Author Topic: Star Trek 2 player v0.1 alpha  (Read 22085 times)

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Offline Gale

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Re: Star Trek 2 player v0.1 alpha
« Reply #30 on: March 17, 2010, 06:35:57 pm »
yeah, i can't write assembly, nor do i have the desire. thank you :) and yeah, send me the link when you're ready. i can't wait to test it
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Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #31 on: March 17, 2010, 06:36:29 pm »
To DJ, I have a prog on calc to turn sprites into hex. IDK what the file name is, but the program name is HEXPIC.8xp

To Gale: When you do, I am interested to know how smooth the gameplay is (how much the linking subroutines slow it down), and I will need to know of any bugs that occur. I will be unable to test the 2-player part myself, as I have no link, so I'll be relying completely on 3rd party testing.
« Last Edit: March 17, 2010, 06:41:11 pm by ACagliano »

Offline Gale

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Re: Star Trek 2 player v0.1 alpha
« Reply #32 on: March 17, 2010, 06:41:35 pm »
could you send me the link to where on the ti website vcomm is? i can't find it in the archives or in search.

oh, and  HEXPIC.8xp is in the zip file with Axe parser i'm pretty sure.

To Mr. Cagliano (xD): okay! i'll make a running diary on my experience with your game, and send it to you everyday afterschool, since almost all i do in every class is use my calc xD
« Last Edit: March 17, 2010, 06:43:22 pm by Gale »
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Offline ACagliano

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Offline Gale

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Re: Star Trek 2 player v0.1 alpha
« Reply #34 on: March 17, 2010, 06:51:04 pm »
ahh. thank you!
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Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #35 on: March 18, 2010, 12:11:32 am »
To DJ, I have a prog on calc to turn sprites into hex. IDK what the file name is, but the program name is HEXPIC.8xp

Aaah ok I see, I should maybe try to search for it, since it might come useful. Is it in assembly?
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Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #36 on: March 18, 2010, 12:34:51 am »
It comes with the Axe parser download. Now, another question: the zcomm file-the send command. What does it do at the other calc? If I use

"L1
Asm(prgmZSEND

Would it take the contents of L1 and store it to L1 in the other calc? And, does ZGET need to be running on the other calc? I hope not.
« Last Edit: March 18, 2010, 08:57:20 am by ACagliano »

Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #37 on: March 18, 2010, 12:25:40 pm »
Mhmm I'm not so sure about that. I remember Omnicalc links functions required that one calc runs get and the other send, which required them to be ran several times in a loop to ensure good detection, slowing things down, but if it's the case of this lib it might be best to get an alternative, because this method is not the most reliable. It's best if you can get a routine that lets you receive a variable from another calc without having the other calc trying to send it at the same time or the ability to send a variable to another calc without having the other in receive mode.

Unfortunately I cannot help much though since I never did two-player games before and these libs were not existing when I worked on potential multiplayer games
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Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #38 on: March 18, 2010, 12:37:21 pm »
Ok. Request to the assembly community. Can someone please write me a subroutine in assembly that will send to another calc, without the other being in receive mode. The variable to be sent should be written into Ans at the sending calc. So for instance:

"L1
subroutine

would send the variable L1 to the other calc and store it as L1. I hope this is possible and quick to do. Thanks all.

Now, a question of preference for game play. I can use one of two methods for viewing the battle:

1. Bird's eye: both ships are fully visible and viewed from above.

2. Window: Only a small section of the real battle is visible, through a window. All other locating is done via sensors and locking onto targets. Note: This is how it is actually done in the movies.


Offline DJ Omnimaga

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Re: Star Trek 2 player v0.1 alpha
« Reply #39 on: March 18, 2010, 12:47:01 pm »
You might want to post this ASM request in the Assembly Subroutines subforum, actually, as it might be easier for other members to notice, especially those who are not trekkies and don't check this project:

http://www.omnimaga.org/index.php?board=85.0

As for #2: do you mean it would be kinda 3D ish view? That might actually look cool
« Last Edit: March 18, 2010, 12:48:26 pm by DJ Omnimaga »
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Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #40 on: March 18, 2010, 12:52:46 pm »
I dont know. I wont until its coded and i look at it.

Offline ztrumpet

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Re: Star Trek 2 player v0.1 alpha
« Reply #41 on: March 18, 2010, 04:47:39 pm »
Now, a question of preference for game play. I can use one of two methods for viewing the battle:

1. Bird's eye: both ships are fully visible and viewed from above.

2. Window: Only a small section of the real battle is visible, through a window. All other locating is done via sensors and locking onto targets. Note: This is how it is actually done in the movies.


I think 1 would be easier to program, but 2 sounds neat too.  Does anyone else have an opinion? :)

Offline Gale

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Re: Star Trek 2 player v0.1 alpha
« Reply #42 on: March 18, 2010, 05:38:49 pm »
i would prefer option #1, especially since coordination between calcs is difficult enough. Also, dont want people getting lost and not being able to find the enemy ship P: but, that's just my opinion.


and yeah, i did some background on zcomm yesterday, and i'm 90% sure BOTH calcs need zcomm. should be easy to transfer zcomm between calcs though ( i mean, the calc-calc cord is already there... xD )
« Last Edit: March 18, 2010, 05:40:47 pm by Gale »
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Offline ACagliano

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Re: Star Trek 2 player v0.1 alpha
« Reply #43 on: March 18, 2010, 07:35:21 pm »
i would prefer option #1, especially since coordination between calcs is difficult enough. Also, dont want people getting lost and not being able to find the enemy ship P: but, that's just my opinion.

Well, know that regardless of which method I use, phasers will be a direct shot. But, photon torpedos can be locked onto target. Once locked, there is no way to shake them, as they constantly get your coordinates and recalc their trajectory. And, you would always be able to find your enemy, regardless of the method I use through the sensors, so long as the sensor system has not been destroyed.

Also, as an important note for gameplay (and strategy): A ship with sensors knocked out cannot lock weapons onto an enemy.
« Last Edit: March 18, 2010, 07:38:35 pm by ACagliano »

Offline Gale

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Re: Star Trek 2 player v0.1 alpha
« Reply #44 on: March 18, 2010, 07:39:09 pm »
ahh. in that case, option 2 would be neat to try :)
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