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lolje


Member


Joined: 07 Feb 2006
Posts: 153

Posted: 20 Jun 2007 04:44:09 am    Post subject:

TheStorm wrote:
This is sounding so cool but I'll wait untill your done before I Download it.
[post="107590"]<{POST_SNAPBACK}>[/post]

Well, it's already fully playable but it still contains some tiny bugs.

Bug fixing progress:
- Checking for Memory leaks
I already started to check it, but didn't find a leak,yet...

- 'Ghost bug' in the battle mode - still counting to the 'known bugs'
Not done, yet - but thought about possible causes of the bug

lolje
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TheStorm


Calc Guru


Joined: 17 Apr 2007
Posts: 1233

Posted: 20 Jun 2007 10:56:15 am    Post subject:

Cool this is awesome can't wait for it to be fully bug free done. Smile
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lolje


Member


Joined: 07 Feb 2006
Posts: 153

Posted: 24 Jun 2007 07:45:27 am    Post subject:

Well, about the ghost bug - the attack-value of the dead soldiers who are attacking is set to zero, so they shouldn't do any damage to you...

(the life-points count is the same variable place in the matrix as the attack-value)


Last edited by Guest on 29 Jul 2007 04:04:46 pm; edited 1 time in total
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rcfreak0


Advanced Member


Joined: 27 Mar 2007
Posts: 354

Posted: 18 Jul 2007 11:55:51 pm    Post subject:

Hey lolje, you still working on this? I hope you are as i really enjoy playing the current version,its great! i hope your release another version out soon!
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Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 19 Jul 2007 06:39:38 am    Post subject:

He recently posted some updates on omnimaga:

Quote:
Well, there is some progress; I improved the Engine which displays the story (not integrated yet) so that it writes the text middled^^
I just found the introduction, which was made by dragon_lance (also an omnimaga-member).

== == == == ==

When the soldiers are invis, but still attack, that should normally mean that the soldier has been deleted on the tilemap-matrix, but the value of the soldier has not been set to 0. But I tested it, and the value for attack, as well as the one for life-points is set to 0.

Are you absolutely sure it was a ghost attacking you - and not a normal soldier - AND that the ghost damaged your unit? If you'd test it, and you'd find out that the ghosts damage, I'd be [b]very surprised[b]

(I know, my english suckz - too lazy to correct it right now...)
See you soon!

lolje
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rcfreak0


Advanced Member


Joined: 27 Mar 2007
Posts: 354

Posted: 19 Jul 2007 08:54:37 am    Post subject:

Ahhh ok, at least he's working on it!
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lolje


Member


Joined: 07 Feb 2006
Posts: 153

Posted: 29 Jul 2007 04:09:08 pm    Post subject:

Quote:
Ahhh ok, at least he's working on it!


Yupp! I'm working - always - I'm always working^^

BTW if there are some Voyage200-owners posting here (I know there are not many),
I'm already working on Age of culture V200! It's written in PURE basic, but it's more like Age of culture II than like Age of culture I.

More information will follow soon...

lolje
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IAmACalculator
In a state of quasi-hiatus


Know-It-All


Joined: 21 Oct 2005
Posts: 1571

Posted: 30 Jul 2007 07:26:22 am    Post subject:

How hard would it be to adapt it for the 89? 89 users outnumber v200/92+ users 10 to 1. The only change you'd have to make is to reduce the screen size from 240*128 to 160*100. Of course, that'd probably mean a massive GUI overhaul.

Out of curiosity, do you own a v200/89?
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Liazon
title goes here


Bandwidth Hog


Joined: 01 Nov 2005
Posts: 2007

Posted: 30 Jul 2007 10:25:45 am    Post subject:

sounds cool, but i don't have a V200/92+ either.
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lolje


Member


Joined: 07 Feb 2006
Posts: 153

Posted: 10 Aug 2007 02:16:26 pm    Post subject:

Quote:
How hard would it be to adapt it for the 89?

Very easy, but time consuming - I'll concentrate on AOC V200 and AOCII first.
If I'll make a 89 version, I'll just copy the whole code from AOCV200 - apart from the graphics related parts, of course. A little problem is, that I can't send the AOCV200 files from the V200 to the 89T, so I will probably have to rewrite everything...

About the calcs:
1. I own a V200
2. My brother owns a 89T

===

bug fixing update (AOCII):

-> The ghost bug is fixed!

I just needed to add one If-statement...
the hardest part was to get into the battle mode code because of the brake


Last edited by Guest on 10 Aug 2007 02:24:59 pm; edited 1 time in total
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pugboy


Active Member


Joined: 11 Apr 2007
Posts: 544

Posted: 11 Aug 2007 05:57:50 pm    Post subject:

I get an undefined error at the end of XTEMP000 after I place my troops. I don't see anything wrong with the code, but xLib doesn't create XTEMP002 for some reason...

Other than that, it is a really cool game!

