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kpa4941


New Member


Joined: 23 Nov 2010
Posts: 84
Location: Carrollton, Texas

Posted: 18 May 2011 10:16:43 pm    Post subject: Calculator Timer

I am currently developing a game on my calculator but the way that the game calculates time isn't accurate all of the time. It adds ten to the current system time that I retrieve by using chktimer to make a countdown for the user to push the enter button as fast as they can.

It then gives the user between 10-9 seconds instead of an actual 10 seconds of time, which really bothers me because the high scores won't be accurate if one user might get 9.9 seconds while the other one gets 9.1. Is it possible for the calculator to give the user exactly 10 seconds?

Thanks in advance.
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JosJuice


Power User


Joined: 17 Oct 2010
Posts: 306
Location: Sweden

Posted: 19 May 2011 08:29:11 am    Post subject:

The RTC clock on the 84+ will only report seconds, not fractions of seconds.
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harold


Drama Queen


Joined: 01 May 2011
Posts: 48

Posted: 19 May 2011 08:42:25 am    Post subject:

You could first wait until the "Seconds" part of the time changes, and count 10 seconds from then, that would introduce up to a second of delay but it should be fairly accurate.
If you can use ASM subroutines, you could try using the crystal timer.
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Compynerd255


Power User


Joined: 08 Apr 2011
Posts: 397

Posted: 19 May 2011 11:06:14 am    Post subject:

How do you even use the clock at all? I tried to use it once on my friend's 84 Plus, but I couldn't figure out any of it.

If it doesn't report fractions of seconds, then, yes, waiting for a Seconds change is a good idea.
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JosJuice


Power User


Joined: 17 Oct 2010
Posts: 306
Location: Sweden

Posted: 19 May 2011 11:10:49 am    Post subject:

Compynerd255 wrote:
How do you even use the clock at all? I tried to use it once on my friend's 84 Plus, but I couldn't figure out any of it.
The command getTime can be used to get a three-element list of current hour, minute and second. There's also getDate for dates, and a few functions that return strings.
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55770
Location: Earth, Sol, Milky Way

Posted: 19 May 2011 01:24:52 pm    Post subject:

As harold suggested, you can wait in a tight loop for the seconds to change, then start the game there. Kpa, you should be sure to start a Your Projects topic about this!
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kpa4941


New Member


Joined: 23 Nov 2010
Posts: 84
Location: Carrollton, Texas

Posted: 19 May 2011 04:12:51 pm    Post subject:

I will most likely start a thread of my game in the Your Projects section soon, but I still don't really get this "tight loop". Would I run loop that continuously checks the time and once the seconds changes it would proceed with the program?
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_player1537


Guru-in-Training


Joined: 25 Nov 2009
Posts: 2958

Posted: 19 May 2011 06:14:00 pm    Post subject:

That's exactly it. By "tight", they mean: a loop with very little code except for the condition you are checking. For example, here is some code that will wait for the time to change, and then continue with the loop. It uses K as the clock variable that you use CheckTimer() with.
Code:
StartTimer->K
Repeat Ans>2
CheckTimer(K
End
StartTimer->K
// Rest of code here
CheckTimer(K // Display the seconds it took
I choose the seconds to be 2 because I think it will be more precise. With 1, it might mess up, if I recall correctly. Though, that is only my observation. Feel free to change it, s'il vous plaît Smile
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kpa4941


New Member


Joined: 23 Nov 2010
Posts: 84
Location: Carrollton, Texas

Posted: 22 May 2011 07:03:57 pm    Post subject:

Thank you for your code. I added it to my program and the countdown timer gives everyone an equal and fair time limit now.
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55770
Location: Earth, Sol, Milky Way

Posted: 23 May 2011 01:39:48 pm    Post subject:

kpa4941 wrote:
Thank you for your code. I added it to my program and the countdown timer gives everyone an equal and fair time limit now.
Excellent, that's great to hear. Smile Another success for Cemetech's TI-BASIC coders. Smile
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DJ_O


Retired TI-83+ coder


Joined: 18 Mar 2005
Posts: 1487
Location: Quebec (Canada)

Posted: 23 May 2011 04:03:55 pm    Post subject:

As a small note, not that I discourage using the clock completely when it's necessary, but whenever possible, I recommend creating your own clock, even if it's not accurate, so that your game will run on the TI-83 Plus and TI-83 Plus Silver Edition calculators, which still got a large userbase. This is what I did in Illusiat 7, back in 2002 (although back then this was not the reason why, as the TI-84 Plus did not even exist, back then)
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55770
Location: Earth, Sol, Milky Way

Posted: 23 May 2011 11:33:25 pm    Post subject:

Indeed, but the problem with the non-crystal calculators is that their CPU speed changes with the power level of the batteries. Smile You can more or less approximate it with some careful loop counting, though, so that's a good suggestion.
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