% (the screenshot shows it back at 100)
Title: Re: My First Quantum Translocator
Post by: Builderboy on October 20, 2010, 02:55:41 pm
I also tried and also express frustration with the engine.  Maybe it was wabbit speeding up the game too much, but i got the feeling that the character jumped way too fast to be able to place any portals anywhere.  I also got the feeling that whenever i pressed alpha and spawned from the portal that i lost a significant amount of momentum.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 20, 2010, 03:01:33 pm
Yeah I noticed the later too :(
Title: Re: My First Quantum Translocator
Post by: ztrumpet on October 20, 2010, 05:18:11 pm
I also tried and also express frustration with the engine.  Maybe it was wabbit speeding up the game too much, but i got the feeling that the character jumped way too fast to be able to place any portals anywhere.  I also got the feeling that whenever i pressed alpha and spawned from the portal that i lost a significant amount of momentum.
Unfortunately I feel the same way too.
It's a really nice game though. :)
Title: Re: My First Quantum Translocator
Post by: Darl181 on October 20, 2010, 06:40:55 pm
It's hard, but I was able to beat it...
It can certainly be easier though.
Great game, can't wait to see more  :)
Title: Re: My First Quantum Translocator
Post by: JustCause on October 21, 2010, 08:54:04 am
Ok I tried and it was great but I think it is way too hard, to the point of being unsolvable at times. I had to slow down the emulator to 25% speed to get to the level seen in the screenshot below and in that screenshot I was forced to slow the emulator down to 1% (the screenshot shows it back at 100)
Wabbit is speeding MFQT up 2-3 times. Go play it on-calc and get back to me. (This applies to everyone else.) If it's still waaaay too fast, I'll take out the 15-MHz switch and it should fix everything.
Also, in the level shown, you have to use the bouncies twice. Just in case you didn't know. :)
Title: Re: My First Quantum Translocator
Post by: Ranman on October 21, 2010, 09:32:08 am
Nice game... Reminds me of Portal a little bit. :)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 21, 2010, 09:36:31 am
Ok I tried and it was great but I think it is way too hard, to the point of being unsolvable at times. I had to slow down the emulator to 25% speed to get to the level seen in the screenshot below and in that screenshot I was forced to slow the emulator down to 1% (the screenshot shows it back at 100)
Wabbit is speeding MFQT up 2-3 times. Go play it on-calc and get back to me. (This applies to everyone else.) If it's still waaaay too fast, I'll take out the 15-MHz switch and it should fix everything.
Also, in the level shown, you have to use the bouncies twice. Just in case you didn't know. :)
Ah that might be why X.x. I'll have to try on a real calc I guess..

EDIT: Btw in your code why do you use Normal right before Full? ???

Code: [Select]
Normal
Full
Title: Re: My First Quantum Translocator
Post by: JustCause on October 21, 2010, 01:03:58 pm
Btw in your code why do you use Normal right before Full? ???
Code: [Select]
Normal
Full
Legacy of bluescale, which doesn't work in 15MHz mode. Will delete, thanks for pointing it out!
Title: Re: My First Quantum Translocator
Post by: Ranman on October 21, 2010, 01:18:16 pm
Legacy of bluescale, which doesn't work in 15MHz mode. Will delete, thanks for pointing it out!
You can dynamically change the speed of your calc? That's cool. B)
Title: Re: My First Quantum Translocator
Post by: Munchor on October 21, 2010, 01:42:18 pm
I tried the Flash game in newgrounds:
9 out of 10, congratz!

For now, can't test the calulator version, but hope that will try it out soon
Title: Re: My First Quantum Translocator
Post by: JustCause on October 21, 2010, 06:53:49 pm
Oh god.

Moving platforms are hard.

Please help.
Title: Re: My First Quantum Translocator
Post by: Darl181 on October 21, 2010, 09:30:13 pm
4 bytes for each square.
1st byte=starting location
2nd byte=ending location
3rd byte=current location
4th byte=direction
make a "temp" appvar or use L1
have the 3rd byte same as the 1st byte.

LOOP
change the 3rd byte x number of pixels in the direction specified by the 4th byte.
when byte 3=byte 2, change the 4th byte so it reverses in direction
again, change the 3rd byte x number of pixels in the direction specified by the 4th byte.
when byte 3=byte 1, change 4th byte
/LOOP

hope this helps :)
Title: Re: My First Quantum Translocator
Post by: nemo on October 21, 2010, 09:43:35 pm
another way you could do it:

3 bytes
1 byte = starting location
1 byte = current location
7 bits = distance of the gap being traversed
1 bit = direction
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 21, 2010, 10:27:54 pm
Btw in your code why do you use Normal right before Full? ???
Code: [Select]
Normal
Full
Legacy of bluescale, which doesn't work in 15MHz mode. Will delete, thanks for pointing it out!
wait Normal followed immediately by Full created bluescale? ???
Title: Re: My First Quantum Translocator
Post by: JustCause on October 22, 2010, 09:26:26 am
Thanks to all who helped me with the data structures, but I already have those mostly figured out. What I'm having a problem with are collisions with the sides of moving platforms: if you take a look at my code, you'll see what I mean. Or not. It's pretty poorly documented.

wait Normal followed immediately by Full created bluescale? ???
No, but I had to temporarily swap to 6MHz to get the bluescale loop to work.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 22, 2010, 09:39:49 am
I assume there was code between both?

Regardless I can't wait to see more progress!
Title: Re: My First Quantum Translocator
Post by: JustCause on October 22, 2010, 10:01:02 am
My next step (instead of moving platforms, which are hella hard right now) will probably be momentum-dependent walls: that is, you can pass through them at certain velocities, but not at others. You like? I do. :)
Title: Re: My First Quantum Translocator
Post by: Darl181 on October 22, 2010, 10:22:22 am
Thanks to all who helped me with the data structures, but I already have those mostly figured out. What I'm having a problem with are collisions with the sides of moving platforms: if you take a look at my code, you'll see what I mean. Or not. It's pretty poorly documented.
Is pxl-test posstble?
Title: Re: My First Quantum Translocator
Post by: JustCause on October 22, 2010, 10:27:25 am
Is pxl-test posstble?
That's what I use, but I kludged my way through the quintessential "getting stuck in the ground" problem instead of doing collision-on-line...so now if a moving platform were to collide with you from the side you would end up on top of it. Not to mention that I have no idea how to do crush conditions with the current kludge-y engine.
Title: Re: My First Quantum Translocator
Post by: Builderboy on October 22, 2010, 01:44:54 pm
Hmmmm what you are trying to do is quite difficult, i cant think of a simple way to implement it....  I'll have to think about it for a bit
Title: Re: My First Quantum Translocator
Post by: JustCause on October 22, 2010, 04:52:52 pm
I'll go ahead and code the data structures (and nonfunctional moving platforms) this weekend.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 22, 2010, 05:05:02 pm
Indeed, moving platforms are one challenging thing X.x Good luck with them. Try to not overhelm yourself with them, though. if it looks clear that it's next to impossible to add, you might want to avoid them and add other features instead. The game will still be fun I am sure. Just physics are hard, especially that getting stuck in the ground problem as well as passing through thin walls/floors when moving extremly fast.
Title: Re: My First Quantum Translocator
Post by: JustCause on October 22, 2010, 05:59:56 pm
Just physics are hard, especially that getting stuck in the ground problem as well as passing through thin walls/floors when moving extremly fast.
Yeah, although given the speed concerns I've received, it might be a good idea for me to implement collision-on-line stuff. It would make the engine much more versatile.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 22, 2010, 07:58:51 pm
What would collision-on-line mean?
Title: Re: My First Quantum Translocator
Post by: ztrumpet on October 22, 2010, 10:18:23 pm
Yeah, moving platforms are incredibly hard!  Good luck on them. :)
Title: Re: My First Quantum Translocator
Post by: shmibs on October 23, 2010, 12:40:13 am
What would collision-on-line mean?

i'm fairly certain, given the context, that he's talking about adding in a for loop that checks every line of pixels a moving object wants to pass to see if a collision occurs instead of just sliding it the full however many line jump and then checking(thus avoiding the getting stuck in the ground issue).
Title: Re: My First Quantum Translocator
Post by: Munchor on October 23, 2010, 09:14:52 am
Btw, creator of "My First Quantum Translocator" flash version in newgrounds.
´
Can you PM me with the song of the game?

I am soooo addicted to the game/music.

