I'll remove the extra lines if it bugs you so much, but I don't see any benefit from removing an extra warning.ĮDIT: I'm sorry mntstew, I had written this post last night posted this this morning during my first classes assuming no one had posted since Mateo. Of course they aren't identical, everyone and their dog can see that. Literally look at the lines below the dashes. I don't know what you are smoking, but those certainly are not at all identical. My joyride isnt working thru cesium, it says i need libloader, but i already have it. Here's the latest toolchain makefile versus my current makefile. Also, my makefile is "identical" to the existing one on the toolchain as far as I can tell, aside from my extra flags of course. UPDATE: Yeah I have to use timer 2, timer 1 still freezes and timer 3 obviously doesn't work whatsoever. I'll change it and tell you what happens, and if I wrap my head around timer interrupts I'll use those, that's been on the "change if someone complains since it works fine" list for a while now.Īnd ditto to what TIny said, the flash is a part of the explosion animation and I suppose it needs to be little bit greyer so it doesn't look so out of place with all the darker colors. I honestly don't know, at some point I recall I couldn't use timer zero without any use of delay() instantly freezing the calc, and then later when a bugfix came out I couldn't use timer 1. delay() RESETS timer 2 and thus all of your "FPS" measurements are completely wrong. If there are any bugs (and I'm sure there's more) then please tell me.ĮDIT: wtf, why are you using timer 2 to count things when timer 2 is being used by delay()!?!? Come on man. Finish or quit any running games and then send the updated program. Oh, and I was working on other things before I found this and held off posting for some reason:īecause of the unfinished bits under the hood that'll be finished next update, I've had to change how the save data structure works so that some data is moved around for ease of access. ![]() I've changed the exit code to also check for zero health and put in some data fixers to make sure it starts and ends with the right value. I don't know how it happens and I can only assume something's writing to the wrong pointer and only to that pointer with some random value that's sometimes above 50. Entering it from the OS would run through all the checks fine but the game wouldn't even run and would immediately exit. As far as I can tell, the variable for holding how long Barry's corpse has been on the floor would randomly set to above 50 (the number of frames, which is about 2 seconds), making the game think you'd died and it was time to end the game, but since the health wouldn't be zero, it's treated as exiting out of the game. Heller peeps, version 0.20 is out and I highly recommend it since it fixes a really weird bug where resuming the game would sometimes kick you out and then lock you out entirely. It worked, but I'd redownload it if you got it earlier. Oh, and I made a release on GitHub earlier that didn't have most of the optimizations and bugfixes in it. Tell me if there's bugs, make fun of how bad the code is, complain about the file size, and have fun! ![]() ![]() Added gramophone and lamp (sign coming soon)I wouldn't be surprised if there're new graphical bugs with the background sprites since a lot has changed under the hood. Removed random pink line from laser powering down animation Fixed visual glitch during the death animation New way to draw menu sprites, should allow for compressing more sprites in the future It's still insanely large, but I can definitely shave off more after I clean up the decompression code. I might be able to really shrink the game down, or at least keep it from getting bigger as I add more sprites.įor anyone who's curious, the old game size was 206,317 bytes, the current size is 191,936 bytes. I do have excellent news for you all though, I got rid of some of the background tiles and managed to free up a fair amount of heap usage, so weird bugs are now unlikely and you should only have to deal with regular bugs, which are also weird but not as catastrophic! I'm using some of the new space to decompress more sprites, and I'm trying to figure out how to best take advantage of it without completely rewriting the game from scratch around weird techniques. Anyway, delete your old save or quit your current game, just don't have an active run or the calc crashes blah blah blah same as per usual. I didn't mark the latest release as a prerelease so it's easier to see from the main page they should show up regardless of tagging, but somebody at GitHub had to mess up I guess (let's just say it's Microsoft's fault to appease the Linux users). I'm not entirely sure why Pre-releases don't show up on the landing page for repositories, but they don't.
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