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Sinphaltimus

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Everything posted by Sinphaltimus

  1. If any of my transferable skills can be applied, count me in.
  2. The more I read about assembly the more I know I'm going to have to think in binary. Not really memorize or be a binary translation whiz or anything like that, but to understand all this about the TI and math and doing simple coding.
  3. I was going to apologize for being a dumbass until I saw your response. LOL. Yeah. I dunno. How disappointed I was without the use of AND OR and now NOT, I was stuck with <,>,<>,= this whole time. Because things I tried like | & didn't work. *scratches head* thanks for the chuckle.
  4. I can't believe this was right here the whole time. OMFG - I'm loosing it fast. Lee again thanks and also adamantyr. I probably shouldn't work this programming except on well rested days off.
  5. Why isn't this in the manual? I mean, I've searched the manual (linked) for XOR and and and OR and that stuff but I didn't find them. I did find an example of an "AND" operation but it consisted of an if then else syntax that really confused me. Or am I losing it real fast? Page 96 IF A = 1 THEN IF B = 2 THEN C = 3 ELSE D = 4 ELSE E = 5 operates as follows: If A is not equal to 1, then E is set equal to 5 and control passes to the next line, If A is equal to 1 and B is not equal to 2, then D is set equal to 4 and control passes to the next line. If A is equal to 1 and B is equal to 2, then C is set equal to 3 and control passes to the next line. >100 IF A=1 THEN IF B=2 THEN C=3 Now I went ahead and tried it with this.. 10 a=1::b=1 20 if a=1 and b=1 then c=1 30 print c my result was 0 but I also didn't get a syntax error. EDIT _ OOOOPS - I typed 20 if a=1 and b=1 then c=1 20 print c Why isn't this in the manual? Or where exactly in the manual is AND OR mentioned as operators? EDIT: OK Logically that weird if-then-else statement makes sense to me after reading it a few times. I get that now. But AND OR as typed operations would be great. This changes everything.
  6. Yeah, I'm not optimising any code until I'm done with the core mechanics. I like to keep as many lines as separated as much as I can until done. For me it makes it easier to trouble shoot. I'll end up shortening a lot and combining lines just before stripping out all the comments to reduce the size. Thank you though.
  7. OK, this is a minor update from the last - new death screen. When at this screen, press any key, move joystick or push joystick button to play again.
  8. Oh, the problem was resolved before making the post. I just put the display at before the calls. However; all of this new (to me) info is going to help a lot. Thanks for that tip also.
  9. Uhm...what? I just got my "old I guess" kit last week.
  10. Lee, you never cease to amaze me. Thank you for today's lesson on RTFM'ing- lol. Learn something new every day. Love it. But you had to see and hear me when I discovered swapping the command worked. You'd have thought I hit the lotto. I've missed those feels...the ah-ha's of self discovery. The exact same feeling I fondly remember this machine for.... Edit: I'm unable to find Size(), only SIZE which reports remaining ram? Still looking...
  11. I will actively pursue the same. Question... The disk controller. Is that strictly for the floppy? Or does it support hdd as well? If hdd also, is it MFM? If yes, I wonder if there is an mfm to ide adaptor around?
  12. Sure. When creating my gui, I setup my call vchar for the word score and the X . Whenever I put in the display at for the actual score, health and inventory variables it would erase all my call vchar characters on the screen. It took me 2 hours of tweaking everything and triple checking everything three times before I almost caved in and asked the community about this issue that stumped me. Then I started thinking along different lines. Maybe it's a timing thing? Maybe it's like an order of operations thing. Maybe I should try putting the display at command first and the call vchar commands after? Tried that and BINGO! SO APPARENTLY, display at trumps call vchar in some kind of internal drawing layers thing in the VDP I suppose. EDIT: Although I'm developing and testing in Emulation so that might have something to do with it. classic99.
  13. This latest version 0.24-081516 Level Progression Working with new GUI element. *Pushing Joystick up or down RESETS the game. Board progression works via the EXIT. Zombies do -1 heart/health damage. 0 health = death. Hearts = +1 health, 10 max. FIXED*Sometimes holes don't spawn where holes are supposed to spawn causing a "no exit" situation. I dunno why yet. FIXED*Sometimes loot doesn't spawn where it is supposed to. I dunno why yet. FIXED*Sometimes the player falls through the girders near or very far from the hole. I dunno why yet. Known Issues: It's not done. To Do Next: Create attacks for melee and ranged including inventory changes Create basic zombie AI and animate. To Do Long Term: Title screen. Sounds Music maybe? - can I play music while player plays game efficiently? Loot balancing with board progression. zombie difficulty linked to board progression. At least 2 more types of ever more difficult zombies.
  14. This latest version 0.22-081516 Includes the final design layout (with the exception of the Board (level) indicator). Player can no longer wrap around the screen (proper girder borders set). Player no longer gets stuck running in position after a fall or collecting loot while holding joystick left or right during the action. Tweaked some graphics and animations, Known Issues: Sometimes holes don't spawn where holes are supposed to spawn causing a "no exit" situation. I dunno why yet. Sometimes loot doesn't spawn where it is supposed to. I dunno why yet. Sometimes the player falls through the girders near or very far from the hole. I dunno why yet. To Do Next: Figure out board progression and indicator. Reorganize code so default variable declarations are outside of any level progression. Create attacks for melee and ranged including inventory changes Create basic zombie AI and animate. To Do Long Term: Title screen. Sounds Music maybe? - can I play music while player plays game efficiently? Loot balancing with board progression. zombie difficulty linked to board progression. At least 2 more types of ever more difficult zombies.
  15. This is incredible. To be able to code 3D mazes like this. And it's fun to boot. Nice job! Started as a fighter, lasted 4 fights. I need to RTFM.
  16. I never imagined being here just over a month ago. And now this. I small part of me feels 11 years old again and the luckiest kid on the block.
  17. Whoa. One thing at a time. Let this thing arrive undamaged and turn on and stare back at me first. Well, I have to say, it was a hard sell but convinced my more reasonable half to say ok. So I'm not sure how soon I'll be purchasing anything more (at least not for a couple of months). I am getting a donated TI-99/4a in the box by end of October. I'll probably do the internal 32k on mine and use the peb on that when it comes. Otherwise; before October, I'll need a box of floppies ASAP though. Already working on it.
  18. And now I am going to be joining the ranks of the PEB club. Glad this thread is here. It already answered a ton of questions for me. Except 1. And I don't want to google in case I get it wrong. What, exactly, kind of floppies? 5.24" yeah but are all 5 1/4" disks equal? https://www.google.com/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#tbm=shop&q=5+1%2F4%22+floppies
  19. Holy cow. If that is available for the next 24 hours I might be able to work something out and snag it. Oh the pressure.
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