Thx
Title: Re: My First Quantum Translocator
Post by: JustCause on October 23, 2010, 12:10:38 pm
Btw, creator of "My First Quantum Translocator" flash version in newgrounds.
´
Can you PM me with the song of the game?
...I don't think he has an Omni account :)

I lost the source, I'll be able to restore from backup on Monday and start developing then. Stupid Saferam.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 23, 2010, 01:01:08 pm
Sorry to hear, I hope you did not lose too much progress :/
Title: Re: My First Quantum Translocator
Post by: JustCause on October 23, 2010, 01:05:09 pm
Sorry to hear, I hope you did not lose too much progress :/
Nothing is lost, I backed up to someone else's calc after I posted the update. Everything is saved, save my accidental {L4*4}...(i'm stupid i'm stupid i'm stupid)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 23, 2010, 01:08:43 pm
Ah ok good to hear.
Title: Re: My First Quantum Translocator
Post by: JustCause on October 23, 2010, 01:11:40 pm
Ah ok good to hear.
It's thanks to you...I saw your "BACK UP YOUR CODE OFTEN" topic or something and entrusted one of my backups to a friend of mine 4 years below me (he's a novice programmer and has kind of latched onto me).
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 23, 2010, 01:14:10 pm
Yeah, I wish this topic was noticed by more people. Most people who join and announce a project completly ignores everything I said in it. :(

However be careful to who you give backups. He can easily release it on ticalc.org under a different name without you noticing.
Title: Re: My First Quantum Translocator
Post by: JustCause on October 23, 2010, 01:17:52 pm
However be careful to who you give backups. He can easily release it on ticalc.org under a different name without you noticing.
hidden prog + no Mirage (he's got an nspire) + i trust him = Won't happen.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 23, 2010, 01:31:35 pm
Ah good to hear :D

I didn't knew it was possible to send invisible progs between calcs, though? ???
Title: Re: My First Quantum Translocator
Post by: JustCause on October 25, 2010, 10:01:43 am
I didn't knew it was possible to send invisible progs between calcs, though? ???
I meant to say "locked." The thing's got my name on it and he's not an experienced enough calc user to figure out how to recompile it without Mirage and Axe. We've worked together in the past, though: in particular, I ported one of his promising BASIC games to Axe recently and it's become a cult hit. I'll post it here eventually.

Anyway, back to MFQT. I've decided: I'm moving to a collision-on-line engine, after receiving ridiculous amounts of feedback from my classmates on the theme of "too fast" or "too hard." The engine will magically become much more stable and coding moving platforms will become much, much easier.

I'll start coding as soon as I can restore my backup (lunch today).
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 25, 2010, 04:29:34 pm
Ah ok I see :) And I can't wait for your game. When you reach 100 post you should upload it to the archives :D (unless it's Wacky Fun Random Numbar Generator :P )

Can't wait for update on MFQT :D
Title: Re: My First Quantum Translocator
Post by: squidgetx on October 25, 2010, 04:34:26 pm
FYI, Axe's back up feature works wonders if you don't mind the extra compile time. It's saved me plenty of times in the past ;)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 25, 2010, 04:35:21 pm
It does, but in 10% of the cases, I heard it sometimes corrupts or crashes, so you must still be careful regardless.
Title: Re: My First Quantum Translocator
Post by: Munchor on October 25, 2010, 04:37:35 pm
Oh I thought it had been you... I want the song so much...
Title: Re: My First Quantum Translocator
Post by: Builderboy on October 25, 2010, 04:49:43 pm
It does, but in 10% of the cases, I heard it sometimes corrupts or crashes, so you must still be careful regardless.

10%? really? D: that seems like a bit much, i use it regularly and i've never ever had it corrupt
Title: Re: My First Quantum Translocator
Post by: ztrumpet on October 25, 2010, 05:20:15 pm
It's tough to hear about the data loss, but I'm glad progress is going smoothly.  Also, I can't wait to see both a Basic and Axe version of your friend's game! ;D
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 25, 2010, 06:40:18 pm
It does, but in 10% of the cases, I heard it sometimes corrupts or crashes, so you must still be careful regardless.

10%? really? D: that seems like a bit much, i use it regularly and i've never ever had it corrupt
Idk maybe it's lower, but I saw some posts from people saying they lost their game due to backup function not working properly.

I hope JustCause didn't lose much data x.x
Title: Re: My First Quantum Translocator
Post by: JustCause on October 27, 2010, 10:16:35 am
It's tough to hear about the data loss, but I'm glad progress is going smoothly.  Also, I can't wait to see both a Basic and Axe version of your friend's game! ;D
No data was lost, I simply lost access to it for a while. Just to clarify. Also, I will be uploading the original "Missile Run" and my Axe "Missile Run DX" later today (hopefully). The first is a promising but slow BASIC game, the other is Avalanche on steroids (with a Classic Mode evocative of the original).

My backup system consists of two separate groups, backups stored on two separate computers and my file host of choice, Axe backups, and groups transferred to two separate calculators (though one of them is undergoing SPInterface, so it might not count). The Axe backup glitch is therefore unlikely to affect me. I'm not letting this project die :P

Now switching to collision-on-line.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 27, 2010, 10:42:56 pm
Cool! I will try them out when possible. :) Glad you lost nothing on your current project. :)

By the way in 15 posts, you will also be able to upload your games in the site downloads section, if you want to. They'll be found even more easily by visitors. :)
Title: Re: My First Quantum Translocator
Post by: JustCause on October 28, 2010, 08:51:24 am
Oh god. This is so hard. :( Why did I have to document my collision checks so poorly? Even at my best possible coding time (8:30-9:00 PM while snacking on gingerbread cookies and listening to Magic Hardcore [DJ Omnimaga]) I still can't do it, and have succeeded only in wrecking the current engine multiple times. (backups=good.)

By the way in 15 posts, you will also be able to upload your games in the site downloads section, if you want to. They'll be found even more easily by visitors. :)
I know...I'm so excited! Omni's more addicting than any RPG.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 28, 2010, 05:59:39 pm
As long as you don't get addicted to the site to the same extent as someone can be addicted to WoW, though ;D

And yeah it's best to comment parts of your code that you often get confused at when looking at it again later. In Supersonic Ball, I had the level structure commented because I always forgot what each part were...

I hope you eventually can figure out how to fix your engine. X.x
Title: Re: My First Quantum Translocator
Post by: JustCause on October 28, 2010, 06:03:18 pm
Let me bring you up to speed. I have made no progress. You are now up to speed.

And yeah it's best to comment parts of your code that you often get confused at when looking at it again later.
Lesson learned  ;D
Title: Re: My First Quantum Translocator
Post by: ztrumpet on October 28, 2010, 06:04:07 pm
Let me bring you up to speed. I have made no progress. You are now up to speed.
:P  Nice sarcasm.

Good luck on it. :)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 28, 2010, 08:46:15 pm
Lol nice one :P

If it's possible, feel free to post code or code snippets in the Axe section if you are in dire need of help. I'm sure people will be happy to help. :)
Title: Re: My First Quantum Translocator
Post by: JustCause on October 29, 2010, 08:48:41 am
Typing with white gloves on is hard. Why am I wearing white gloves, you ask? Because I am wearing a Mario costume (hopefully pics later).

But enough of that.

The engine now works, with the exception of bouncies (which I have not yet recoded to play nice with the new engine). So progress has been made. Yay :)
Title: Re: My First Quantum Translocator
Post by: JustCause on October 29, 2010, 03:31:25 pm
Update bump. Bouncies now work, and in response to difficulty concerns jump height has been noticeably increased. Will post ASAP.
Title: Re: My First Quantum Translocator
Post by: Munchor on October 29, 2010, 03:32:06 pm
Update bump. Bouncies now work, and in response to difficulty concerns jump height has been noticeably increased. Will post ASAP.

I want a restart level button so much :)

And save points, but that's harder, the restart button would mbe awesomness PLEASE!
Title: Re: My First Quantum Translocator
Post by: ztrumpet on October 29, 2010, 04:06:41 pm
Great!  I can't wait to see it. :)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 29, 2010, 09:46:12 pm
Typing with white gloves on is hard. Why am I wearing white gloves, you ask? Because I am wearing a Mario costume (hopefully pics later).

But enough of that.

The engine now works, with the exception of bouncies (which I have not yet recoded to play nice with the new engine). So progress has been made. Yay :)
But it isn't Halloween yet. ??? I guess I'll wait for details later, then. :P

Nice progress on MFQT, can't wait to try next version! :)
Title: Re: My First Quantum Translocator
Post by: FinaleTI on October 29, 2010, 09:49:40 pm
Typing with white gloves on is hard. Why am I wearing white gloves, you ask? Because I am wearing a Mario costume (hopefully pics later).

But enough of that.

The engine now works, with the exception of bouncies (which I have not yet recoded to play nice with the new engine). So progress has been made. Yay :)
But it isn't Halloween yet. ??? I guess I'll wait for details later, then. :P

Nice progress on MFQT, can't wait to try next version! :)
Maybe he wore his costume to school and hadn't taken it off yet?
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 29, 2010, 09:51:44 pm
Yeah it could have been for some sort of party or school thing.
Title: Re: My First Quantum Translocator
Post by: JustCause on October 30, 2010, 01:46:12 pm
I want a restart level button so much :)
And save points, but that's harder, the restart button would mbe awesomness PLEASE!
Good news! The build you probably have downloaded (Core .75S) DOES have a restart key, press R. Save points have also been recently implemented and will be posted on Monday.

