Jump to content
Sign in to follow this  
vprette

Mastermind for INTV

Recommended Posts

Will this have an ICE level?

 

I already gave you one and I don't recall any thanks. :(

 

Although your persistence did give me the inspiration for an entire game framework, so I can't give you too much grief. :P

Share this post


Link to post
Share on other sites

 

I already gave you one and I don't recall any thanks. :(

 

Although your persistence did give me the inspiration for an entire game framework, so I can't give you too much grief. :P

 

 

Wha??? Did I miss it? My memory must be going!!!!!

 

Link?

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...