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Thread: New Cube Timer for Nintendo DS

  1. #11
    Member *LukeMayn*'s Avatar
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    YAY I have all I need
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  2. #12
    Member julesv's Avatar
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    This is OK. I emulated it on my mac and it works fine. Could have better graphics. The Font is good. I would also make longer scrambles. I have a question... Did you use the DS developer kit to make this if not what?

  3. #13
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    Quote Originally Posted by julesv View Post
    The Font is good.
    I kinda disagree, but it's only minor detail. Hopefully the op with carry on developing this to make it better, it's a good idea. Also, you don't really need scrambles longer than 25.

  4. #14
    Member julesv's Avatar
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    Another thing would be to fill the top screen at least a bit more.

  5. #15
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    I am very interested by this. Maybe it could do averages of 5 and 12 (or just a running average and you can stop whenever you want) and it would save a maximum of say, 5-10 solves depending on whether you want to save the session or not.
    The DS would be viable for the touchpad type deal since buttons are located on opposite sides of the DS.

    Saving times wouldn't even be a priority, I think as long as it generates good scrambles and allows handy start/stop functions then it will already be a very good cube timer. I bring my DS around with me anyways, so this would actually be pretty useful.
    It is better than that cube scrambler on my phone which only provides scrambles and doesn't record time.

  6. #16

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    Cool, I started making one a while ago but never finished it.
    Would you mind disclosing your source code?
    Last edited by Bounb; 01-17-2009 at 08:32 AM.

  7. #17

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    Yes, open your source please!
    (or just PM it to me )

    Back in the summer, I noticed that someone was developing a homebrew game that I was really interested in, so I asked if I could work on it. When he sent me the source code, though, this is what it looked like:

    Code:
    while (1)
    	{			
    		MyCounter++;
    		Move10--;
    		Move11--;
    		Move12--;
    		Move13--;
    		Move14--;
    		Move15--;
    		Move16--;
    		Move17--;
    		...
    		hit10++;
    		hit11++;
    		hit12++;
    		hit13++;
    		hit14++;
    		hit15++;
    		hit16++;
    		hit17++;
    		hit18++;
    		hit19++;
    		hit20++;
    		hit21++;
    		hit22++;
    		hit23++;
    		hit24++;
    		hit25++;
    		hit26++;
    		hit27++;
    		hit28++;
    		hit29++;
    		hit30++;
    		hit31++;
    		...
    		hit51++;
    		hit52++;
    		hit53++;
                    ...
                    if (MyCounter == 1){ note = 10; Move10 = 270; hit10 = 0; PA_SetSpriteY(1,10,6);}//g
    		if (MyCounter == 2){ note = 22; Move22 = 270; hit22 = 0; PA_SetSpriteY(1,22,53);}//r
    		if (MyCounter == 22){ note = 11; Move11 = 270; hit11 = 0; PA_SetSpriteY(1,11,6);}//g
    		if (MyCounter == 23){ note = 23; Move23 = 270; hit23 = 0; PA_SetSpriteY(1,23,53);}//r
    		if (MyCounter == 30){ note = 12; Move12 = 270; hit12 = 0; PA_SetSpriteY(1,12,6);}//g
                    ...
                    if (MyCounter == 15630){ note = 28; Move28 = 270; hit28 = 0; PA_SetSpriteY(1,28,53);}//r
    		if (MyCounter == 15631){ note = 38; Move38 = 270; hit38 = 0; PA_SetSpriteY(1,38,101);}//y
    		if (MyCounter == 15650){ note = 29; Move29 = 270; hit29 = 0; PA_SetSpriteY(1,29,53);}//r
    		if (MyCounter == 15651){ note = 39; Move39 = 270; hit39 = 0; PA_SetSpriteY(1,39,101);}//y
    This code was so terrible I basically started over... and ended up not finishing, but that's beside the point. If you are new to programming, you need to get in the habit of organizing your code. Obviously you shouldn't have that much code right now because the app is pretty basic, but just so you know...

    Anyway, I'd love to have a look at your source and work on your app with you.

    Did you use the DS developer kit to make this if not what?
    He used PAlib which is a wrapper for a library in the unofficial DS development kit, devkitPro, called libnds. PAlib is 1000x easier to understand if you are not experienced with low level programming (and I am not). I tried to develop without PAlib for a few weeks, but there are not many tutorials for libnds out there. PAlib is very well documented and has very good tutorials.
    Hopefully this makes sense...
    Last edited by Musturd; 01-17-2009 at 09:14 AM.
    Or you can just use ZZ.
    PB (non-lucky) ZZ solve: 23.61

  8. #18
    Member panyan's Avatar
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    a few ideas:
    1) use touchpad and have two areas that you need to touch with your hands like a stackmat
    2) saves your best three solves
    3) more cubes/puzzles
    4) official scramble length
    5) logs your solves and gives statistics about them
    Last edited by panyan; 01-17-2009 at 09:27 AM.

  9. #19
    Member *LukeMayn*'s Avatar
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    Quote Originally Posted by panyan View Post
    a few ideas:
    1) use touchpad and have two areas that you need to touch with your hands like a stackmat
    2) saves your best three solves
    3) more cubes/puzzles
    4) official scramble length
    5) logs your solves and gives statistics about them
    1. no he shouldn't cos you might damage the screen slamming your hands down
    2. no opinion
    3. for sure
    4. it is :/
    5. this is a MUST
    I think you should have the timer bigger to... like the whole top screen and then have the scramble on the bottom screen.
    I also think that you should be able to hold down a button and when you RELEASE it, the timer starts.
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  10. #20
    Member Zarxrax's Avatar
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    Ok I have posted a new version (ill call this v0.1), with larger, better fonts. It's rather sad that it took me the entire day today to figure out how to do that :\
    Source code is also up now.

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