Also, the costume was for school. We celebrate on the closest available weekday.
Title: Re: My First Quantum Translocator
Post by: Darl181 on October 30, 2010, 01:53:38 pm
Friday was a "spirit day" (wear costumes) for us too, to end homecoming week.  I'll guess our school football team is getting pwned right now in the homecoming game like they always do :P

Anyways, can't wait till Monday ;D

EDIT: "LV5 Advanced (Next: 300)"
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 30, 2010, 02:30:38 pm
AH ok I see about the costume :D

As for the restart key, wouldn't it be better to maybe choose a key like CLEAR or DEL? It might be best since we are used to press the top buttons and stuff. A lot of games use CLEAR to restart levels too.
Title: Re: My First Quantum Translocator
Post by: JustCause on October 30, 2010, 02:40:43 pm
As for the restart key, wouldn't it be better to maybe choose a key like CLEAR or DEL? It might be best since we are used to press the top buttons and stuff. A lot of games use CLEAR to restart levels too.
I see your logic, and given that I have no particular attachment to the R key, I'll swap the codes before I upload. Thanks for the suggestion.

EDIT: Also, grayscale is much less flickery now due to me learning how to actually do grayscale. XD
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 30, 2010, 02:43:10 pm
Nice to hear. Generally in Axe it's not too hard to have good grayscale, but it depends how fast your game run. If it's slow, then it might flickers like mad and you may have to run something like For(Z,0,9):DispĜraphr:End X.x
Title: Re: My First Quantum Translocator
Post by: JustCause on October 30, 2010, 03:04:33 pm
If it's slow, then it might flickers like mad and you may have to run something like For(Z,0,9):DispĜraphr:End X.x
Actually, I might use that because the engine is still kind of fast. Thanks.

Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on October 30, 2010, 11:57:35 pm
Ah ok. Personally if you were planning to use Pause 30 or something, I recommend using that for loop instead. It's gonna do the same thing but make the grayscale better anyway. ;D
Title: Re: My First Quantum Translocator
Post by: JustCause on November 01, 2010, 08:54:17 am
Update will go up very, very soon.

General changelist from last version:
DEL, along with R, is a restart key
Minor optimizations
Engine stability vastly, epically increased
Grayscale vastly improved
Saving and loading, complete with first screen like the original (New Game and Continue paths)
DJ Omni Memorial Pause 30 :) (I would have used the for but it would have been way too hard to restructure my draw statements, next update mebbe)
Title: Re: My First Quantum Translocator
Post by: JustCause on November 01, 2010, 10:34:10 am
*bump* It's up!

Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 01, 2010, 12:11:49 pm
Cool! I'll download it now and try later :)
Title: Re: My First Quantum Translocator
Post by: Munchor on November 01, 2010, 12:13:09 pm
One hundredth post is one hundredth. Update will go up very, very soon.

General changelist from last version:
DEL now also functions as a restart key
Minor optimizations
Engine stability vastly, epically increased
Grayscale vastly improved
Saving and loading, complete with first screen like the original (New Game and Continue paths)
DJ Omni Memorial Pause 30 :) (I would have used the for but it would have been way too hard to restructure my draw statements, next update mebbe)

I ... se.... eee....
RESTART yay! Now I can play

I still can't get past the second level, though

Maybe a GIF of you doing it?
Title: Re: My First Quantum Translocator
Post by: ztrumpet on November 01, 2010, 05:00:57 pm
Nice job JustCause!  I really like it, despite the brutal difficulty.  Wonderful game! ;D
Title: Re: My First Quantum Translocator
Post by: Darl181 on November 01, 2010, 07:12:39 pm
Yes! every time I saw the new post link after this thread I thought there was an update.
Now there  really is!
Already on my calc, can't wait to try it

What is all this stuff about brutal difficulty?  I got through it in about 5 minutes.  I guess I just play a lot of calc games or something...
One thing I noticed-not exactly a bug, but an engine problem.  The text is treated as a wall.  In the "you can't trust them" level you can go on top of the "won't" and stay there.

Also, what's the little square about?  I can tell it stays at the same height as the player sprite, but I have no idea what it might be beyond that.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 01, 2010, 10:35:36 pm
I just played it now and it was really great. The speed is better, I think, even in WabbitEmu. For one of the level I had to use slow motion speed though. Then I decided to do a run through the whole demo at that speed and made a screenshot: :P
Title: Re: My First Quantum Translocator
Post by: MRide on November 01, 2010, 10:37:39 pm
Looks nice!  I really should download some of these games I haven't tried yet.  I'd probably need another calc for that, though.
Title: My First Quantum Translocator
Post by: JustCause on November 02, 2010, 02:30:56 am
My First Quantum Translocator



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=592

A port of the acclaimed Flash game (WIP).

Includes source.
Title: Re: My First Quantum Translocator
Post by: Darl181 on November 02, 2010, 02:32:40 am
Umm, does SMFQTL.8xp have the whole thing now?
I thought it just had the levels.

nvm, I missed the .zip part.
I timed myself while playing it.
00:45.58
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 02, 2010, 04:58:46 am
Woah. Nice job.
Title: Re: My First Quantum Translocator
Post by: Munchor on November 02, 2010, 08:42:03 am
Huh... I finished the game, the last level says "DJ Omnimaga blah blah Wabbit Speed Tests". Only 2 levels?

Yeah, I remember, game is dedicated to DJ for having given his life several times to wabbit speeding tests or sth like that.

Woah, only 3 levels?

Edit: OOOH IT'S A DEMO
Title: Re: My First Quantum Translocator
Post by: JustCause on November 02, 2010, 08:47:20 am
Hmm. I don't remember posting the link to the archives...hmm...*stares at DJ*

Woah, only 3 levels?
Actually, no. See screenie. I don't know if it's an obscure bug or some confusion on your part tho...screenshots would be helpful.

What is all this stuff about brutal difficulty?  I got through it in about 5 minutes.  I guess I just play a lot of calc games or something...
XD

One thing I noticed-not exactly a bug, but an engine problem.  The text is treated as a wall.  In the "you can't trust them" level you can go on top of the "won't" and stay there.
I am aware of this and would like to fix it if at all possible, but I'm out of buffers XD help would be appreciated.
Title: Re: My First Quantum Translocator
Post by: Munchor on November 02, 2010, 08:48:24 am
Hmm. I don't remember posting the link to the archives...hmm...*stares at DJ*

Woah, only 3 levels?
Actually, no. See screenie. I don't know if it's an obscure bug or some confusion on your part tho...screenshots would be helpful.

What is all this stuff about brutal difficulty?  I got through it in about 5 minutes.  I guess I just play a lot of calc games or something...
XD

One thing I noticed-not exactly a bug, but an engine problem.  The text is treated as a wall.  In the "you can't trust them" level you can go on top of the "won't" and stay there.
I am aware of this and would like to fix it if at all possible, but I'm out of buffers XD help would be appreciated.

Omnimaga's GIF also finishes after 3 levels, so... I found out it is a demo, CAN'T WAIT FOR FINAL!!
Title: Re: My First Quantum Translocator
Post by: JustCause on November 02, 2010, 08:52:05 am
Omnimaga's GIF also finishes after 3 levels, so... I found out it is a demo, CAN'T WAIT FOR FINAL!!
It is a demo, but it has more than three levels. Watch the whole GIF. (and lose the game because of it.)
Title: Re: My First Quantum Translocator
Post by: Munchor on November 02, 2010, 08:52:47 am
Omnimaga's GIF also finishes after 3 levels, so... I found out it is a demo, CAN'T WAIT FOR FINAL!!
It is a demo, but it has more than three levels. Watch the whole GIF. (and lose the game because of it.)

Already watched, I also finished the game too.

Hah, you lost the game again

Ouch, so did I
Title: Re: My First Quantum Translocator
Post by: JustCause on November 02, 2010, 08:54:33 am
Already watched, I also finished the game too.
And it has only three levels? Hm. That's a problem. Screenie or documentation please.
Title: Re: My First Quantum Translocator
Post by: Munchor on November 02, 2010, 08:55:26 am
Already watched, I also finished the game too.
And it has only three levels? Hm. That's a problem. Screenie or documentation please.

Confusion with MFQTq
Title: Re: My First Quantum Translocator
Post by: JustCause on November 02, 2010, 08:56:07 am
Confusion with MFQTq
So it does have more than three levels on yours?
Title: Re: My First Quantum Translocator
Post by: Munchor on November 02, 2010, 09:07:04 am
Confusion with MFQTq
So it does have more than three levels on yours?

MFQT ---> 3 levels (demo)
THE IMPOSSIBLE GAME ---> Working just fine
Title: Re: My First Quantum Translocator
Post by: JustCause on November 02, 2010, 09:55:36 am
MFQT ---> 3 levels (demo)
THE IMPOSSIBLE GAME ---> Working just fine
That's a problem then, because even though this version of MFQT is still a demo it has more than three levels. Please give me details on your calc situation, and a screenshot would be nice.

EDIT: Also, I watched the GIF again and it has all the levels in it. There are more than three.

