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something1990


Supreme Commander of the Asgard Fleet


Joined: 12 Jan 2006
Posts: 1144
Location: Orilla

Posted: 25 Jan 2006 04:50:07 pm    Post subject: How to implement GetCalc( Function

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


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

Posted: 25 Jan 2006 04:58:38 pm    Post subject:

I have attempted to make two player games in BASIC myself, but I gave up on the attempt. Here's a link you may find quite useful http://www.unitedti.org/index.php?showtopic=4243.
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Kuro


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Joined: 09 Jun 2005
Posts: 1207
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Posted: 25 Jan 2006 05:07:26 pm    Post subject:

There's an ASM lib (zcom I think) that is for fast inter-calc communication.
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rivereye


Future Admin


Joined: 16 Mar 2005
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Location: Out Fishing

Posted: 25 Jan 2006 05:23:36 pm    Post subject:

yeah, and I think it works with the USB link also
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55742
Location: Earth, Sol, Milky Way

Posted: 25 Jan 2006 05:59:43 pm    Post subject:

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

Posted: 26 Jan 2006 09:58:25 am    Post subject:

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


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Joined: 14 Mar 2005
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Posted: 26 Jan 2006 09:59:49 am    Post subject:

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


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Joined: 16 Mar 2005
Posts: 9060
Location: Sol System

Posted: 26 Jan 2006 10:05:39 am    Post subject:

0x5, I still have to implement 2-player battles for Pokemon... So much fun...
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Look here for Assembly Resources.
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55742
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Posted: 26 Jan 2006 10:18:49 am    Post subject:

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


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Joined: 16 Mar 2005
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Location: Sol System

Posted: 26 Jan 2006 10:23:32 am    Post subject:

People at Omnimaga has been telling me to use ZCom... That will probably be the last step in making this game though...
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Projects: AOD Series: 70% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

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KermMartian


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Joined: 14 Mar 2005
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Posted: 26 Jan 2006 10:28:35 am    Post subject:

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: 9060
Location: Sol System

Posted: 26 Jan 2006 11:23:27 am    Post subject:

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. Very Happy

Kirb gave me an idea on compressing flags/events for the game. Now if I can make my self understand what he was saying... Laughing
He gave me the code, so hopefully when I enter it, I will become enlightened... Very Happy
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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: 55742
Location: Earth, Sol, Milky Way

Posted: 26 Jan 2006 12:40:03 pm    Post subject:

Ah, in bitwise format. That was smart.
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kirb


Expert


Joined: 24 May 2005
Posts: 608
Location: PA

Posted: 26 Jan 2006 07:27:05 pm    Post subject:

Also hard as h*ll to hack and cheat Smile .
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http://www.sourceforge.net/projects/pokegen

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Kuro


Numerophile


Joined: 09 Jun 2005
Posts: 1207
Location: [insert position vector]

Posted: 26 Jan 2006 10:29:31 pm    Post subject:

That's good too.
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55742
Location: Earth, Sol, Milky Way

Posted: 27 Jan 2006 09:34:57 am    Post subject:

Well, if you had enough time and patience....Wink
'Tis indeed more secure.
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birdmanx35


New Member


Joined: 12 Mar 2006
Posts: 76
Location: USA

Posted: 24 Mar 2006 07:20:17 pm    Post subject:

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
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Location: Earth, Sol, Milky Way

Posted: 24 Mar 2006 07:27:10 pm    Post subject:

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

Posted: 24 Mar 2006 08:10:19 pm    Post subject:

Yup. I could do it with GetCalc( but as we all know, it's pretty antiquish.
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elfprince13


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Joined: 23 May 2005
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Posted: 24 Mar 2006 09:07:54 pm    Post subject:

ZCom is awesome. its the only Asm routine that supports the USB link...not even ZTris does.
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