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something strange:

 

I try to read 4 inputs (limited to 1-6 range) from the controller, but as soon as I hit the keypad first time, all the 4 values on the matrix seqpo(ii) are filled by this unique value and the program call "exit"

 

ii=1

 

leggi_seq_orig:

gosub hit2
if tasto <7 then seqpo(ii)=tasto:ii=ii+1
wait
rem if ii>4 goto exit
goto leggi_seq_orig

 

 

hit2: procedure
tasto=15
wait
IF CONT2.KEY=1 or CONT1.KEY=1 THEN tasto=1
IF CONT2.KEY=2 or CONT1.KEY=2 THEN tasto=2
IF CONT2.KEY=3 or CONT1.KEY=3 THEN tasto=3
IF CONT2.KEY=4 or CONT1.KEY=4 THEN tasto=4
IF CONT2.KEY=5 or CONT1.KEY=5 THEN tasto=5
IF CONT2.KEY=6 or CONT1.KEY=6 THEN tasto=6
IF CONT2.KEY=7 or CONT1.KEY=7 THEN tasto=7
IF CONT2.KEY=8 or CONT1.KEY=8 THEN tasto=8
IF CONT2.KEY=9 or CONT1.KEY=9 THEN tasto=9
return
end

Edited by vprette
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something strange:

 

I try to read 4 inputs (limited to 1-6 range) from the controller, but as soon as I hit the keypad first time, all the 4 values on the matrix seqpo(ii) are filled by this unique value and the program call "exit"

 

ii=1

 

leggi_seq_orig:

gosub hit2

if tasto <7 then seqpo(ii)=tasto:ii=ii+1

wait

rem if ii>4 goto exit

goto leggi_seq_orig

 

 

hit2: procedure

tasto=15

wait

IF CONT2.KEY=1 or CONT1.KEY=1 THEN tasto=1

IF CONT2.KEY=2 or CONT1.KEY=2 THEN tasto=2

IF CONT2.KEY=3 or CONT1.KEY=3 THEN tasto=3

IF CONT2.KEY=4 or CONT1.KEY=4 THEN tasto=4

IF CONT2.KEY=5 or CONT1.KEY=5 THEN tasto=5

IF CONT2.KEY=6 or CONT1.KEY=6 THEN tasto=6

IF CONT2.KEY=7 or CONT1.KEY=7 THEN tasto=7

IF CONT2.KEY=8 or CONT1.KEY=8 THEN tasto=8

IF CONT2.KEY=9 or CONT1.KEY=9 THEN tasto=9

return

end

 

Like 5-11under said, you need to wait for a key release.

 

Add a routine like this:

wait_for_release: PROCEDURE
  release_count ~ 0
wr_loop:
  WAIT
   IF CONT2.KEY=12 AND CONT1.KEY=12 THEN release_count = release_count+1 ELSE release_count= 0
   if release_count < 20 then goto wr_loop
 END

And then call it from here:

 

leggi_seq_orig:

gosub hit2

if tasto <7 then seqpo(ii)=tasto:ii=ii+1

gosub wait_for_release

wait

rem if ii>4 goto exit

 

 

I haven't tested this...

 

 

Catsfolly

Edited by catsfolly
  • Like 2
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Sometimes I do the wait-for-keypress-release routine just before going into the wait-for-keypress routine.

That's a good pattern to follow if you need to ensure new input from the player. For instance, in menu selection, where you want to guarantee a new selection and discard any current buffered value from a previous input.

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Like 5-11under said, you need to wait for a key release.

 

Add a routine like this:

wait_for_release: PROCEDURE
  release_count ~ 0
wr_loop:
  WAIT
   IF CONT2.KEY=12 AND CONT1.KEY=12 THEN release_count = release_count+1 ELSE release_count= 0
   if release_count < 20 then goto wr_loop
 END

And then call it from here:

 

leggi_seq_orig:

gosub hit2

if tasto <7 then seqpo(ii)=tasto:ii=ii+1

gosub wait_for_release

wait

rem if ii>4 goto exit

 

 

I haven't tested this...

 

 

Catsfolly

 

many many thanks

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game is now 50%

 

when you guess the sequence, you will have black * = number or correct pawn in correct position and white * = correct pawn in wrong position

 

I know of a bug that miss the calculation after 3rd sequence and always show 0 and 0.. working on that

 

M3

master01.rom

Edited by vprette
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Here's my feedback:

  • Sometimes key presses are not registered and I have to press the key multiple times for it to be detected. This is especially so when I want to use the same colour peg multiple times.
  • The input is so flakey, it gets in the way of playing.
  • I don't understand the key peg sequences, I think they are wrong. Take a look at the attached screenshot: the same sequence repeated multiple times yields different key peg combinations.
  • Shouldn't there be 4 key pegs, one for each position? I guess it shows the number of either black or white pegs.

post-27318-0-22807900-1415728756_thumb.gif

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Here's my feedback:

  • Sometimes key presses are not registered and I have to press the key multiple times for it to be detected. This is especially so when I want to use the same colour peg multiple times.
  • The input is so flakey, it gets in the way of playing.
  • I don't understand the key peg sequences, I think they are wrong. Take a look at the attached screenshot: the same sequence repeated multiple times yields different key peg combinations.
  • Shouldn't there be 4 key pegs, one for each position? I guess it shows the number of either black or white pegs.

attachicon.gifshot0000.gif

 

for some reason that I need to find from the 3rd sequence the values are miss calculated, so only seq 1 and 2 work for now :-)

for the buttons I notice the same: it started when I introduced the gosub wait_for_release from above, so something must be optimized

you need to find the sequence of 6 possible colors

key pegs on the right show: right color in right position (black) and right color in wrong position (white)

Edited by vprette
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I also fixed the button response

 

and this is the final version I distribute to all

 

instructions:

find a sequence of 4 colors

each choice is between 6 colors(keypad 1-6)

at the right side you see a black * = number of correct colors in correct position

and a white * = number of correct colors in wrong position in the sequence

 

game also store the record (less sequences used before finding the solution

 

hit disc at the end to restart

 

I hope you like the game

 

 

master_v1.rom

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I managed to beat it once. But I think there's still a problem with the key pegs code: sometimes the responses to consecutive inputs is not congruent. The input problems were corrected, though.

 

I'll keep playing to see if I can find a specific pattern that doesn't work.

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