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JamesV

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Joined: 19 Jun 2012 Posts: 133 Location: Australia
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Posted: 14 Aug 2012 04:45:19 am Post subject: |
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This looks cool! I look forward to seeing how this project goes!  _________________ www.jvti.org |
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matrefeytontias
Member

Joined: 03 Aug 2012 Posts: 123 Location: Châteaurenard, France
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Posted: 14 Aug 2012 05:07:18 am Post subject: |
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JamesV : thanks
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 :/ _________________ /-\ >< |= \_/ 5 |= |? |
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matrefeytontias
Member

Joined: 03 Aug 2012 Posts: 123 Location: Châteaurenard, France
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Posted: 16 Aug 2012 11:25:16 am Post subject: |
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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
You'll can try it Sunday or Monday  _________________ /-\ >< |= \_/ 5 |= |? |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55764 Location: Earth, Sol, Milky Way
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Posted: 17 Aug 2012 08:05:24 pm Post subject: |
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| 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
You'll can try it Sunday or Monday  | 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.  _________________
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matrefeytontias
Member

Joined: 03 Aug 2012 Posts: 123 Location: Châteaurenard, France
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Posted: 19 Aug 2012 08:49:56 am Post subject: |
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Playable demo time !
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  _________________ /-\ >< |= \_/ 5 |= |? |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55764 Location: Earth, Sol, Milky Way
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Posted: 19 Aug 2012 05:55:11 pm Post subject: |
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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

Member

Joined: 19 Jun 2012 Posts: 133 Location: Australia
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Posted: 19 Aug 2012 08:05:39 pm Post subject: |
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I just tried it out matref and I enjoyed it, good work! This has potential to be an addictive game when it's finished! _________________ www.jvti.org |
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matrefeytontias
Member

Joined: 03 Aug 2012 Posts: 123 Location: Châteaurenard, France
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Posted: 20 Aug 2012 11:44:20 am Post subject: |
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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
Share your comments !
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55764 Location: Earth, Sol, Milky Way
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Posted: 20 Aug 2012 01:12:17 pm Post subject: |
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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
Member

Joined: 03 Aug 2012 Posts: 123 Location: Châteaurenard, France
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Posted: 20 Aug 2012 01:24:23 pm Post subject: |
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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  _________________ /-\ >< |= \_/ 5 |= |? |
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parserp

Advanced Newbie

Joined: 14 Nov 2011 Posts: 73 Location: Here.
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Posted: 20 Aug 2012 01:57:00 pm Post subject: |
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Nice! I also see that the appvar is 1936 bytes, what are you storing in there?/are you using any compression techniques?  _________________ ticalc.org | Omnimaga | TI-Freakware | casiocalc.org |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55764 Location: Earth, Sol, Milky Way
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Posted: 20 Aug 2012 01:58:03 pm Post subject: |
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| 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  | Not if you're using Doors CS. 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
Member

Joined: 03 Aug 2012 Posts: 123 Location: Châteaurenard, France
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Posted: 20 Aug 2012 02:48:17 pm Post subject: |
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@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. _________________ /-\ >< |= \_/ 5 |= |? |
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parserp

Advanced Newbie

Joined: 14 Nov 2011 Posts: 73 Location: Here.
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souvik1997

Guru-in-Training

Joined: 19 Apr 2010 Posts: 2870
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Posted: 20 Aug 2012 06:04:56 pm Post subject: |
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| 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. _________________ CALCnet Tournament-38%
deviantArt
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matrefeytontias
Member

Joined: 03 Aug 2012 Posts: 123 Location: Châteaurenard, France
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Posted: 20 Aug 2012 06:14:43 pm Post subject: |
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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). _________________ /-\ >< |= \_/ 5 |= |? |
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matrefeytontias
Member

Joined: 03 Aug 2012 Posts: 123 Location: Châteaurenard, France
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Posted: 21 Aug 2012 07:54:52 am Post subject: |
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Update !
Now you can play levels from archived appvars
I also added spikes !
Same download link as before  _________________ /-\ >< |= \_/ 5 |= |? |
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Hayleia

New Member

Joined: 30 Jul 2011 Posts: 89
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Posted: 22 Aug 2012 03:58:24 am Post subject: |
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| 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
Member

Joined: 03 Aug 2012 Posts: 123 Location: Châteaurenard, France
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Posted: 22 Aug 2012 07:27:12 am Post subject: |
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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 =/ _________________ /-\ >< |= \_/ 5 |= |? |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55764 Location: Earth, Sol, Milky Way
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Posted: 22 Aug 2012 11:35:02 am Post subject: |
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I noticed you released this on ticalc.org as well, which is excellent. Don't forget to put it in the Cemetech archives ASAP! 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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