Thanks to Omni for the screenshot. The idea on the level before "you can't trust them" was for you to use the bouncies twice, tho. Maybe that would make it a little easier :) Also, what are you using that changes your RAM Clear screen?
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 02, 2010, 02:33:36 pm
Hmm. I don't remember posting the link to the archives...hmm...*stares at DJ*
Well I looked at the pending queue last night and there was your file uploaded by you and Iambian's Picross demo. :P I checked if everything was zipped then clicked approve. :P
Title: Re: My First Quantum Translocator
Post by: JustCause on November 02, 2010, 04:12:44 pm
Hmm. I don't remember posting the link to the archives...hmm...*stares at DJ*
Well I looked at the pending queue last night and there was your file uploaded by you and Iambian's Picross demo. :P I checked if everything was zipped then clicked approve. :P

And somehow that got posted to the relevant thread? You're a sly one DJ  8)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 02, 2010, 04:26:12 pm
Oh you mean the automated topic. When uploading something it automatically posts a link to it on the forums. However, to avoid a duplicate topic, I merged the post with this one.
Title: Re: My First Quantum Translocator
Post by: JustCause on November 02, 2010, 05:28:07 pm
Oh you mean the automated topic. When uploading something it automatically posts a link to it on the forums. However, to avoid a duplicate topic, I merged the post with this one.
Oh, I see. Thanks!
Title: Re: My First Quantum Translocator
Post by: Darl181 on November 02, 2010, 06:32:13 pm
Quote
Quote from: Darl181 on Yesterday at 19:12:39
One thing I noticed-not exactly a bug, but an engine problem.  The text is treated as a wall.  In the "you can't trust them" level you can go on top of the "won't" and stay there.

I am aware of this and would like to fix it if at all possible, but I'm out of buffers XD help would be appreciated.
Why can't you have it write text to the backbuffer?
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 02, 2010, 07:35:09 pm
Wouldn't it be hard to display on the main buffer, though?
Title: Re: My First Quantum Translocator
Post by: Darl181 on November 02, 2010, 07:36:26 pm
He already has grayscale.
Dispgraphr
The text would be only gray, but if it fixes a problem...
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 02, 2010, 07:41:27 pm
Oh yeah well then he could always have the text gray, but if he wants it black, then he's out of luck...
Title: Re: My First Quantum Translocator
Post by: Darl181 on November 02, 2010, 07:43:51 pm
Or do the pxl-test then draw the text.
That would be quite the slowdown, though, to draw it every frame...
If he put in a pause anyway, though...he could replace Pause X with Text(X,Y,"blah blah" and it could be about the same
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 02, 2010, 07:45:41 pm
Yeah, I would avoid doing that, or else he would be best at storing the text into sprites and displaying sprites of the text, instead. Sprites are much faster than TI's crappy text routines.
Title: Re: My First Quantum Translocator
Post by: Darl181 on November 02, 2010, 07:53:24 pm
Yeah, I would avoid doing that, or else he would be best at storing the text into sprites and displaying sprites of the text, instead. Sprites are much faster than TI's crappy text routines.
So, if text every frame is used, it comes down to...A)memory or B)speed?
*or he could use TIOS picvars and import them*
Level editor possibility, right there.
Title: Re: My First Quantum Translocator
Post by: JustCause on November 03, 2010, 08:54:03 am
He already has grayscale.
Dispgraphr
The text would be only gray, but if it fixes a problem...

I am not using DispGraphr. It fails on my hardware / in Full / whatever. Front buffer = to be drawn to screen, back buffer = stuff that stays constant and is collision-detected.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 03, 2010, 12:05:55 pm
How do you have grayscale then? ??? Did you hard-code the grayscale I saw in the game?

And if you do

Normal
DispGraphr
Full

It will work fine on your hardware.
Title: Re: My First Quantum Translocator
Post by: JustCause on November 04, 2010, 08:50:14 am
How do you have grayscale then? ??? Did you hard-code the grayscale I saw in the game?

And if you do

Normal
DispGraphr
Full

It will work fine on your hardware.

1. Yes
2. YAY

Will change super-immediately.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 04, 2010, 09:43:39 am
Lol ok. But yeah it's due to the crappy LCD driver not being able to keep up with a 15 MHz DispGraphr. xLIB did that around version 0.4a when I was beta-testing it.
Title: Re: My First Quantum Translocator
Post by: JustCause on November 04, 2010, 10:04:59 am
Also, what's the little square about?  I can tell it stays at the same height as the player sprite, but I have no idea what it might be beyond that.
I have no idea what you're talking about. The entire engine is made of little squares. Please elaborate.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 04, 2010, 06:49:19 pm
Same here. At first I thought he meant the top-left square that appears until you can warp again, but I got confused after the first question. ???
Title: Re: My First Quantum Translocator
Post by: Darl181 on November 04, 2010, 07:05:36 pm
Upon the start of play, a little 3*3 square appears to the right of the player sprite (what the player controls).
The height changes according to the player.  Meaning that if you jump, the 3*3 square jumps as well.
And sometimes when I drop a shadow or something it moves to a different part of the screen left or right, always staying at the same height.
Say, I start a new game.  The rouge square is a few pixels to the right of the player sprite.  But I drop a shadow, and it jumps more than halfway across the screen.

You said you hard-coded the grayscale?  I wonder if that's part of it...
Just as a curiosity that might be related, what's the player sprite supposed to look like?  Is it supposed to be a solid square, or an outline?  I ask that because there's two (solid) squares, they stay at the same height, and they xor each other to make a sort of outline.

Ah.  It is supposed to be an outline.
Dj made a GIF a while back.
(http://www.omnimaga.org/index.php?action=dlattach;topic=4616.0;attach=4229;image)
Mine shows up as two solid squares.

I got a video of the bug with my digital camera.  Problem is, it's 13,219 kb.
Mediafire link (http://www.mediafire.com/?93qg6px0339afk7)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 04, 2010, 10:33:54 pm
Wow strange...

I wonder if that could be caused by your recent calc OS issues?
Title: Re: My First Quantum Translocator
Post by: JustCause on November 05, 2010, 08:48:59 am
Yea, seems like it's drawing the two rectangles separately...seems nonduplicable. If it comes up again I'll see if I can kludge around it.
Title: Re: My First Quantum Translocator
Post by: Runer112 on November 05, 2010, 09:25:02 am
It seems to me that a simple solution to avoid problems like this would be to draw the player as a sprite, as I'm pretty sure it's just an inverted box on top of a slightly larger filled box currently. Plus, then you can change the look of the player's character so he isn't necessarily just a square. :P
Title: Re: My First Quantum Translocator
Post by: JustCause on November 05, 2010, 03:03:54 pm
It seems to me that a simple solution to avoid problems like this would be to draw the player as a sprite, as I'm pretty sure it's just an inverted box on top of a slightly larger filled box currently. Plus, then you can change the look of the player's character so he isn't necessarily just a square. :P
Thanks for the tip. I'll do that.
Title: Re: My First Quantum Translocator
Post by: ASHBAD_ALVIN on November 05, 2010, 03:15:25 pm
I like how the menu for new game/continue is where you jump to the option :D
Title: Re: My First Quantum Translocator
Post by: Munchor on November 05, 2010, 03:16:23 pm
I like how the menu for new game/continue is where you jump to the option :D

Even though, I prefer number based menus :)
Title: Re: My First Quantum Translocator
Post by: JustCause on November 05, 2010, 06:10:57 pm
I like how the menu for new game/continue is where you jump to the option :D
Even though, I prefer number based menus :)
I originally did number-based, but eventually decided "What the hell, I can knock this together in about 90 seconds, why not?" ;D
Title: Re: My First Quantum Translocator
Post by: Darl181 on November 05, 2010, 06:53:38 pm
Yea, seems like it's drawing the two rectangles separately...seems nonduplicable. If it comes up again I'll see if I can kludge around it.
I guess it's two RectI( 's, one supposed to be on top of the other?
It seems to me that a simple solution to avoid problems like this would be to draw the player as a sprite, as I'm pretty sure it's just an inverted box on top of a slightly larger filled box currently. Plus, then you can change the look of the player's character so he isn't necessarily just a square. :P
Thanks for the tip. I'll do that.
Agreed.
Title: Re: My First Quantum Translocator
Post by: JustCause on November 09, 2010, 08:56:34 am
Ok, after I got the Bizzare Black Box Bug (henceforth abbreviated as Bx4) I changed to a sprite method. Update should go up soon.

Also, a quick explanation of my buffer use and why I don't think I can use Dispgraphr:
Code: [Select]
Repeat Q
back buffer->front buffer
do tests on front buffer
draw all situational things on front buffer
front buffer->screen
End
There's probably a way I can structure this differently, but it's eluding me at the moment...
also, Dispgraphr is kinda slow compared to a single draw.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 09, 2010, 12:13:25 pm
Ah I see about the back-buffer thing. What do you have to do in the back buffer, though? I don't see anything in your code box like additional testing. Btw nice to see progress
Title: Re: My First Quantum Translocator
Post by: JustCause on November 09, 2010, 12:41:41 pm
Ah I see about the back-buffer thing. What do you have to do in the back buffer, though? I don't see anything in your code box like additional testing. Btw nice to see progress
I don't have to do anything in the back buffer, but I've tried eliminating it (and simply drawing the level every frame): the speed decrease is horrendous.

