Author Topic: Jumpman  (Read 148785 times)

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Offline Sorunome

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Re: Jumpman
« Reply #270 on: February 01, 2013, 10:17:44 pm »
with which button do you jump? D: I downloaded it now but can't figure out D:

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Offline Ranman

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Re: Jumpman
« Reply #271 on: February 01, 2013, 10:25:55 pm »
with which button do you jump? D: I downloaded it now but can't figure out D:

Thanks for downloading. I hope you like it.

The readme file states the following ;)


  - 2ND key is the action key (you will get very familiar with this key)
    - used to start a new game from the titlescreen
    - used to fast forawrd through game over routine
    - used to fast forward through level title
    - used to make Jumpman jump
      - NOTE: jumping always requires a direction key (Up, Right, and Left)
    - at times may be used to allow Jumpman to execute a special ability



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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Sorunome

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Re: Jumpman
« Reply #272 on: February 01, 2013, 10:26:43 pm »
Oh, the thing in bold, that makes sense then >.<

BTW, i love the greyscale :D
« Last Edit: February 01, 2013, 10:26:57 pm by Sorunome »

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Offline Ranman

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Re: Jumpman
« Reply #273 on: February 01, 2013, 10:28:40 pm »
Oh, the thing in bold, that makes sense then >.<

BTW, i love the greyscale :D

Thanks Sorunome! A new demo is coming soon... Hopefully this weekend.  :)
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Sorunome

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Re: Jumpman
« Reply #274 on: February 01, 2013, 10:29:29 pm »
Awesome, I will so download it! :D

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Offline Ranman

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Re: Jumpman
« Reply #275 on: February 01, 2013, 11:34:59 pm »
Created a new font based off the 1990s Apogee font:



Grand Puzzle 1 (last screenie) makes use of this new font when collecting a bonus bomb:



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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Stefan Bauwens

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Re: Jumpman
« Reply #276 on: February 02, 2013, 04:04:34 am »
Cool, what do you plan to use the font for?


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Offline Ranman

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Re: Jumpman
« Reply #277 on: February 02, 2013, 09:56:39 am »
Cool, what do you plan to use the font for?

The answer to your question is a level called Spellbound...



Spell the word or phrase correctly for additional bonus points!  :)
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Offline Stefan Bauwens

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Re: Jumpman
« Reply #278 on: February 02, 2013, 01:01:33 pm »
Man, I really going to have to put it back on my calc(Sorry, I haven't had really the time yet to do so).

EDIT:Done  8) (With done I don't mean I finished the game, I just mean I put it on my calc) :P
« Last Edit: February 02, 2013, 03:13:12 pm by Stefan Bauwens »


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Offline Sorunome

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Re: Jumpman
« Reply #279 on: February 02, 2013, 03:13:13 pm »
Those screenies look too beautiful.
And I like your font :D

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Offline Ranman

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Re: Jumpman
« Reply #280 on: February 03, 2013, 10:20:40 pm »
I just completed the last level of Jumpman Junior. It is called Walls:



The walls can push you around, but they are not impenetrable. You can walk or jump against the wall to push through it.  :)
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Offline Ranman

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Re: Jumpman
« Reply #281 on: February 05, 2013, 12:41:44 am »
Request for user input:

For the level name display screen, which do you like better -- the old smaller font or the newer Apogee style font?



Edit: The larger font will limit the names of the levels to 20 characters.

« Last Edit: February 05, 2013, 12:48:14 am by Ranman »
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Offline Lionel Debroux

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Re: Jumpman
« Reply #282 on: February 05, 2013, 01:23:51 am »
* the standard fonts of the TI-68k/AMS platform look more familiar to users than other fonts;
* the levels' names would clearly to be easier to read under F_6x8, F_8x10 or Apogee;
* as you're using program-specific data and your own drawing routine for Apogee, you might as well use it a bit more widely than just a single level - that way, less space will feel wasted :)
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Offline Ranman

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Re: Jumpman
« Reply #283 on: February 05, 2013, 02:13:31 am »
* the standard fonts of the TI-68k/AMS platform look more familiar to users than other fonts;
* the levels' names would clearly to be easier to read under F_6x8, F_8x10 or Apogee;
* as you're using program-specific data and your own drawing routine for Apogee, you might as well use it a bit more widely than just a single level - that way, less space will feel wasted :)
Some very good points Lionel. If I recall correctly, the standard text drawing routines are extremely slow. But I do recall someone discovered a way to access the data of the TI fonts... but are they in an expected "sprite" data format to be easily drawn using the Extgraph libraries for speed?

I like my fixed point 4x6 font; it's fast to draw and it's width is fixed. I needed a small fixed font for the status bar at the bottom of the game screen to maximize the remaining vertical screen height for game play. I agree that TI's quasi 4x6 font looks better, but it's width varies per character. It seems there has to be some sort of table containing width information for every single character (possibly embedded in the font data itself?) -- ugh!

I do like the Apogee style font as well. I created this font based on Apogee's remake called Jumpman Lives. I only drew 64 of the 256 non-masked characters though -- to save space (512 bytes total). I could trim this down even further if necessary.

As always, thank you for your input! It is greatly appreciated.
« Last Edit: February 05, 2013, 02:28:51 am by Ranman »
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Offline Lionel Debroux

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Re: Jumpman
« Reply #284 on: February 05, 2013, 02:32:30 am »
Quote
If I recall correctly, the standard text drawing routines are extremely slow.
Even on AMS 1.xx, but it's indeed much worse on AMS 2.xx and 3.xx, due to a stupid implementation for the very rarely used ability to redefine fonts. I "fixed" it in tiosmod+amspatch by hard-coding the fonts, which makes AMS 2.xx & 3.xx character drawing performance at least go back to approximately AMS 1.xx performance levels.
Third parties can draw characters 3-4 times faster than AMS 1.xx / patched AMS 2.xx & 3.xx can.

Quote
But I do recall someone discovered a way to access the data of the TI fonts...
That was me, indeed, as the final improvement to a method originally devised by Tom, which required a fairly slow setup phase of drawing characters into a temporary buffer :)
Most TICT programs which need to draw strings quickly have been converted to that method. The TICT eBook reader is probably the canonical implementation; that said, it does not support all font sizes, while some others do, so I'd have to check.
Fast integer to string conversion and fast font drawing routines are among the refused contributions to TIGCC, notwithstanding their clear use cases. Users never got around to benefit from them in the standard development environment, and I'm not spending time integrating them into GCC4TI either: the number of users is way too low, and the remaining ones who are interested in alternate string drawing, like you, can cope with it by themselves ;)

Quote
but are they in an expected "sprite" data format to be easily drawn using the Extgraph libraries for speed?
Third-party character / string drawing routines are just fancy sprite routines (with a bit of extra work for F_4x6, as you suspected). Usually, I didn't add a dependency on ExtGraph's sprite routines: the character sprite drawing was inlined, to save the cost of a function call and return.

Quote
I agree that TI's quasi 4x6 font looks better, but it's width varies per character.
Yup.
Quote
It seems there has to be some sort of table containing width information for every single character (possibly embedded in the font data itself?) -- ugh!
Exactly, embedded in the font data itself :)

Quote
I only drew 64 of the 256 non-masked characters though -- to save space (512 bytes total).
Yup.
Quote
I could trim this down even further if necessary.
Well, it wouldn't save that much, so I'm not convinced you should bother until you're really starved for space :)
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