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something1990

Supreme Commander of the Asgard Fleet

Joined: 12 Jan 2006 Posts: 1144 Location: Orilla
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Posted: 25 Jan 2006 04:50:07 pm Post subject: How to implement GetCalc( Function |
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| What is the best way to implement a GetCalc( function in a BASIC program? Like if you wanted to do two player pong? |
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Chipmaster

Mythical Hermit

Joined: 23 May 2005 Posts: 1858 Location: 37*16'05"N, 115*47'58"W
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Kuro

Numerophile

Joined: 09 Jun 2005 Posts: 1207 Location: [insert position vector]
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Posted: 25 Jan 2006 05:07:26 pm Post subject: |
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There's an ASM lib (zcom I think) that is for fast inter-calc communication. _________________ Allergic to morons? Don't click here. >(v')
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rivereye

Future Admin

Joined: 16 Mar 2005 Posts: 5450 Location: Out Fishing
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Posted: 25 Jan 2006 05:23:36 pm Post subject: |
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yeah, and I think it works with the USB link also _________________ I am the eye of the river
>(<')
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55882 Location: Earth, Sol, Milky Way
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Posted: 25 Jan 2006 05:59:43 pm Post subject: |
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If you want to use getcalc, make sure the SENDING calc is at a pause, input, menu, prompt, or homescreen, then on the RECEIVING calc, use the GetCalc(VarName command. VarName can be a real, complex, list, gdb, window, equation, string, or pic. _________________
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something1990

Supreme Commander of the Asgard Fleet

Joined: 12 Jan 2006 Posts: 1144 Location: Orilla
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Posted: 26 Jan 2006 09:58:25 am Post subject: |
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| Ok. So I suppose I won't be able to make a decent multiplayer game in BASIC until I use an Asm lib. I'll go get a lib. |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55882 Location: Earth, Sol, Milky Way
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Posted: 26 Jan 2006 09:59:49 am Post subject: |
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It's pretty much impossible to make a decent multiplayer game in BASIC even with a lib. Come to think of it, it's pretty hard even in ASM. Note the marked lack of such programs, save for the famed ZTRIS.
/me chuckles and rubs hands together in glee at the change Doors CS will hopefully make to all this... _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 26 Jan 2006 10:05:39 am Post subject: |
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0x5, I still have to implement 2-player battles for Pokemon... So much fun... _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55882 Location: Earth, Sol, Milky Way
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Posted: 26 Jan 2006 10:18:49 am Post subject: |
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How do you plan to do it? The GetCalc method? If so, my ASM routine I made for ut2 might be helpful to you... _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 26 Jan 2006 10:23:32 am Post subject: |
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People at Omnimaga has been telling me to use ZCom... That will probably be the last step in making this game though... _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55882 Location: Earth, Sol, Milky Way
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Posted: 26 Jan 2006 10:28:35 am Post subject: |
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Fair enough. Hmm, ZCom...interesting, I'll have to see if it's anything like the prog I made. _________________
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tifreak8x

Guru

Joined: 16 Mar 2005 Posts: 9104 Location: Sol System
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Posted: 26 Jan 2006 11:23:27 am Post subject: |
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Like I said, linking will be the last thing to do, so I have quite a while to decide on what I am going to do.
Kirb gave me an idea on compressing flags/events for the game. Now if I can make my self understand what he was saying...
He gave me the code, so hopefully when I enter it, I will become enlightened...  _________________ Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%
Look here for Assembly Resources. |
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55882 Location: Earth, Sol, Milky Way
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Posted: 26 Jan 2006 12:40:03 pm Post subject: |
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Ah, in bitwise format. That was smart. _________________
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kirb

Expert

Joined: 24 May 2005 Posts: 608 Location: PA
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Kuro

Numerophile

Joined: 09 Jun 2005 Posts: 1207 Location: [insert position vector]
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Posted: 26 Jan 2006 10:29:31 pm Post subject: |
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That's good too. _________________ Allergic to morons? Don't click here. >(v')
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55882 Location: Earth, Sol, Milky Way
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Posted: 27 Jan 2006 09:34:57 am Post subject: |
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Well, if you had enough time and patience....
'Tis indeed more secure. _________________
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birdmanx35
New Member

Joined: 12 Mar 2006 Posts: 76 Location: USA
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Posted: 24 Mar 2006 07:20:17 pm Post subject: |
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Some of the modes in DDR should be multiplayer - I'm not sure how many, but if I have modes, the first one should be the revolutionary multiplayer mode. I'm not sure if the coding will be revolutionary, but the idea of the mode will be, guaranteed. I thought of it while playing Phoenix.
I'm probably going to use ZCom for it too. ZCom looks really good and much simpler. This will also be my last step before optimizations. _________________
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KermMartian

Site Admin

Joined: 14 Mar 2005 Posts: 55882 Location: Earth, Sol, Milky Way
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Posted: 24 Mar 2006 07:27:10 pm Post subject: |
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ZCom is probably a good idea for this type of game. _________________
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birdmanx35
New Member

Joined: 12 Mar 2006 Posts: 76 Location: USA
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Posted: 24 Mar 2006 08:10:19 pm Post subject: |
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Yup. I could do it with GetCalc( but as we all know, it's pretty antiquish. _________________
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elfprince13

OVER NINE THOUSAND!

Joined: 23 May 2005 Posts: 10247 Location: A galaxy far far away......
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