Spoiler For Offtopic:
this post marks the beginning of my post rush. I plan on hitting 250 by the end of this week. :) don't worry they'll all be productive.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 09, 2010, 12:55:57 pm
Ah I see. Sorry to hear about the speed loss. Hope to see new progress soon. :)

Title: Re: My First Quantum Translocator
Post by: Builderboy on November 09, 2010, 03:46:51 pm
Thats exactly the buffer use i use for PortalX ^^ And yeah the only way you would be able to free up the buffer is if you made your graphics non destructive, like have every sprite an XOR sprite so that you don't have to redraw the screen every frame.
Title: Re: My First Quantum Translocator
Post by: KisforKeyboard on November 09, 2010, 04:36:28 pm
wow justcause this looks like portal :D
Title: Re: My First Quantum Translocator
Post by: JustCause on November 10, 2010, 08:57:29 am
Thats exactly the buffer use i use for PortalX ^^ And yeah the only way you would be able to free up the buffer is if you made your graphics non destructive, like have every sprite an XOR sprite so that you don't have to redraw the screen every frame.
Considered this. Will test soon.

Next update will have the sprite fix and improved logic for saving (the message comes up only when you reach the level, not when you reload).
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 10, 2010, 02:01:17 pm
Improved logic for saving? ???
Title: Re: My First Quantum Translocator
Post by: Darl181 on November 10, 2010, 06:47:17 pm
I think that instead of saying "Saved" all the time it would say "Loaded" if it loads.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 11, 2010, 01:32:01 am
Oh wait he had the game says saving when actually loading saved data? :P
Title: Re: My First Quantum Translocator
Post by: JustCause on November 11, 2010, 10:03:57 am
/me mumbles something about a subforum

I hardcoded the "state saved" into the level data. Kludge get, I know, but I was itching to get the update out. So I plan on moving that to the subroutine and having it display a nice little popup box with "state saved" or "state loaded" depending on the situation.
Title: Re: My First Quantum Translocator
Post by: Munchor on November 11, 2010, 10:06:54 am
I hardcoded the "state saved" into the level data. Kludge get, I know, but I was itching to get the update out. So I plan on moving that to the subroutine and having it display a nice little popup box with "state saved" or "state loaded" depending on the situation.

Any ideas when final version will be released?
Title: Re: My First Quantum Translocator
Post by: JustCause on November 11, 2010, 10:08:29 am
Any ideas when final version will be released?

Short answer: No.
Long answer: I have no idea what features I'll end up putting in this game, I haven't done much level design, and I'm considering a level editor. I'm committed to finishing this project and making it awesome: beyond that, I can't promise anything, least of all a date.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 11, 2010, 06:15:27 pm
/me mumbles something about a subforum

I hardcoded the "state saved" into the level data. Kludge get, I know, but I was itching to get the update out. So I plan on moving that to the subroutine and having it display a nice little popup box with "state saved" or "state loaded" depending on the situation.
Yeah sorry about that, I thought about adding one, but I have so many subforumks to create now for projects that I didn't feel like adding much. That could maybe help finding some of the major projects.

Also good luck on the project. It is really great.
Title: Re: My First Quantum Translocator
Post by: Darl181 on November 11, 2010, 06:22:39 pm
Will the next update be the final?
Title: Re: My First Quantum Translocator
Post by: JustCause on November 12, 2010, 08:46:32 am
Yeah sorry about that, I thought about adding one, but I have so many subforumks to create now for projects that I didn't feel like adding much.
Fair 'nuff.

Will the next update be the final?
Short answer: No.
Long answer: I have no idea what features I'll end up putting in this game, I haven't done much level design, and I'm considering a level editor. I'm committed to finishing this project and making it awesome: beyond that, I can't promise anything, least of all a date.

;D
Title: Re: My First Quantum Translocator
Post by: TIfanx1999 on November 12, 2010, 10:45:07 am
I've never heard of this game before, so when I kept seeing the title "My first Quantum Translocator" pop up I assumed it was some silly thread in the random section. Curiosity got the better of me and I decided to take a look. "Oh, it's a game!" Lesson: Never judge a thread by it's title! :P Anyhow... the flash version is pretty cool and the calc version that you've been working on is coming along quite nicely. Nice job! =) I'd like to see the character as a sprite instead of a small square. Are you going to replace it eventually?
Title: Re: My First Quantum Translocator
Post by: Munchor on November 12, 2010, 10:49:20 am
I've never heard of this game before, so when I kept seeing the title "My first Quantum Translocator" pop up I assumed it was some silly thread in the random section. Curiosity got the better of me and I decided to take a look. "Oh, it's a game!" Lesson: Never judge a thread by it's title! :P Anyhow... the flash version is pretty cool and the calc version that you've been working on is coming along quite nicely. Nice job! =) I'd like to see the character as a sprite instead of a small square. Are you going to replace it eventually?

I would prefer a sprite too, that would be much better and closer to the original version.

So, two persons wanting sprite already ;)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 12, 2010, 08:31:43 pm
I agree with the idea, although it might not be that necessary. But it would be cool nonetheless. Something like in Portal X.
Title: Re: My First Quantum Translocator
Post by: Builderboy on November 13, 2010, 01:29:50 am
although with 8x8 you could get an awesome walkcycle compared to PortalX ^^
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 13, 2010, 03:11:31 am
Yeah, although since he uses 5x5 he would have to modify the entire engine to use 8x8 :P
Title: Re: My First Quantum Translocator
Post by: Builderboy on November 13, 2010, 03:14:25 am
Owait you use 5x5 sprites?  Oh thats riiight XD Haha in that case :P

EDIT: For stupidity and tiredness
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 13, 2010, 03:15:17 am
Er I am lost, now...

I'll repeat: JustCause uses 5x5 sprites. He can't use a 8x8 char sprite like you suggested.


EDIT in response to your edit: ah I see X.x
Title: Re: My First Quantum Translocator
Post by: Builderboy on November 13, 2010, 03:22:58 am
Lol i am very sleepy it would seem, all fixed
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 13, 2010, 03:23:42 am
That happens :P
Title: Re: My First Quantum Translocator
Post by: TIfanx1999 on November 14, 2010, 10:46:07 am
5X5 would be fine anyway. It's not like it has to be super detailed. =)
Title: Re: My First Quantum Translocator
Post by: Builderboy on November 14, 2010, 02:32:51 pm
Exactly, and i find 5x5 makes for the best ratio for tiles on screen vs detail in stiles
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 14, 2010, 11:32:08 pm
Yeah true. I remember a nice Dragon Warrior demo from SiCoDe that used 5x5 sprites (although tilemaps were unfortunately pre-rendered, stored in pic0 through 9, a common practice back in the days) and it looked pretty nice.
Title: Re: My First Quantum Translocator
Post by: JustCause on November 15, 2010, 08:55:09 am
I'd like to see the character as a sprite instead of a small square. Are you going to replace it eventually?
Next Update.
Title: Re: My First Quantum Translocator
Post by: TIfanx1999 on November 15, 2010, 09:02:11 am
@Dj yea, I remember that game! ^^ The Demo was really nice!
@Justcause: Sweet! =)
Title: Re: My First Quantum Translocator
Post by: JustCause on November 15, 2010, 09:53:05 am
...okay, I've finished my 7 pages of calculus homework, but I've got a few papers to do as well, so progress will be slow...so I'll post what I have right now. Includes the spritefix.

/me goes off to transfer the files

EDIT: This will take a long time.
Title: Re: My First Quantum Translocator
Post by: aeTIos on November 15, 2010, 09:53:34 am
yeah!
Title: Re: My First Quantum Translocator
Post by: JustCause on November 15, 2010, 11:07:14 am
OK, update up by 4:00 PM CST. This time for serious.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 15, 2010, 11:16:52 am
Ah I see now why you were less active lately. Hopefully your school workload gets smaller soon. Nice to see new progress too. Can't wait for the update. :)

Btw
Quote
EDIT: This will take a long time.
What will take so long? Do you have some sort of worse-than-dial-up connection causing a calculator program to take 10 minutes to upload on the forums? ???
Title: Re: My First Quantum Translocator
Post by: JustCause on November 15, 2010, 03:38:21 pm
Btw
Quote
EDIT: This will take a long time.
What will take so long? Do you have some sort of worse-than-dial-up connection causing a calculator program to take 10 minutes to upload on the forums? ???

Epic-bad drivers + no free periods + bad hardware + workload

UPDATE IS UP 
Title: Re: My First Quantum Translocator
Post by: ztrumpet on November 15, 2010, 03:43:30 pm
It's fun as always. :)
I like the new sprite too. ;D
Title: Re: My First Quantum Translocator
Post by: JustCause on November 15, 2010, 03:46:01 pm
It's fun as always. :)
I like the new sprite too. ;D
yea, the update isn't much but it's something. the sprite is my devblock for crush checks.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 15, 2010, 10:36:49 pm
Cool to see the update up!

Not only I'll try it soon, but this shall also be my guinea pig for Doors CS testing.

EDIT: I like it, I tried it on my calc and difficulty seems pretty good now compared to Wabbitemu.
Title: Re: My First Quantum Translocator
Post by: JustCause on November 16, 2010, 09:54:16 am
Not only I'll try it soon, but this shall also be my guinea pig for Doors CS testing.
Yea, how's DCS7 treating you? It's been glitching and freezing for me. CS6 didn't work for me though, so I'm not exactly surprised.

Glad to see the difficulty is about right. I'll probably incorporate ultra-consistent timing through interrupts soon.
Title: Re: My First Quantum Translocator
Post by: Munchor on November 16, 2010, 01:47:42 pm
Not only I'll try it soon, but this shall also be my guinea pig for Doors CS testing.
Yea, how's DCS7 treating you? It's been glitching and freezing for me. CS6 didn't work for me though, so I'm not exactly surprised.

