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Learning assembly - porting Thrust to the TI-99/4a


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#51 Thomas Jentzsch OFFLINE  

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Posted Mon Oct 12, 2015 12:18 PM

Of course ideally, you could implement full gravity using the formula v=-0.5gt and play with values of g to achieve a pleasing result. That way, the drop would start slowly and gradually build up.

That's dead easy to code. Assuming you have a variable for vertical speed and moving up is positive speed, you simply subtract a certain value each frame.

 

That's gravity! :)



#52 Vorticon OFFLINE  

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Posted Mon Oct 12, 2015 2:24 PM

That's dead easy to code. Assuming you have a variable for vertical speed and moving up is positive speed, you simply subtract a certain value each frame.

 

That's gravity! :)

 

Much better way of putting it given that 0.5gt increases linearly :) 



#53 palmheads OFFLINE  

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Posted Mon Oct 12, 2015 3:12 PM

Yeah that gravity calc looks achievable now, especially as I have that code where the ship is forced down implemented  in a subroutine. Got stumped just on that problem for ages, but worked my way through it.

 

My wall collisions aren't perfect against angled walls, but I think I can solve that.

 

Feels like progress being made again! Thanks for all the positive feedback!



#54 palmheads OFFLINE  

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Posted Wed Mar 2, 2016 2:53 PM

Argh been so lazy lately - must get back on this! :(



#55 ralphb OFFLINE  

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Posted Thu Mar 3, 2016 9:27 AM

I second this -- "busy" is a good excuse, but "lazy" is not.  ;-)



#56 Vorticon OFFLINE  

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Posted Thu Mar 3, 2016 1:18 PM

I second this -- "busy" is a good excuse, but "lazy" is not.  ;-)

 

Not really. The hobby is not an assignment but an escape. If one feels forced to work on a hobby project when feeling "lazy", then there is no fun to be had... Go ahead: feel as lazy as you want. It probably means that you need some rest :)



#57 ralphb OFFLINE  

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Posted Fri Mar 4, 2016 10:12 AM

Not really. 

 

Geez ... how many :)  :)  :)  do you need to acknowledge a jocular encouragement?



#58 Vorticon OFFLINE  

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Posted Fri Mar 4, 2016 3:40 PM

 

Geez ... how many :)  :)  :)  do you need to acknowledge a jocular encouragement?

 

More than 3!  :grin: Anything less and I take it too seriously...

I am really looking forward to the completed game though.



#59 palmheads OFFLINE  

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Posted Sat Mar 5, 2016 12:26 AM

Ha! Thanks guys! Been a glorious summer here in Christchurch, NZ. Been enjoying not sitting in front of the 'puter (except at work)...got some potentially horrible melanomas from our vicious sun, but hey...

 

...sorry to go all GoT...winter IS coming...

 

So suspect will get back into my wee project cobbled together with luck, flukes, Computes great assembly language book, ralphb's xdt tools and the help and encouragement of you lot on this great forum!



#60 palmheads OFFLINE  

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Posted Mon Mar 28, 2016 2:37 AM

WOO! Progress! Have got some gravity working. Might be hard to see, but the ship actually speeds up as it heads downwards.

 

 

Unfortunately adding 1 line of code to initialise a count (outside main game loop) that I increment (within game loop) somehow has meant I cannot now rotate my ship right! WTF. Will work on that!

 

Anyway, progress - finally

 

cheers

Daryn


Edited by palmheads, Mon Mar 28, 2016 2:40 AM.


#61 Vorticon OFFLINE  

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Posted Mon Mar 28, 2016 3:57 PM

Very nice :)

The ship seems to accelerate too quickly though. You might want to slow its fall a bit.



#62 palmheads OFFLINE  

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Posted Mon Mar 28, 2016 4:21 PM

Very nice :)

The ship seems to accelerate too quickly though. You might want to slow its fall a bit.

 

yeah it does huh! haha - was just stoked to actually get it accelerating to the ground! =) will definitely tweak it more



#63 palmheads OFFLINE  

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Posted Mon Apr 11, 2016 2:55 PM

Got my ship making a sound when it collides with something! 

