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qazz42


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Joined: 07 Apr 2010
Posts: 4177

Posted: 28 Feb 2011 04:30:02 pm    Post subject:

hmmm, you know, it is funny, the other times I told you about the undocumented instruction (except the nSpire power down bug) it was ALWAYS sll Very Happy (isnt sll used for division?)
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KermMartian


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Joined: 14 Mar 2005
Posts: 55759
Location: Earth, Sol, Milky Way

Posted: 28 Feb 2011 04:48:29 pm    Post subject:

qazz42 wrote:
hmmm, you know, it is funny, the other times I told you about the undocumented instruction (except the nSpire power down bug) it was ALWAYS sll Very Happy (isnt sll used for division?)
The problem here was that the division routine I was using, which I had written for mobileTunes, I copied from an old copy of mobileTunes, and it had the mnemonic slia instead of sll.
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souvik1997


Guru-in-Training


Joined: 19 Apr 2010
Posts: 2870

Posted: 28 Feb 2011 05:45:14 pm    Post subject:

Oooh, a beta! Very Happy I'll test it and post bug reports. Smile
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CALCnet Tournament-38%


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qazz42


Vampire Killer


Joined: 07 Apr 2010
Posts: 4177

Posted: 28 Feb 2011 05:51:22 pm    Post subject:

KermMartian wrote:
qazz42 wrote:
hmmm, you know, it is funny, the other times I told you about the undocumented instruction (except the nSpire power down bug) it was ALWAYS sll Very Happy (isnt sll used for division?)
The problem here was that the division routine I was using, which I had written for mobileTunes, I copied from an old copy of mobileTunes, and it had the mnemonic slia instead of sll.


Yeah, I just remember it had to do with division Smile [/ignorant] aywho, looking forward to finding my calc

I should bully my friend into changing his calc's batteries, he really needs to ><
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KermMartian


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Joined: 14 Mar 2005
Posts: 55759
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Posted: 28 Feb 2011 06:01:01 pm    Post subject:

souvik1997 wrote:
Oooh, a beta! Very Happy I'll test it and post bug reports. Smile
Thanks Souvik, much obliged. Smile I look forward to your reports. I'll shortly update this release for DJ_O, Qazz, and the other Nspire users with a version that removes the annoying slia instruction.
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souvik1997


Guru-in-Training


Joined: 19 Apr 2010
Posts: 2870

Posted: 28 Feb 2011 10:15:16 pm    Post subject:

The health bars seem to look broken.
http://img.removedfromgame.com/imgs/TilEm_008.png
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KermMartian


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Joined: 14 Mar 2005
Posts: 55759
Location: Earth, Sol, Milky Way

Posted: 28 Feb 2011 10:19:26 pm    Post subject:

souvik1997 wrote:
The health bars seem to look broken.
http://img.removedfromgame.com/imgs/TilEm_008.png
That is correct rendering; that's so you can see where the endpoints of the bar are. Two problems Merth and I found:

1) AI names get suffixed with random chars
2) Twice Merth stopped following the game, ie, it froze, but in a [CLEAR]-escapable way.
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Sorunome


Expert


Joined: 22 Feb 2011
Posts: 636
Location: Somewhere out there

Posted: 01 Mar 2011 08:20:19 am    Post subject:

KermMartian wrote:
Sorunome wrote:
Without cable, don't have one yet. And srry coz of posts, edited now, but i can't deleat post 2 and 3! :S
No, I mean, if you set the minimum number of players to 1, does the game crash again?
Yeah, if i set minimum to 1 and then start game i have to take batterys out, not even [ON] works... And i found anouther bug: i played it today with 8 pc enimys, 6 were already dead, one shooted and it said i won...but that can't be, coz 3 tanks were remaining on the screen! :S
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KermMartian


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Joined: 14 Mar 2005
Posts: 55759
Location: Earth, Sol, Milky Way

Posted: 01 Mar 2011 09:14:12 am    Post subject:

I've sorta seen that bug, but it only appeared for me when two AI tanks were fighting at the end of the game, so I thought it might have been a mistake. I'll see if I can track that one down.