Glad to see the difficulty is about right. I'll probably incorporate ultra-consistent timing through interrupts soon.

I may move to MirageOS now, Doors CS7 is cool, but only 6 programs per page, though.
Not sure if that can be changed anyways.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 16, 2010, 02:55:20 pm
Not only I'll try it soon, but this shall also be my guinea pig for Doors CS testing.
Yea, how's DCS7 treating you? It's been glitching and freezing for me. CS6 didn't work for me though, so I'm not exactly surprised.

Glad to see the difficulty is about right. I'll probably incorporate ultra-consistent timing through interrupts soon.
This is strange, it works fine for most people. Are you sure you got the latest version? If so, then you may want to report the issue on Cemetech forums, stating your calculator OS, ending of serial number and model. It could be a problem with your calc, though. (Maybe a full OS reinstall/mem clear is in order?)

Also ScoutDavid MirageOS only has 6 programs per page too and doesn't run xLIB/Celtic III games and won't run archived ASM programs from the PRGM menu. It's much smaller, though. :P

Title: Re: My First Quantum Translocator
Post by: aeTIos on November 16, 2010, 02:59:33 pm
I'd say: stay using DCS, its ~100 times better than all other shells!
Title: Re: My First Quantum Translocator
Post by: Munchor on November 16, 2010, 03:10:47 pm
Yeah, I know MirageOS doesn't run everything but it boots faster doesn't it'

Anyways, doorscs doesn't boot slow, so..
Title: Re: My First Quantum Translocator
Post by: aeTIos on November 16, 2010, 03:11:58 pm
any shell boots slower if you have more programs
Title: Re: My First Quantum Translocator
Post by: Munchor on November 16, 2010, 03:14:47 pm
any shell boots slower if you have more programs


Of course, but DoorsCS7 is 3 times larger than MirageOS, I think
Title: Re: My First Quantum Translocator
Post by: ztrumpet on November 16, 2010, 03:46:45 pm
Honestly, I use Doors because of the Homescreen Run features and special Axe source recognition. :)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 16, 2010, 04:09:07 pm
any shell boots slower if you have more programs

Mirage OS 1.1 loading time was about (AmountOfSubPrograms^2)/10 seconds long. Sorting was so slow with over 40 X.x.

But yeah I think each shell got their strong and weak point anyway. Lot of work were put into them too.

Anyway, on the topic of MFQT, JustCause are you still planning a level editor?
Title: Re: My First Quantum Translocator
Post by: JustCause on November 16, 2010, 04:23:59 pm
@DJ:
I am planning a level editor, but I'm not totally sure how to do that...with the appvars and such...searching through the VAT...nightmare. It's in the "high awesome low possibility" category (and yes I do categorize all features by awesome rank and possibility rank), but if someone took the time to explain it that would be AWESOME.

Re Homerun hooks: I've found Calcutil much quicker and much more reliable.

Also, Scout, what were you going on about in the WikiTI thread? You mentioned MFQT and I'm not entirely sure what you were saying...
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 16, 2010, 04:26:33 pm
Ah ok. You may need to ask in the Axe sub-forum. I think there's a topic about external levels there. I remember I had some troubles with them before. X.x

As for Scout comment he was probably refering to a comment he made in the MFQT thread. I'll go check in the previous pages.

EDIT: I can't figure out which one. ???
Title: Re: My First Quantum Translocator
Post by: JustCause on November 16, 2010, 04:34:22 pm
*reads thread* OK, I see how you'd hook the appvars up to the relevant drawing code...in fact, that would be incredibly easy. However, I'd like to have a menu that displays all the relevant levels...and that would require searching through the VAT, right? (<--what I was alluding to before)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 16, 2010, 04:36:14 pm
Yeah, and levels would need a special header so only them show up.
Title: Re: My First Quantum Translocator
Post by: JustCause on November 16, 2010, 04:37:00 pm
Yeah, and levels would need a special header so only them show up.
Though naming them all QtLxxxxx where xxxxx is a level ID or name would work too, right?

EDIT: re scout, I think he may have gotten thread confused again... >_<
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 16, 2010, 04:39:19 pm
Yeah but it's best if it scans the first few bytes of the content, in case someone has QuickTime Player a game/mario level starting with QT on his calc.
Title: Re: My First Quantum Translocator
Post by: JustCause on November 16, 2010, 04:40:41 pm
Yeah but it's best if it scans the first few bytes of the content, in case someone has QuickTime Player a game/mario level starting with QT on his calc.

LOL

Ok, now that that's all cleared up...I can save the menu for later. New progress forthcoming!
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 16, 2010, 04:42:05 pm
Ok cool to hear new progress is coming! Good luck with the menu.
Title: Re: My First Quantum Translocator
Post by: JustCause on November 16, 2010, 04:43:04 pm
Ok cool to hear new progress is coming! Good luck with the menu.
Thx...time to go check WikiTI for info on the VAT. Mario 2.0 did it, so can I.

The above overestimated my programming ability by leaps and bounds and should be disregarded :)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 16, 2010, 08:03:53 pm
Lol :P

But yeah if you ever need additional assistance, feel free to ask in the Axe section, people will be happy to help you. :)
Title: Re: My First Quantum Translocator
Post by: ztrumpet on November 16, 2010, 08:11:52 pm
Here's some help on the subject: http://ourl.ca/7202/122628

Good luck on it. :)
Title: Re: My First Quantum Translocator
Post by: JustCause on November 17, 2010, 08:48:17 am
Here's some help on the subject: http://ourl.ca/7202/122628

Good luck on it. :)
That's actually incredibly helpful. Thanks ztrumpet!
Title: Re: My First Quantum Translocator
Post by: JustCause on November 19, 2010, 04:48:34 pm
Ok, progress:

I have kludged reading from appvars and created a human-unusable level editor.

Next step is to make all of this useful. This may take a while. :)
Title: Re: My First Quantum Translocator
Post by: Munchor on November 19, 2010, 04:51:25 pm
Ok, progress:

I have kludged reading from appvars and created a human-unusable level editor.

Next step is to make all of this useful. This may take a while. :)

I hope you're OKAY with level editor, 'cos I want loads'o'levels :)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 19, 2010, 05:31:23 pm
Nice to see new updates! :D
Title: Re: My First Quantum Translocator
Post by: squidgetx on November 19, 2010, 06:17:56 pm
human-unusable level editor.

lol nice. good luck making it all work :). Sometimes good gui stuff is key though, so don't give up!
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 19, 2010, 07:28:54 pm
Yeah I hope you make it user-friendly, because then few people may use the level editor. There's a reason why so few people code for BBC Basic compared to Axe. (although BBC Basic can do great stuff too)
Title: Re: My First Quantum Translocator
Post by: ztrumpet on November 19, 2010, 10:40:48 pm
Yeah I hope you make it user-friendly, because then few people may use the level editor. There's a reason why so few people code for BBC Basic compared to Axe. (although BBC Basic can do great stuff too)
Yeah, it's best to make them user friendly.  That being said, the Exodus editor is pretty un-user friendly. :P
Title: Re: My First Quantum Translocator
Post by: Builderboy on November 20, 2010, 03:46:37 am
Haha yeah probably none of my level editors are friendly at all.  The least friendly one being the Portal editor, which is awful x.x everything from the external level handling, to the way levels are edited is just horrendous. 
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 20, 2010, 04:30:54 am
That said, in BASIC it is sometimes inevitable, as you cannot modify program content from another program. In Metroid II, I had to manually paste my matrix data inside the map programs. :(
Title: Re: My First Quantum Translocator
Post by: Builderboy on November 20, 2010, 04:56:56 am
Well im not talking so much the way it handles the levels so much as the general interface.  In order to edit a level you had already made, you had to play it in the game, then press a special key which would save the pic, then quit, go back to the editor, recall the pic, erase all the things besides the tiles, and put back in everything else x.x and every button had a different object, instead of like a menu or something.  And you could only have 1 custom level at a time, instead of as many as you want x.x
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 20, 2010, 05:06:41 am
Oh ok I see. X.x

Yeah I guess it might not be that user-friendly. Hopefully JustCause can find a good solution to make sure his level editor is not too hard to use.
Title: Re: My First Quantum Translocator
Post by: ztrumpet on November 20, 2010, 10:57:19 am
Yeah, but at least you had the option to see instructions on how to edit your level. :)
Title: Re: My First Quantum Translocator
Post by: JustCause on November 22, 2010, 08:54:24 am
Yeah, I won't be uploading until I have something intuitive. And stable. I'm fairly sure the dev build of the engine is broken right now, I might be writing outside of saferam...grr.

Also, if anyone has any ideas for a pathing system for platforms and hazards, that would be awesome. I've held off on making them because I want the data structures to support movement.

Spoiler For My activity level:
Well, over the weekend everything pretty much fell apart. I have a C or worse in every class and my dad nearly beat the shit out of me yesterday because of it (Mom got in the way and prolly saved me from quite a few bruises). They also searched my backpack and discovered my iPod, Game Boy Color, and two calc cables. Fortunately, I keep a spare elsewhere, so I'm not totally cut off.