 

Yet again, the Compute book comes up trumps! Followed the example given in the book.



#64 palmheads OFFLINE  

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Posted Tue Jun 28, 2016 7:35 PM

Hi

 

Apols for terrible sound quality, but here is a small update. Just designed a wee header showing dummy data for fuel, score etc and an example of sound when the shop hits something

 

 

cheers

Daryn



#65 palmheads OFFLINE  

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Posted Thu Feb 2, 2017 4:05 PM

Just a wee update on this. Got stuck (and associated mental block) about how to handle my ship shooting "something". Figure the bullet needs to be a sprite and then trigger collision detection and proximity etc. Just didn't know how to approach it.

 

Then I realised TI-Invaders has source code, so am going to use that for some hints.

 

As I'm piecing things together, I have to rely on some solid example code.

 

This is still on my bucket list!


Edited by palmheads, Thu Feb 2, 2017 4:06 PM.


#66 ti99iuc ONLINE  

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Posted Fri Dec 28, 2018 5:50 AM

Hey Palmheads maybe some update on this one too?
:)

#67 palmheads OFFLINE  

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Posted Sat Dec 29, 2018 10:36 PM

Hi guys

 

Done nothing in a while I'm afraid. Although am about to be made redundant thanks to these Texas Capitalist ****  buying the company I work for in NZ...forbes article about them...

 

https://www.forbes.c...p/#7439ab76cffe

 

I may have alot of downtime & therefore more time for hobbies over next few months.

 

cheers

Dazza



#68 TheBF OFFLINE  

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Posted Sun Dec 30, 2018 8:20 AM

Hi guys

 

Done nothing in a while I'm afraid. Although am about to be made redundant thanks to these Texas Capitalist ****  buying the company I work for in NZ...forbes article about them...

 

https://www.forbes.c...p/#7439ab76cffe

 

I may have alot of downtime & therefore more time for hobbies over next few months.

 

cheers

Dazza

 

 

"Tryba argues that the current cloud wage for a C++ programmer, for example, is $15 an hour.

That’s what Amazon pays its warehouse workers."

 

Wow!  Standby for a major standard of living reduction in the developed world.  :(



#69 Willsy OFFLINE  

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Posted Sun Dec 30, 2018 10:13 AM

What they haven't reckoned on is this: Given the choice between coding for $15 an hour or stacking shelves, I'll stack the shelves thank you very much. I can turn up, do my shift, and go home again without dealing with all the other crap that goes with software engineering such as design documentation, myriad meetings, other people's defective code and requirements capture, and a whole host of other stressful issues!

#70 Ksarul OFFLINE  

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Posted Sun Dec 30, 2018 2:16 PM

Not to mention the spyware they require to be loaded on your computer to allow them continuous monitoring of your activities, the total lack of employee benefits (in the US, that also means that the entire contribution to Social Security and Medicare come out of that $15, double what an employee would usually pay as the company is required to pay half of those costs for employees), and the mandatory unpaid time to meet unrealistic deadlines. The stacker/packer job for the same wage is looking better by the minute. . .and not to forget, that coder gets zero sick leave and vacation time as an independent contractor too. No thanks.



#71 ti99iuc ONLINE  

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Posted Sun Dec 30, 2018 3:41 PM

[...Although am about to be made redundant thanks to these Texas Capitalist ****  buying the company I work for in NZ...forbes article about them...

I may have alot of downtime & therefore more time for hobbies over next few months...]

 

I am living almost the same situation in Italy. lost my job in 2016 :( still struggling to find another one-

TI99 helping me to not think too much.



#72 palmheads OFFLINE  

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Posted Fri Jan 4, 2019 7:03 PM

 

I am living almost the same situation in Italy. lost my job in 2016 :( still struggling to find another one-

TI99 helping me to not think too much.

 

Hobbies are a great distraction! Good luck, hopefully you can find a role that makes you happy & gives you enough moola!



#73 palmheads OFFLINE  

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Posted Fri Jan 4, 2019 7:04 PM

We find out this week how long they want to keep us. Won't say much more until after gone. But yeah, I think feelings are rather obvious. Ugh.

 

cheers

Dazza






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