EDIT: Fixed it by resending xLib, but now it gives me an invalid dim error when the enemy has 2 troops left... [A](1,Ans) is where it points to. Ans is 0, so I see why...


Last edited by Guest on 11 Aug 2007 07:24:31 pm; edited 1 time in total
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IAmACalculator
In a state of quasi-hiatus


Know-It-All


Joined: 21 Oct 2005
Posts: 1571

Posted: 11 Aug 2007 06:41:35 pm    Post subject:

Wait, why can't you send v200 BASIC files to your 89? I thought they were compatible. Even if they aren't, it would be a simple matter to convert them using TI-Graph Link.
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DJ Omnimaga
http://i-lost-the-ga.me


Calc Guru


Joined: 14 Nov 2003
Posts: 1196

Posted: 12 Aug 2007 12:07:49 am    Post subject:

i think its about screen size issues, 89 is 160x100 and v200 240x128. Is the game compatible on the 92+ tho? I know its discontinued but IIRC its exactly the same than the v200, just uglier and with less memory and no clock
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Liazon
title goes here


Bandwidth Hog


Joined: 01 Nov 2005
Posts: 2007

Posted: 12 Aug 2007 11:27:02 am    Post subject:

should be as long as he doesn't use v200-only basic commmands. the screen's the same size at least

but ya, I think 68k basic files are compatible for all models, it's just the screen. I forget if there is a way to check the calc model through basic. you can definitely do it in ASM/C.

iirc, you can also use try-(else), which iirc is kinda like if-(else). i think it's kinda like try in java, in that a runtime error won't cause a full program stop. instead, if the thing you try fails because of one of the errors, it will do the stuff in else instead. this can be useful if you are trying to use the clock, but it is not available. though it'd probably be a though work around.


Last edited by Guest on 12 Aug 2007 11:33:39 am; edited 1 time in total
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lolje


Member


Joined: 07 Feb 2006
Posts: 153

Posted: 12 Aug 2007 12:41:14 pm    Post subject:

I think if I'd execute it on a 89 it would just display 'ERROR: Invalid dim' for the outranged Graphic-commands...?

@pugboy: Thank's for the bug report, I'll check it

Progress update (AOCII) :
Since there was a problem with memory-errors, I just optimized the whole system by splitting ZAOC into ZAOC and ZAOCBLD and calling the battle mode from the launcher.
Now it runs very little faster and doesn't need that much RAM:

Maximum RAM-use before optimizations: ~18000
Maximum RAM-use after optimizations: ~13000

Secondly, I made the battle mode AI less predictable. Now the AI units don't always walk to the left, but also to the right or straight to your castle.



p.s.: Arctic Monkeys rockzzz


Last edited by Guest on 12 Aug 2007 12:44:47 pm; edited 1 time in total
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pugboy


Active Member


Joined: 11 Apr 2007
Posts: 544

Posted: 12 Aug 2007 03:46:55 pm    Post subject:

I got it to work, but after sending the UTI file (instead of the omnimaga file). I have no clue why it is happening. After a while, running it in MOS causes it to crash after the enemy places their units.
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Harrierfalcon
The Raptor of Calcs


Super Elite (Last Title)


Joined: 25 Oct 2006
Posts: 2535

Posted: 12 Aug 2007 04:11:13 pm    Post subject:

MOS--? Probably a xLIB-MOS problem, but I've never seen those before...
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pugboy


Active Member


Joined: 11 Apr 2007
Posts: 544

Posted: 13 Aug 2007 04:31:34 pm    Post subject:

For some reason, it gives me that Invalid Dim error a lot... I re send the files, and they work again... If it helps, I have been obliterating the enemy and have 3 riders, and 2 hunters. When I battle the enemy, it is trying to store a dim of 0 to LA4...


EDIT: Here is an animated screenshot... Ignore the odd background.



Last edited by Guest on 13 Aug 2007 04:42:08 pm; edited 1 time in total
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Weregoose
Authentic INTJ


Super Elite (Last Title)


Joined: 25 Nov 2004
Posts: 3976

Posted: 13 Aug 2007 05:15:35 pm    Post subject:

Tip: [font="courier new;font-size:9pt;line-height:100%;color:darkblue"]LA(6)+LA(7)+LA(8)+LA(9)+LA(10)+LA(31)+LA(32)+LA(33)+LA(34)+LA(35)

...is the same thing as: [font="courier new;font-size:9pt;line-height:100%;color:darkblue"]sum(LA,6,10)+sum(LA,31,35

Want me to run through the program and scrape out a few bytes here and there?

Just let me know where I can find the latest/most-stable version (your choice).

Last edited by Guest on 14 Aug 2007 03:04:08 am; edited 1 time in total
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pugboy


Active Member


Joined: 11 Apr 2007
Posts: 544

Posted: 13 Aug 2007 09:10:11 pm    Post subject:

This is a great game, but I still have no clue why it gives me an invalid dim error... When do you think the next version will be released?
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