Regarding the 1-player problem, I added two fixes. First, I added a check so that the game will not start if only one player, including AIs, is ingame. Second, I changed the parameters for the numerical input box to allow only values between 2 and 8, not 1 and 8.
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qazz42


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Joined: 07 Apr 2010
Posts: 4177

Posted: 01 Mar 2011 02:34:34 pm    Post subject:

Wooooot, I turns out some little douche took my calculator and placed it in a friends bag, my friend will bring it to my Wednesday. shall be testing ASAP when he gives it back Very Happy
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KermMartian


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Joined: 14 Mar 2005
Posts: 55759
Location: Earth, Sol, Milky Way

Posted: 01 Mar 2011 02:36:00 pm    Post subject:

qazz42 wrote:
Wooooot, I turns out some little douche took my calculator and placed it in a friends bag, my friend will bring it to my Wednesday. shall be testing ASAP when he gives it back Very Happy
Dammit, that's not fun at all. Sad I continue to look forward to your results.
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ACagliano


Super-Expert


Joined: 08 Feb 2010
Posts: 925

Posted: 02 Mar 2011 10:13:01 am    Post subject:

I spent all morning losing to the AI's. They are well programmed. Great job.
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55759
Location: Earth, Sol, Milky Way

Posted: 02 Mar 2011 10:19:22 am    Post subject:

ACagliano wrote:
I spent all morning losing to the AI's. They are well programmed. Great job.
Thanks! Was the difficulty slider not enough to weaken them? Would you prefer there be a way to make them easier, or are you happy with them as-is?
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ACagliano


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Joined: 08 Feb 2010
Posts: 925

Posted: 02 Mar 2011 10:21:42 am    Post subject:

I think most would say they like the challenge. I definitely did. I have the difficulty up pretty high, though.
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55759
Location: Earth, Sol, Milky Way

Posted: 02 Mar 2011 10:23:56 am    Post subject:

ACagliano wrote:
I think most would say they like the challenge. I definitely did. I have the difficulty up pretty high, though.
Awesome, that's great to hear. So far I just know about the following bugs that haven't been solved yet, then:

1) AI names get suffixed with random chars
2) Twice Merth stopped following the game, ie, it froze, but in a [CLEAR]-escapable way.
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xXEpicxXXxFailXx


Expert


Joined: 21 Mar 2010
Posts: 567
Location: The 1930s.

Posted: 02 Mar 2011 08:43:01 pm    Post subject:

Congrats on getting this, and all the other projects I've missed done! The game looks great, and I think I'm going to try and build a bridge once I can get out to pick up the supplies.

So, what's next on your epic-calc-todo-list? I think you've accomplished so much, topping it would be quite a feat.
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qazz42


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Joined: 07 Apr 2010
Posts: 4177

Posted: 02 Mar 2011 08:54:03 pm    Post subject:

MT3 fixing, and then making this (gCn) work with only a USB cable I do beleive.

you should stop by more often ;.;
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xXEpicxXXxFailXx


Expert


Joined: 21 Mar 2010
Posts: 567
Location: The 1930s.

Posted: 02 Mar 2011 09:08:29 pm    Post subject:

qazz42 wrote:
MT3 fixing, and then making this (gCn) work with only a USB cable I do beleive.

you should stop by more often ;.;


Will do. I'm making it a point to stop by at least once a week. Sorry I ever left, I forgot the sense of community here!
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qazz42


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Joined: 07 Apr 2010
Posts: 4177

Posted: 02 Mar 2011 09:11:43 pm    Post subject:

Why did you leave in the first place? I am merely curious if we offended you or something... Sad
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55759
Location: Earth, Sol, Milky Way

Posted: 02 Mar 2011 09:43:25 pm    Post subject:

xXEpicxXXxFailXx wrote:
qazz42 wrote:
MT3 fixing, and then making this (gCn) work with only a USB cable I do beleive.

you should stop by more often ;.;


Will do. I'm making it a point to stop by at least once a week. Sorry I ever left, I forgot the sense of community here!
Glad you appreciate the sense of community, and we did indeed miss you. Sad As Qazz said, the next big thing on my to-do list (other than debugging and releasing this) is direct USB gCn.
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