More important are my priorities right now. I'm out of the house at 18 (I'm 15.5 and a junior), and my parents refuse to co-sign for a license, apartment, or any kind of loan. I don't qualify for most student loans anyway because my rents are in too high of an income bracket, and I can't join the military because of my bone defect. And there's no way in HELL I'm getting a scholarship. So I need to make sure I'm as presentable to potential employers as possible. With that in mind, my activity level is likely to stay where it's been recently. I can't get on during the weekends or holidays, but even during the week my activity level will be fairly low. I'm not quitting programming or Omni, because I love you guys too much, but I definitely need to take a look at my life and where it's going.

That said, I'll be doing an upload rush in a few hours. Included will be Missile Run DX, a sample maze generation program, a BASIC cipher program that uses the rand seed, and my DM utility for DnD 3.5. Basically everything cool that I've done and haven't shown you all yet.

Omni isn't getting rid of me just yet. :)

Cheers! -Cause
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 22, 2010, 02:34:54 pm
Sorry to hear about life issues. Personally, I would really make sure that you can get a job (even if just in a retail store or something) when you are gonna move out so you can move out as soon as possible, because to me your parents seems extremly harsh and bad. Also if you get beaten down I would call the police or whatever minor protection agency or the like exists where you live and do it from another place than home to report your dad, because he is not allowed to do that. I would suggest avoiding bringning your gameboy color and ipod at school, though. That is generally not a good idea. Focus a bit more on school. Hopefully you don't have to leave Omni, though.

As for your files you should upload them in the download section if they are finished or close.

Anyway, good luck!
Title: Re: My First Quantum Translocator
Post by: Builderboy on November 22, 2010, 02:48:02 pm
Spoiler For My activity level:
Well, over the weekend everything pretty much fell apart. I have a C or worse in every class and my dad nearly beat the shit out of me yesterday because of it (Mom got in the way and prolly saved me from quite a few bruises). They also searched my backpack and discovered my iPod, Game Boy Color, and two calc cables. Fortunately, I keep a spare elsewhere, so I'm not totally cut off.

More important are my priorities right now. I'm out of the house at 18 (I'm 15.5 and a junior), and my parents refuse to co-sign for a license, apartment, or any kind of loan. I don't qualify for most student loans anyway because my rents are in too high of an income bracket, and I can't join the military because of my bone defect. And there's no way in HELL I'm getting a scholarship. So I need to make sure I'm as presentable to potential employers as possible. With that in mind, my activity level is likely to stay where it's been recently. I can't get on during the weekends or holidays, but even during the week my activity level will be fairly low. I'm not quitting programming or Omni, because I love you guys too much, but I definitely need to take a look at my life and where it's going.

That said, I'll be doing an upload rush in a few hours. Included will be Missile Run DX, a sample maze generation program, a BASIC cipher program that uses the rand seed, and my DM utility for DnD 3.5. Basically everything cool that I've done and haven't shown you all yet.

Omni isn't getting rid of me just yet. :)

Cheers! -Cause

That was the saddest story i ever heard ended with a cheers :( I agree with DJ, find a good retail or small job where you will be able to make money, and if your dad beats on you, go to the police!  Under no circumstances should anybody be allowed to beat on you, family or not :( Good luck with school, i hope everything gets better
Title: Re: My First Quantum Translocator
Post by: ASHBAD_ALVIN on November 22, 2010, 03:53:30 pm
go to the police.  or something.  Beating an adult (if you are >= 18) is a crime (then again, beating anyone is a crime, but as an adult you can have more say over the case).  Good luck with school, I'm sure you'll do better next quarter/semester
Title: Re: My First Quantum Translocator
Post by: ztrumpet on November 22, 2010, 03:54:05 pm
I hope everything gets better!  Good luck. :)
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 22, 2010, 03:58:02 pm
go to the police.  or something.  Beating an adult (if you are >= 18) is a crime (then again, beating anyone is a crime, but as an adult you can have more say over the case).  Good luck with school, I'm sure you'll do better next quarter/semester
Well he isn't adult yet but I am certain there is protection for minor people in USA too. In Quebec it was called something like Youth Protection Society and some parents who abuse their kids/mistreat them can get them taken away. The kids end up at the youth protection center and sometimes are put in another family for those kids.
Title: Re: My First Quantum Translocator
Post by: ASHBAD_ALVIN on November 22, 2010, 04:55:58 pm
oh, I thought he was like 18.  But yeah, there ARE youth protection things here
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 22, 2010, 11:28:03 pm
Oh I just checked his forum profile and I remembered he said he was 15 or something on IRC back in April. His parents reminds me Shmibs' and SirCmpwn's...
Title: Re: My First Quantum Translocator
Post by: JustCause on November 29, 2010, 10:09:33 am
Some fun Q&A for you guys.

Whoa! It's JustCause! Where were you for the past few days?
Sadly, I can only get on Omni during school hours. Thanksgiving vacation meant that I was cut off for a few days.

Did your dad kill you?
No. Actually, we've reconciled (somewhat). Maybe his strict parenting style has something to do with the fact that he's a self-made man who grew up in inner Chicago with a Republican Catholic cop for a father, then went into the military despite the exact same bone defect that I had, used it to pay for college, and recently made it through three grueling years of law school. He doesn't have much patience for people with (what he sees as) lacking work ethic: of course, he holds people to the same standards he holds himself, which means almost no one measures up. (He's also not too bad at NFS Hot Pursuit.)
All jokes aside, he's a good man and I respect him, despite his temper. I really appreciate all the support you guys have offered up, and I do have the DCFS number memorized if I ever need to use it again. (That's right, it has come up before.)

So do you have an update for us?
...no.

Did you do any coding over break?
...no.

Are you giving up the project?
NO! I've simply decided to stick with things I know I can code for right now, which means I'll be making the switch over the next couple days to a different buffer system: I'll be ORing both buffers onto the screen and using nondestructive sprites like Builderboy suggested, in order to allow for non-colliding text and backgrounds. I'll also be adding a variety of static features with simple collision detection: features like, to use Portal 2 examples, Aerial Faith Plates and Excursion Funnels.

Where's that upload rush you promised?
Standard procedure. All updates must always take 3-5 days longer than expected to be delivered.

Would you, by any chance, happen to have bought an epic Mario hoodie yesterday?
Yes! How did you know?
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 29, 2010, 05:19:32 pm
Ah glad he isn't that bad after all. I remember you were not gonna be around until Monday but I wasn't sure if anything wrong would happen. I heard horror parent stories in the past from forum members. X.x

I hope the project stays alive, though. It would suck if it died. Anyway good luck with everything and the game. :)
Title: Re: My First Quantum Translocator
Post by: Munchor on November 29, 2010, 05:29:07 pm
Why didn't you go to Portugal and warn ScoutDavid that you couldn't come and made him very sad?
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 30, 2010, 01:00:50 am
Lol ScoutDavid. Do you want to pay his flight? ;D
Title: Re: My First Quantum Translocator
Post by: shmibs on November 30, 2010, 02:26:36 am
Quote from: justcause
Would you, by any chance, happen to have bought an epic Mario hoodie yesterday?
Yes! How did you know?
wonderful clothing makes everything better! tonight i ordered this shirt (http://www.topatoco.com/merchant.mvc?Screen=PROD&Store_Code=TO&Product_Code=DC-BISCUIT&Category_Code=DC), although i was a little sad about not being fast enough to catch this one (http://www.topatoco.com/merchant.mvc?Screen=PROD&Store_Code=TO&Product_Code=RB-HOLYCYBORG&Category_Code=RB)

anyways, don't worry about pushing yourself to update things. work on the stuff for which you have deadlines first. you don't want to end up like me, do you? XD
Title: Re: My First Quantum Translocator
Post by: jnesselr on November 30, 2010, 06:51:41 am
Where's that upload rush you promised?
Standard procedure. All updates must always take 3-5 days longer than expected to be delivered.
Which just means it is 3-5 days awesomer!
Would you, by any chance, happen to have bought an epic Mario hoodie yesterday?
Yes! How did you know?
Instincts, my friend. That and those security cameras and the... j/k :D
Title: Re: My First Quantum Translocator
Post by: JustCause on November 30, 2010, 08:21:45 am
Why didn't you go to Portugal and warn ScoutDavid that you couldn't come and made him very sad?
I had to reread this a couple times to understand it. Lol scout. If I ever need to get out of the country you'll be the first person I call.

tonight i ordered this shirt (http://www.topatoco.com/merchant.mvc?Screen=PROD&Store_Code=TO&Product_Code=DC-BISCUIT&Category_Code=DC)
I want one.

PROJECT RELATED STUFF:
anyone know how to OR buffers? I've looked through the command list and there's no hardcoded way evidently...axe is hard. how are you guys all so good at this...
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on November 30, 2010, 02:41:52 pm
Why didn't you go to Portugal and warn ScoutDavid that you couldn't come and made him very sad?
I had to reread this a couple times to understand it. Lol scout. If I ever need to get out of the country you'll be the first person I call.
Not me? D:

PROJECT RELATED STUFF:
anyone know how to OR buffers? I've looked through the command list and there's no hardcoded way evidently...axe is hard. how are you guys all so good at this...

