Author Topic: Star Trek 2 Player (Axe Edition) Progress Reports  (Read 7109 times)

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Offline meishe91

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #15 on: August 01, 2010, 05:44:11 pm »
Good luck on this. Sounds cool :)
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Offline ACagliano

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #16 on: August 02, 2010, 09:12:16 pm »
Third Progress Report

I'm having a problem I cannot identify. The program is set to display ship options, then wait until you press a key using the following code:

Code: [Select]
0->G
While G=0
getKey->G
End

For some unknown reason, this is looping infinately. No matter what key I press. It shouldn't. Currently trying to resolve.

Offline guy6020665

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #17 on: August 02, 2010, 09:20:54 pm »
Third Progress Report

I'm having a problem I cannot identify. The program is set to display ship options, then wait until you press a key using the following code:

Code: [Select]
0->G
While G=0
getKey->G
End

For some unknown reason, this is looping infinately. No matter what key I press. It shouldn't. Currently trying to resolve.

Try replacing it with

Code: [Select]
Repeat getkey
End

Offline Quigibo

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #18 on: August 02, 2010, 09:21:01 pm »
Interrupts are probably disabled or you have a custom interrupt.  You cannot use the OS's getkey routine unless the OS's interrupt is on.  It's because the key detection has to run in the background.
« Last Edit: August 02, 2010, 09:22:49 pm by Quigibo »
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Offline ACagliano

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #19 on: August 02, 2010, 09:23:44 pm »
Quigbo, I did do "FnOn" and forgot to use "LnReg", but I crashed several times since. Plus, a simple GETKEY program that checks for the number of the key pressed and throws it onto the screen works. It only seems to reloop inside MY GAME, just to slow me down (lol).

Edit: Just reset interrupts. Problem persists. I'll try the "Repeat" route tomorrow and post back.

Edit 2: Problem is still there with repeat. So I simply removed the faulty section (program will work fine without it) and resumed coding. I'll see if I can fix it once everything else is done.
« Last Edit: August 03, 2010, 07:11:49 pm by ACagliano »

Offline DJ Omnimaga

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #20 on: August 04, 2010, 06:48:36 pm »
Mhmm I hope you can figure out a solution. Good luck!
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Offline ACagliano

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #21 on: August 04, 2010, 06:54:18 pm »
Currently working on coding in position update for the ship and the enemy ship, as well as the warp and impulse drive speeds.

Question 3: Does Axe Parser use order of operations yet?
« Last Edit: August 04, 2010, 07:03:43 pm by ACagliano »

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #22 on: August 04, 2010, 07:02:18 pm »
Mhmm for question 1 and 2 I think it may be best to check the Axe sub-forum for existing topics so you can maybe find what you need, as otherwise, it may be too much help for the contest, rules-wise. For question 3, it should be fine, though, since you aren't asking direct code-help. From what I remember, it goes from first operation to last, still, though, like if you have 1+2*3+5, it will do 3*3+5, 9+5 then finally 14. It can be a bit weird at first but I somehow got used to it quite easily. It may depend of people though.
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Offline ACagliano

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #23 on: August 11, 2010, 06:14:34 pm »
Progress Report

Making progress rapidly. I now have the phaser and photon firing systems mostly functional, as well as position update for both your and enemy ship. Also got the #CreateSaveFile and #OpenSaveFile routines working.

Now, on to the systems to calculate battle damage...

Question: If you are using a 2-byte number, lets say you have 50000 and you add 50000 to it. Does the value reach 2^16, and then cycle back to 0 or does the program crash? Similarly, what happens if a 2-byte variable equals 5 and I subtract 1000 from it? Does it loop up to (2^16)-995 or does it crash?

Offline calcdude84se

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #24 on: August 11, 2010, 06:49:02 pm »
It cycles back through 0, giving a result of 50000+50000-2^16.
As for the second one, yes, it's 2^16-995
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Offline Hot_Dog

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #25 on: August 11, 2010, 06:58:30 pm »
Awesome!  Can you post any screenshots?

Offline ACagliano

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #26 on: August 11, 2010, 07:58:58 pm »
Not yet. One of my computers is out of usable memory, the other simply isn't working. I will once I have access to a computer that can do screen-capture and has TI-Connect.

Offline ACagliano

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #27 on: August 12, 2010, 08:38:33 pm »
Progress Report

Enemy damage system complete. Now on to the rest of your ship.

2 questions.

1. Let's say I have this, for instance:

Code: [Select]
1->A
If A
"HELLO"->Str1A
Text(23,20,Str1A)
Else
"GOODBYE"->Str1B
Text(23,20,Str1B)
End

Would Str1A and Str1B become available for use anywhere in the program, or do I need to redefine it outside the conditional?

2. I noticed a strange phenomenon:

Code: [Select]
"vStTkSav"->Str1
GetCalc(Str1)->P

that was version 0.3.3

when I upgraded to 0.4.3, then opened the source again, it read

Code: [Select]
"appvStTkSav"->Str1
GetCalc(Str1)->P

I didn't change the 'v' to an 'appv'. It did it by itself. Is it supposed to?

Offline calcdude84se

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #28 on: August 12, 2010, 09:58:53 pm »
yes, the 'v' for appvars has been changed to 'appv'
As for Str1A and Str1B, variables/pointers are unscoped, so you can use them everywhere else in the program.
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Offline Quigibo

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Re: Star Trek 2 Player (Axe Edition) Progress Reports
« Reply #29 on: August 12, 2010, 10:08:09 pm »
Also, another change since 0.3.3 is that if you don't need the pointer for the rest of the program you can define the variable at the same time as using it without needing a static pointer.  For instance, your example could be:

Code: [Select]
1->A
If A
Text(23,20,"HELLO")
Else
Text(23,20,"GOODBYE")
End

You can do this anywhere in the code with any data type, even sprites:

Code: [Select]
Pt-On(8,10,[004299E7E7FFA542])
But since you aren't giving the data a name, that means you can't use it anywhere else in the code unless you create a duplicate or something like that.
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