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Messages - E37

#16
Quote from: mazhat on May 06, 2017, 09:05:43 PM
Looks like you got a lot of languages under your belt. Very versatile.
Skipping 3 grades is AMAZING! I love math, but am very terrible at it. I'm jealous of you, IPhoenix.

I have another question. It's about Axe actually:

7) How should I go about making title screens and pictures and stuff. Should I make an assembly routine?
//Here's my rough idea:
10 Start HL at "byte 0" (The start of the drawing buffer)
20 Draw on that byte
30 Increase the HL
40 Goto 20 until you've drawn everything

Otherwise should I make a collection of sprites? Maybe Axe has a built in picture display?

That is the same is doing:

:Copy(Pic1SomePicture)

That copies the picture to the screen buffer. It doesn't display it though.
RecallPic transfers the data from L3 (the back buffer) to L6 (the drawling buffer)
#17
Contests / Re: CWick Contest #4: The Tau Problem
June 05, 2017, 08:31:53 PM
If no one looks at the source, you could just display the first ~15 digits and just print random numbers after that :trollface:
#18
Quote from: xlibman on May 29, 2017, 04:21:42 PM
I couldn't figure out what the old code did 
Sounds like my life. I can never figure out old code. Sometimes I try to optimize things... then I wind up breaking what I didn't understand in the first place and trying to fix it - which always winds up less optimized than before! Thanks for the support though! It is really nice!
#19
I changed all the internal ID's so that there is no chance of compatible maps. I also added many new tiles and completely redid all the buildings. It would be just as easy to create new maps as to try to adapt the old ones.
#20
I'm back!
There are few things left to do in the game engine - mostly small tweaks and balance issues.
Unfortunately, I have to redo all 20 levels which will be a real pain.
Things left to do:
Create all the levels. :P
Add a way to beat the levels. (this is easier than it sounds)
Various balance fixes.
As many speed optimizations as I can find.

I can post a beta of the game if anyone is actually interested in trying it.
#21
I probably won't be working on Driller kNight for a while. I am on summer break and have vacation coming up. I will be inactive in the forum in general for 2-3 weeks.  :(
#22
I like it! If you are still working on it, I have a graphics suggestion. I noticed that the player sprite erases the ground around it. I assume you use Pt-Off( to draw the player sprite. If you Pt-And( the inverted player sprite, and then Pt-On( the player sprite, there will be no clipping problems. For the inverted sprite, I would take the sprite then invert it and set all the pixels inside the character to white.
#23
Very fancy!
What does the det( command do? (in ICE)
#24
1) You can overwrite ram as many times as you want without any problems. There is technically a limit to how many times you can archive something, but unless you need to garbageCollect 100 times a day for the next several years, you shouldn't worry about it. For the USB's, I have never herd of them going bad from transmitting data. I would be more worried about the physical parts breaking after extensive use.
To sum it up, you have nothing to worry about.
2) If you are talking about the best b/w calc, the 84+ SE is the best. It has the most memory of all the b/w 83/84's and can run any program that works on your 83.
3) I have had my 84+ for 3 years and the usb port is going bad (probably because I hit it when a cord was plugged in) and my trace key is broken. Unless you mess up the boot code, physical damage is the only thing that clearing all memory won't fix.
#25
 O.O That looks amazing! Me want....
I have no money  :'(
#26
I am continuing to work on Driller kNight after a short break. The game is not very stable currently. Here is a list of added features:
Combat! Monsters now appear and will become more common and powerful the more resources you have.
Many new units inducing ones dedicated to the new role of fighter/defender.
3 new buildings, two for monster defense and one for upgrading units.
Units can be upgraded infinitely with each upgrade becoming more expensive.
The power system has been reworked to make more sense.
Reworked all AIs to make them a lot smarter.
Expanded settings menu with options like difficulty, fast forward and pacifist mode.
Units now cost ore in addition to crystals so there is no giant pile up of ore late game.
Added godmode for debugging or boredom.
Units now have shields that recharge so that workers no longer have the same health as the most powerful units.
Added new unit class - epic. The progression now goes, Worker - Small units - Large units - Epic units.
Lazer units like the drill walker now occasionally fire a very powerful lazer to defend themselves.
Added control groups. You can assign a unit to a number and when you press that number, all units in that group are selected.
Changed the cursor slightly to make it easier to use.

That is all. I am going to keep working on the game regardless of any interest because I really enjoy working on it. I don't know when it will be done. Probably not for a long time because summer is coming up and I won't have as much time to work on it.
#27
Quote from: c4ooo on April 28, 2017, 02:32:50 AM
Quote from: DJ Omnimaga on April 26, 2017, 10:06:44 PM
Aren't there already soft keys in OS 2.53MP or higher?
What are soft keys?
Soft keys are affected by second and alpha.
For example: U is a valid keypress and is different from 5 and L5 and u all of which are the same with a normal getkey.
#28
Quote from: DJ Omnimaga on April 26, 2017, 10:06:44 PM
Aren't there already soft keys in OS 2.53MP or higher?
Soft keys for 2.53? I use 2.43 so I don't know. I am talking about the basic getkey, not the input or prompt function. Wikiti says that the soft key hook is only active in the system monitor so it follows that it wouldn't affect programs. I just tested it and basic programs are unaffected by any key hooks. They are affected by parser hooks of course, but it appears that it the only one. Assembly programs are completely unaffected by hooks.
#29
Quote from: DJ Omnimaga on April 26, 2017, 07:04:57 PM
For a key hook, make sure that the calc won't mess up while a Basic program is running (eg with OS vs interrupt vs hook conflicts)

Huh. I didn't think about that. The most useful (in my opinion) allows soft keys (uses 2nd and alpha) which shouldn't be a problem for the basic getkey. I also require the ON key to be held so that the key can still be used. I did notice that the OS seems to disable keyhooks when an asm program is running. I wonder if it is the same for basic?
#30
Quote from: WholeWheatBagels on April 26, 2017, 01:32:02 AM
A forced reset / wipe might be useful if theres a bunch of random variables that need to be cleaned up or if you're too lazy to find GarbageCollect
[On] + [2nd] + [Clear]
What do you mean by a forced reset? A ram clear? If that is all you want, install zStart, and to to the reset ram option in the memory menu and press ON+(any number 1-9) twice. Then whenever you press ON + thatKey your calc will reset ram.
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