Good question, I think this was asked in the Axe section before. You might want to check through the threads there. I'm sure there's a way around simply updating each pixel one by one...
Title: Re: My First Quantum Translocator
Post by: Munchor on November 30, 2010, 06:12:36 pm
Why didn't you go to Portugal and warn ScoutDavid that you couldn't come and made him very sad?
I had to reread this a couple times to understand it. Lol scout. If I ever need to get out of the country you'll be the first person I call.
Not me? D:

DJ, it's just a matter of being cool!  Nah, you're cool j/k
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on December 01, 2010, 04:51:48 am
Lol :P
Title: Re: My First Quantum Translocator
Post by: JustCause on December 01, 2010, 08:49:49 am
Lol scout. If I ever need to get out of the country you'll be the first person I call.
Not me? D:
Oh right, Canada is another country too...come to think of it, that's a little bit closer than Portugal. Hmm. I'll have to think this one over. :)

If you want a really extreme optimization for or-ing the screen, here it is.  It will be noticeably faster and smaller:
Code: [Select]
.# represents the 16-bit or operation
L₆→A
While -768-L₆
{A}ʳ#{A+L₃-L₆}ʳ→{A}ʳ+1→A
End
This seems like it should work. And apparently it runs >40x/second, so it's plenty fast. I've already implemented nondestructive sprites (with a noticeable speed increase attached,) so noncolliding text and backgrounds should come soon.
Title: Re: My First Quantum Translocator
Post by: Builderboy on December 01, 2010, 11:34:55 am
If that is the 16 bit OR operation, shouldn't you be incrementing A by 2 every cycle since you need to increment 2 bytes?
Title: Re: My First Quantum Translocator
Post by: JustCause on December 01, 2010, 11:42:49 am
If that is the 16 bit OR operation, shouldn't you be incrementing A by 2 every cycle since you need to increment 2 bytes?
...dunno. not my code. prolly tho.
Title: Re: My First Quantum Translocator
Post by: Runer112 on December 01, 2010, 12:41:49 pm
If that is the 16 bit OR operation, shouldn't you be incrementing A by 2 every cycle since you need to increment 2 bytes?

No. Because of how loading values into 2-byte pointers works, it actually returns the address of the pointer plus 1.
Title: Re: My First Quantum Translocator
Post by: JustCause on December 01, 2010, 03:04:53 pm
If that is the 16 bit OR operation, shouldn't you be incrementing A by 2 every cycle since you need to increment 2 bytes?

No. Because of how loading values into 2-byte pointers works, it actually returns the address of the pointer plus 1.
Thanks for the clarification.
Title: Re: My First Quantum Translocator
Post by: TIfanx1999 on December 08, 2010, 02:14:49 am
Yeah, I won't be uploading until I have something intuitive. And stable. I'm fairly sure the dev build of the engine is broken right now, I might be writing outside of saferam...grr.

Also, if anyone has any ideas for a pathing system for platforms and hazards, that would be awesome. I've held off on making them because I want the data structures to support movement.

Spoiler For My activity level:
Well, over the weekend everything pretty much fell apart. I have a C or worse in every class and my dad nearly beat the shit out of me yesterday because of it (Mom got in the way and prolly saved me from quite a few bruises). They also searched my backpack and discovered my iPod, Game Boy Color, and two calc cables. Fortunately, I keep a spare elsewhere, so I'm not totally cut off.

More important are my priorities right now. I'm out of the house at 18 (I'm 15.5 and a junior), and my parents refuse to co-sign for a license, apartment, or any kind of loan. I don't qualify for most student loans anyway because my rents are in too high of an income bracket, and I can't join the military because of my bone defect. And there's no way in HELL I'm getting a scholarship. So I need to make sure I'm as presentable to potential employers as possible. With that in mind, my activity level is likely to stay where it's been recently. I can't get on during the weekends or holidays, but even during the week my activity level will be fairly low. I'm not quitting programming or Omni, because I love you guys too much, but I definitely need to take a look at my life and where it's going.

That said, I'll be doing an upload rush in a few hours. Included will be Missile Run DX, a sample maze generation program, a BASIC cipher program that uses the rand seed, and my DM utility for DnD 3.5. Basically everything cool that I've done and haven't shown you all yet.

Omni isn't getting rid of me just yet. :)

Cheers! -Cause
Wow, really sorry to hear. I know you said you reconciled, but still...I hope your home situation improves.  On a brighter note... how are things coming along with this, anything new?
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on December 08, 2010, 03:34:50 am
Yeah I am curious as well. Maybe he's busy with finals, though, but I hope he wasn't mega-grounded or something. X.x
Title: Re: My First Quantum Translocator
Post by: JustCause on December 08, 2010, 08:58:56 am
Yeah I am curious as well. Maybe he's busy with finals, though, but I hope he wasn't mega-grounded or something. X.x
I'm ok. Just lots of work is all. Progress is being made, slowly, and I hope to upload some unrelated things today.
Title: Re: My First Quantum Translocator
Post by: Munchor on December 08, 2010, 01:36:02 pm
Yeah I am curious as well. Maybe he's busy with finals, though, but I hope he wasn't mega-grounded or something. X.x
I'm ok. Just lots of work is all. Progress is being made, slowly, and I hope to upload some unrelated things today.

That's great. I can see your signature is on 75% :D
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on December 08, 2010, 03:54:22 pm
Cool to hear, I am curious what you'll come up with. :)
Title: Re: My First Quantum Translocator
Post by: JustCause on December 13, 2010, 10:59:08 am
MEM CLEAR
f**king f**k

Will restore from last backup.
Title: Re: My First Quantum Translocator
Post by: aeTIos on December 13, 2010, 11:00:22 am
x.x that sucks. how did that come D:  :mad: :mad: :mad: ??? ??? :( :( 
Title: Re: My First Quantum Translocator
Post by: JustCause on December 13, 2010, 11:02:07 am
x.x that sucks. how did that come D:  :mad: :mad: :mad: ??? ??? :( :( 
PARENTS = EVIL. fffffffffff. krolypto installed now. i am done with their s**t.

ANGER
Title: Re: My First Quantum Translocator
Post by: aeTIos on December 13, 2010, 11:03:24 am
omg omg omg that happens a lot
-You
-I
-SirCmpwn (altough not resetted)
Title: Re: My First Quantum Translocator
Post by: JustCause on December 13, 2010, 11:04:50 am
omg omg omg that happens a lot
-You
-I
-SirCmpwn (altough not resetted)
Yup. And I've got finals in two days too. asdfhjklahgkladhjkfldshfkasdhdskfhjsdfkghsakldfjhasd
Title: Re: My First Quantum Translocator
Post by: ztrumpet on December 13, 2010, 01:34:07 pm
That's awful. :'(

How much progress did you lose?
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on December 14, 2010, 02:35:14 am
This is bad, how much data did you lose? I hate when a third party resets your calc and delete your own stuff...
Title: Re: My First Quantum Translocator
Post by: JustCause on December 14, 2010, 08:55:15 am
I lost everything that I haven't already uploaded. Including all of my fun little routines that I've been meaning to upload for years, a project in the works for months now...s**t.
Title: Re: My First Quantum Translocator
Post by: Builderboy on December 14, 2010, 02:09:03 pm
Oh god, this is horrible O.O What do you still have?
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on December 14, 2010, 11:32:14 pm
Darn this sucks... I really hope you can upload what you will work on next time. It would suck if there was a repeat of events again. X.x
Title: Re: My First Quantum Translocator
Post by: TIfanx1999 on December 15, 2010, 03:57:15 am
Sorry to hear JustCause. :( That sux.
Title: Re: My First Quantum Translocator
Post by: Mohammad on December 16, 2010, 06:14:35 pm
use doorscs and archive every single thing....you can play archived files with doors...
Title: Re: My First Quantum Translocator
Post by: squidgetx on December 16, 2010, 07:32:45 pm
use doorscs and archive every single thing....you can play archived files with doors...
Problem being that I think he means "mem clear" as in full mem clear, with archive deletion too.

That's really awful....nice to hear you got Krolypto though :) That should hopefully help
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on December 16, 2010, 11:50:45 pm
I hope if they notice krolypto that they won't force you to desactivate it, though. X.x
Title: Re: My First Quantum Translocator
Post by: JustCause on December 17, 2010, 08:50:12 am
Oh, and the "project in the works for months now" isn't MFQT.

All rage aside, I should be able to restore sometime today, which is good because I'm on break for a few weeks afterward (which means no Omni). Hopefully I can get things done.
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on December 17, 2010, 09:45:22 am
We will miss you D:

I hope you can get a backup of the game today and that your parents won't delete everything again during the break.
Title: Re: My First Quantum Translocator
Post by: JustCause on January 04, 2011, 10:45:46 am
Project on hold until the Lounge computer starts playing nice with TI Connect again. Bwa...
Title: Re: My First Quantum Translocator
Post by: DJ Omnimaga on January 04, 2011, 04:06:35 pm
This sucks, I hope they didn't screw with link ports. At school that happened and we never got able to use any linking software again. I hope eventually you can manage to find a solution. Did you get any luck with TiLP, though?

Also nice to see you again. I hope this project doesn't die. :/