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JavaJack

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A member registered Mar 22, 2020 · View creator page →

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I'm on my other PC at the moment, but yeah, it waits for a keypress then peeks 162 (jiffy clock) to seed the LFSR with what I hope is something random. Not sure if this is the wisest or most idiomatic approach but it seemed to work.

It seems like the act of reading a const array either mangles the array or subsequent reads are reading the wrong thing. This is a regression from 1.2.

@OPTION SYSTEM vic20.orig
'   1
'   2631
'   84268421
const PIPS(5) as u8 = %
    .X......        
    ..X....X        
    .X..XX..        
    ..X.XX.X        
    .XX.XX.X        
    ..XXXXXX        
END%
print PIPS[2]; " "; PIPS[2] & 1   > 0
print PIPS[2]; " "; PIPS[2] & 2   > 0
print PIPS[2]; " "; PIPS[2] & 4   > 0
print PIPS[2]; " "; PIPS[2] & 8   > 0
print PIPS[2]; " "; PIPS[2] & 16  > 0
print PIPS[2]; " "; PIPS[2] & 32  > 0
print PIPS[2]; " "; PIPS[2] & 64  > 0
print PIPS[2]; " "; PIPS[2] & 128 > 0

Output (I would expect to see 76s all the way down the first column):

**** cbm basic v2 ****
3583 bytes free
ready.
load"pips",8,1
searching for pips
loading
ready.
run:
76 1
255 1
255 1
255 1
255 1
255 1
255 1
255 1
ready.

For what it's worth, If I LOAD the program the hard way, I can LIST it ("10 SYS4112") before I run it. After running it, I can no longer LIST it.

(BTW thanks for improving arrays in procs and lfsr_range in 1.3.)

VIC-20: Should the compiled program be RUN'able more than once?

I'm not sure if this is a VICE emulator thing or a Crustybasic thing.

The first load/run was initiated by drag/dropping the .prg onto the emulator window. (It's just testing my array shuffle routine.)

The second run was me just typing 'run' and hitting enter (the program does not run a second time.)

**** cbm basic v2 ****
3583 bytes free
ready.
load"ninja",8,1
searching for ninja
loading
ready.
run:
1 1 1 1 2 2 2 3 3 4 4
1 3 1 2 2 1 3 4 1 4 2
ready.
run
ready.

Fun :)

Can you reseed rand()?

I have a 1D array of u8 and I want to write a "shuffle" proc to shuffle it like a deck of cards. As a stepping stone to this I tried something simpler:

proc shuffleArr(arr as addr of u8)
    arr[2] = 99 'just to see if I can do ANYTHING with the passed array
endproc
This doesn't compile:

 'arr' is a scalar variable, not an array or STRING; remove the index

Almost certainly user error on my part, but not clear how to proceed.

LFSR_NEXT() does not compile either:

unknown function or routine 'LFSR_NEXT'
(1 edit)

Per docs:

RND() U8 Target specific pseudo-random byte.

Sadly, does not compile with 1.2:

unknown function or routine 'rnd'

(rand() works, though.)

This runs, but when I press a key even very briefly, it tends to register 3 or more times.

@OPTION SYSTEM vic20.orig
CLS
while 1
    dim k as u8
    k = KEY()
    if k <> 0 then print k
endwhile

I guess the bouncing letter thing could also be done in all i8 since 0-23 are well under 128. But then you'd need some kind of casting system for passing these to TILE_PLOT() or CELL_PUTC().

Too difficult for my Grug brain, apparently :/

(1 edit)

I'm no 6502 guru. Does adding u8 and i8 really need 16 bit ops?

  0000 0011 ($03 = +3) 
+ 1111 1111 ($FF = -1)

Expected result +2

Or maybe there's some way to do INC and DEC (x++ isn't very BASIC-esque, though.)

BTW another nice-to-have would be expression-based consts.
const TILE_COLUMNS_LESS_1   = TILE_COLUMNS - 1  '21

VIC-20, yeah. It's just TILE_PLOT() in an infinite while loop with x,y,dx,dy where dx & dy alternate between 1 and -1. I couldn't really tell if I was "doing it right". It was a crapton of trial and error. I also got warnings about adding u8 and i8... but I didn't know how to do it otherwise. Also in hindsight maybe this is better done with CELL_PUTC()?

Unrelated to the bouncing letter program, I got really weird results with INKEY_CODE() and RAWKEY_CODE() under the Vice VIC-20 emulator. Holding down a key like tilde in the emulator would generate a stream of 3 different numbers for some reason.


BTW you might like the football game on my itch page, which is kind of in the same zip code as this game.

Also, I watched autoplay until the bottom of the 9th with one out, when one of the dice never settled into position. It just froze in place cocked on its edge and this softlocked the game, although background sounds continued to play :/

What is the voiceover saying for 2+4? It sounds like "High Fly! Can of Corn!" lol

I love the roll & write feel. I played the beginner version twice, once carefully, once purposely badly. It didn't seem like my scores were all that different. Something like 8 points in the first game and 4 points in the second game. Possibly I am misunderstanding the game.

Simple but solid idea! Was this written in BASIC?

72, but it just makes me wonder if I've been playing the paper version of "...Saves Christmas" incorrectly. Here online, the three smallest shapes are always selectable. I thought those small ones were only selectable via evidence unlocks.

Zero wins and 4 losses :)

I'm 0 and 4 :)

:)

Resource pool usage is unclear to me. If I roll 5d6 (starter die plus all four additional resource dice) and I roll a 6 on the starter die, are the four resource dice out of the game or not?

Fun :)

Dude, you're still alive :)

I wonder if you could just solder some wires to the speaker connections. There are several PSS-6 videos on YouTube. This one seems up your alley:

Post a pic of the synth :)

Won :)

Something simple to keep me occupied over Christmas break :)

Pretty cool. PLEASE add a mouse sensitivity adjustment :) Moving the mouse 1 inch on my desk spins me 360.

Neat, but how do you know if you've completed it successfully?

I think you can just sprinkle a few ginormous box colliders under all the fall areas and attach a script to them that resets your location and torch.

(1 edit)

I reached the green area on my first go & plan to try again later.

As far as feedback, I very much wished for a mouse sensitivity adjustment, and a key or button to start over when I fall off a walkway. Bit of a drag exiting and relaunching to start over. :)

A pause key would be cool, too.

Kibitz is just slang for running commentary :)

BTW you can join my Discord if you want to kibitz on my various Godot WIP projects. https://discord.gg/dDurKPZz

Hopefully you manage to remain a bit cheerier in person than your tastes in game themes and music :) :) :)

(1 edit)

Found the fort, but couldn't find the camp :)

Were there any interesting bits to the code or anything to geek out over?

A ton of content for the short amount of time offered by the jam!


Seems like if you're sufficiently patient you can complete everything using the first three buildings, making all the other buildings unimportant. I guess speedrunners could better take advantage of them, but there's no built-in timer to track your run duration.