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JamesV


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Joined: 19 Jun 2012
Posts: 133
Location: Australia

Posted: 14 Aug 2012 04:45:19 am    Post subject:

This looks cool! I look forward to seeing how this project goes! Smile
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matrefeytontias


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Joined: 03 Aug 2012
Posts: 123
Location: Châteaurenard, France

Posted: 14 Aug 2012 05:07:18 am    Post subject:

JamesV : thanks Smile

Since I haven't a computer where I am, I carry on this project but there won't be any screenshot until the next week :/
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matrefeytontias


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Joined: 03 Aug 2012
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Location: Châteaurenard, France

Posted: 16 Aug 2012 11:25:16 am    Post subject:

Big, huge, enormous update ! ^^

I've done a playable demo of the game, featuring a title screen, a fully-functionnal physic engine, 4 gravities and 3 playable levels Very Happy

You'll can try it Sunday or Monday Wink
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KermMartian


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Joined: 14 Mar 2005
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Posted: 17 Aug 2012 08:05:24 pm    Post subject:

matrefeytontias wrote:
Big, huge, enormous update ! ^^

I've done a playable demo of the game, featuring a title screen, a fully-functionnal physic engine, 4 gravities and 3 playable levels Very Happy

You'll can try it Sunday or Monday Wink
Great job, and a good demonstration of the important of calculators being programmable with out computers to make them a more widely-useable programming education tool. I look forward to the screenshots and the beta uploaded to our Archives. Smile
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matrefeytontias


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Joined: 03 Aug 2012
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Location: Châteaurenard, France

Posted: 19 Aug 2012 08:49:56 am    Post subject:

Playable demo time ! Very Happy

I won't post any screenshots 'cos I won't resolved the levels for you ^^ (even they are really simple)

You can download it here : http://mattias.refeyton.fr/espace-ti/gravityWalls/GRAVWALL.8xp

I nearly finished the level editor, so you'll see it soon Wink
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KermMartian


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Posted: 19 Aug 2012 05:55:11 pm    Post subject:

Awww, no screenshots? That's saddening. But great job on the playable demo! I look forward to giving it a try soon.
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JamesV


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Joined: 19 Jun 2012
Posts: 133
Location: Australia

Posted: 19 Aug 2012 08:05:39 pm    Post subject:

I just tried it out matref and I enjoyed it, good work! Smile This has potential to be an addictive game when it's finished!
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matrefeytontias


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Joined: 03 Aug 2012
Posts: 123
Location: Châteaurenard, France

Posted: 20 Aug 2012 11:44:20 am    Post subject:

Update !

Now Gravity Walls v0.5 is fully working ! Download it here : http://mattias.refeyton.fr/espace-ti/gravityWalls/gravityWalls0.5.zip

Includes the game Gravity Walls with the level editor (compiled in Noshell), a five levels pack and a readme Smile

Share your comments !


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KermMartian


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Posted: 20 Aug 2012 01:12:17 pm    Post subject:

That looks like tons of fun! Thanks for giving us some great gameplay screenies. By the way, are you aware that with Doors CS's HomeRun feature, you don't need to type the Asm( token on the homescreen?
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matrefeytontias


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Joined: 03 Aug 2012
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Posted: 20 Aug 2012 01:24:23 pm    Post subject:

I know it, but like I said in the readme, I have to be sure that the program is in RAM, so I use Asm() 'cos the command throw an error if the program is archived Smile
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parserp


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Joined: 14 Nov 2011
Posts: 73
Location: Here.

Posted: 20 Aug 2012 01:57:00 pm    Post subject:

Nice! I also see that the appvar is 1936 bytes, what are you storing in there?/are you using any compression techniques? Shock
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KermMartian


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Posted: 20 Aug 2012 01:58:03 pm    Post subject:

matrefeytontias wrote:
I know it, but like I said in the readme, I have to be sure that the program is in RAM, so I use Asm() 'cos the command throw an error if the program is archived Smile
Not if you're using Doors CS. Smile It can run programs directly from both Archive and RAM with no Asm() needed. Perhaps the fact that you also have NoShell and/or MirageOS is interfering with Doors CS, or you have the HomeRun hook disabled?
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matrefeytontias


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Posted: 20 Aug 2012 02:48:17 pm    Post subject:

@parserp a level pack contains 1920 bytes (plus VAT datas) which are five levels of 384 bytes (even if only one level has been created), but I don't use any compression.

@KermMartian : I think you misunderstood : GRAVWALL and GWTILMAP must be ran from RAM. That's why I use Asm(), because if the user tries to run them from ARC, it won't work. But if DoorsCS is used, the programs will run even if they are in archive, and it's a bad thing.
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parserp


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Posted: 20 Aug 2012 05:54:44 pm    Post subject:

Ah ok. I was under the impression that the 1920 bytes was the data for just 1 level. Razz
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souvik1997


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Joined: 19 Apr 2010
Posts: 2870

Posted: 20 Aug 2012 06:04:56 pm    Post subject:

matrefeytontias wrote:
@parserp a level pack contains 1920 bytes (plus VAT datas) which are five levels of 384 bytes (even if only one level has been created), but I don't use any compression.

@KermMartian : I think you misunderstood : GRAVWALL and GWTILMAP must be ran from RAM. That's why I use Asm(), because if the user tries to run them from ARC, it won't work. But if DoorsCS is used, the programs will run even if they are in archive, and it's a bad thing.

How is running from archive a bad thing? If your calculator crashes, it will still be there. The only caveat to running from archive that I can think of is that the Flash chip has a limited number of read/write cycles, but that number is so high it's almost impossible to reach.
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matrefeytontias


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Joined: 03 Aug 2012
Posts: 123
Location: Châteaurenard, France

Posted: 20 Aug 2012 06:14:43 pm    Post subject:

That's not it ; programs don't access to appvars (for read or write) the same way if they are in ARC, and my code only works if the programs are in RAM (I tested it).
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matrefeytontias


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Joined: 03 Aug 2012
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Posted: 21 Aug 2012 07:54:52 am    Post subject:

Update !

Now you can play levels from archived appvars Smile

I also added spikes !



Same download link as before Wink
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Hayleia


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Joined: 30 Jul 2011
Posts: 89

Posted: 22 Aug 2012 03:58:24 am    Post subject:

matrefeytontias wrote:
That's not it ; programs don't access to appvars (for read or write) the same way if they are in ARC, and my code only works if the programs are in RAM (I tested it).

A program never runs from the archive. The shell always automatically copies it to RAM or unarchives it before executing it. The shell you use is MirageOS. Well it has a "Allow Writeback" option, which means that the program was copied somewhere else before the execution.
Your problem was probably due to the use of Fusion, which is still in early beta stage.
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matrefeytontias


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Joined: 03 Aug 2012
Posts: 123
Location: Châteaurenard, France

Posted: 22 Aug 2012 07:27:12 am    Post subject:

Ah, maybe yeah.

Well, I'm currently working on the level loader : it'll search through VAT for level packs (which will have a header) instead of you typing the name with "input" command. It's a good thing because "input" is bugged with Axe =/
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KermMartian


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Joined: 14 Mar 2005
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Posted: 22 Aug 2012 11:35:02 am    Post subject:

I noticed you released this on ticalc.org as well, which is excellent. Don't forget to put it in the Cemetech archives ASAP! Smile And please ask us if you have any questions about getting your program to browse the VAT, as we have plenty of accomplished ASM coders around.
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