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Fallen Ghost
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Joined: 15 Jun 2006 Posts: 955
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Posted: 26 Sep 2006 08:42:50 pm Post subject: |
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1- Is there any documentation on how moving the mouse and retrieving data from it?
2-Flash IS assembly which IS ASM. There are only minor differences between both (like Self-Modifying Code and the place you take on the calc)
3-You'll need to decide if it is 68k (89, 92, voyage 200) or Z80 (82, 83, 84 series) assembly, there is a big difference between both.
4- threefingeredguy wrote: My basic snake game had 16 directions. It's pretty easy to do.
[post="89005"]<{POST_SNAPBACK}>[/post]
There is quite a speed difference between moving a 3*3 pixel box and alot of 6*6 (or so) ennemies, keeping track of their attacks, of your shots, your way of looking and maybe power-ups, moving character, whatever else. |
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magus57
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Joined: 07 May 2006 Posts: 126
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Posted: 28 Sep 2006 07:09:23 pm Post subject: |
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I'm guessing it would be easier and faster on a 68k, but I only have a TI-84, so I wouldn't know. As for the documentation, I don't know, that's why I was asking |
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Fallen Ghost
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Joined: 15 Jun 2006 Posts: 955
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Posted: 28 Sep 2006 07:22:49 pm Post subject: |
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Do even have a mouse for your calc? Also think that it is a small USB, not a standard USB port on the calc, so you'll need the adapter, cable, whatever it is. Also think that if it is not common, you're better using keys than the mouse.
Easier, I don't know, faster, for sure. |
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magus57
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Joined: 07 May 2006 Posts: 126
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Posted: 29 Sep 2006 04:53:15 pm Post subject: |
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Yes, you do need an adapter, which I have. The mouse I used worked with the program that has a sample driver that responds to mouse movement and right/left-click, but the mouse can't be used outside the program. |
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Fallen Ghost
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Joined: 15 Jun 2006 Posts: 955
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Posted: 29 Sep 2006 05:33:18 pm Post subject: |
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magus57 wrote: Yes, you do need an adapter, which I have. The mouse I used worked with the program that has a sample driver that responds to mouse movement and right/left-click, but the mouse can't be used outside the program.
[post="89174"]<{POST_SNAPBACK}>[/post]
Ok perfect, but who else than you has a mouse like that? And since you don't have the driver, then it's a little less useful.
And it cannot be implemented in pure TI-BASIC for sure |
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magus57
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Joined: 07 May 2006 Posts: 126
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Posted: 19 Oct 2006 06:42:21 pm Post subject: |
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So anybody want to help me with this? |
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magus57
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Joined: 07 May 2006 Posts: 126
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Posted: 04 Nov 2006 03:28:52 pm Post subject: |
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So far, I've found out that I can make simple solver programs on my calculator, but it is easier for me on my TI-86 rather than my TI-84+SE. But then again, solver programs probably won't help me much in making Crimsonland, so anybody want to help make it or teach me how to do gaming (in Basic or Assembly)? |
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Liazon title goes here
Bandwidth Hog
Joined: 01 Nov 2005 Posts: 2007
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Posted: 04 Nov 2006 05:08:12 pm Post subject: |
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Fallen Ghost wrote: 3-You'll need to decide if it is 68k (89, 92, voyage 200) or Z80 (82, 83, 84 series) assembly, there is a big difference between both.
4- threefingeredguy wrote: My basic snake game had 16 directions. It's pretty easy to do.
[post="89005"]<{POST_SNAPBACK}>[/post]
There is quite a speed difference between moving a 3*3 pixel box and alot of 6*6 (or so) ennemies, keeping track of their attacks, of your shots, your way of looking and maybe power-ups, moving character, whatever else.
[post="89058"]<{POST_SNAPBACK}>[/post]
I think he meant that the directions are pretty easy to calculate. and don't bother w/ ASM on 68k. just use a good library.
well, if you want to learn ASM, then there's always ASMin28. And then you could ask for help here if you get stuck.
Conceptually, you should probably break down the game into problems that need to be solved.
For example, you need to figure out how to get key input. Then you need to figure out how to translate that into what the character does. Then you need to figure out how to represent that on the screen, not to mention figuring out how to draw onto the screen (which can be an icky business ^^).
Meanwhile, you need to be figuring out how the enemies are moving around and draw them onto the screen too. I think for the most part, you might have to use two keys to spin the character.
I think the USB mouse will have to come later. |
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IAmACalculator In a state of quasi-hiatus
Know-It-All
Joined: 21 Oct 2005 Posts: 1571
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Posted: 04 Nov 2006 05:15:04 pm Post subject: |
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Actually, that could be pretty easy with those usb8x drivers. Don't know if anyone has experience with those, though. |
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