Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - AssemblyBandit

Pages: 1 ... 6 7 [8] 9 10 ... 26
106
TI Z80 / Re: TI84+C Bundle
« on: November 04, 2013, 11:01:08 pm »
I'll update PacMan later! And of course I've seen it, that video is probably the best demo of the TI84+C's horizontal scrolling and background capabilities! Mario is going to be based off SMB1 with a different level style.

107
TI Z80 / Re: Tunnel - by ClrDraw
« on: November 04, 2013, 10:07:04 pm »
I think its easier to just use the url link anyway!

108
TI Z80 / Re: TI84+C Bundle
« on: November 04, 2013, 07:23:32 pm »
Yeah, to remove the flicker I would use the screen swapping technique but I would have to change alot of the code. To reduce flicker I was just going to keep a second copy of the background on the other screen that I could copy before erasing to keep the sprite on the screen longer. It would be easy to implement but I'm not sure how much it would reduce the flicker. R&D stands for research and development. I want to make some optimized engines for different scenarios and see the limits on what can be done. It would help me out knowing what can be pulled off with what so that I can apply it to future games. I can pull off a 4 way smooth scrolling rpg engine, but I want to know the optimized resolution. I want to test out the best way to make a horizontal scrolling engine, how many sprites can I have, and how fast can it scroll. For instance, in Mario I'm thinking 160 mode with hardware scrolling. I doubt it can scroll that fast so I'll probably make the levels with a lot of blocks and stuff to keep Mario from being able to move around to quick anyway. He *has* to be around 8x8 because there is a huge performance gain when using small sprites. Because of his size it leaves a lot of room for the sky. So the levels will be multi-tiered frequently to take up the unused spaced. Enemies can't be too bright and there has to be very limited numbers and ideally they shouldn't be allowed to travel over a detailed background. I would like to test different scenarios out and make a good horizontal scrolling engine that I can apply to other games as well. I still haven't even taken my calc apart yet or thoroughly reviewed the rom. One trick I use to get a screenshot is to make a debug key and when I press it, it draws something off screen. That instantly makes the screen go crazy but since I use the ON key to exit the app all I have to do is keep pressing 2nd then ON until it turns off without altering anything. When I turn the calc back on, the screen gets reset except for the GRAM and the TIOS doesn't bother redrawing anything except for the cursor and battery icon. I just run the screenshot program and edit out the cursor and icon in Paint.net. Now, how did the calc know to reset the screen? Another cool thing is that only the start of a window has to be on the screen, it can end wherever and not make the screen go crazy. There is also a second level of craziness that upsets the calc so much that it does a ram reset immediately. When I figured out the sequence to start the screen for the banned one, it was based off the datasheet and display ram alone, I never checked to see how the calc does it. I really have to look through the ram, take apart the calc and see which pins go where and if there is access to them. I got this new oscilloscope and I've only turned it on to test it out...

109
TI Z80 / Re: TI84+C Bundle
« on: November 04, 2013, 06:03:00 pm »
Thanks, that game is a beast! I'm glad its finally out, I really got tired of working on it. I realized how much I hate being constrained to do something a specific way. That game won't be updated anytime soon! I would like to address those issues but I'm bored with it for now. Different mazes will probably be added, the flicker will be reduced (maybe removed), I'll probably reduce the ghost collision all around (its at minus 2 pixels now), I like the pixel increment with the eyes :D, but I'm not sure about the pellets. Right now its time to do some R&D. I'm creating more routines and testing out different stuff. Once I get my libraries updated and organized, games will come out much faster. I really just want to hibernate right now and stay out of sight for a bit to get things situated :)

110
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: November 04, 2013, 05:23:01 pm »
That vector drawing is pretty amazing!

111
TI Z80 / Re: TI84+C Bundle
« on: November 03, 2013, 04:38:00 pm »
@DJ: I have enough problems with the downloads as is! A notifier would be nice, but its hard to find admins sometimes, sometimes it takes longer to approve than ticalc.org!

Here's the link: PacMan


*Buttonz and Frogger have also been updated. Buttonz now has lives and in Frogger, the limit is now 4 cars per lane to avoid impossible win situations, timers have been adjusted for the fly and alligator, and now if you beat the level fast enough, you get extra points.

112
TI Z80 / Re: Tipover - the crate game <<contest 2013>>
« on: November 02, 2013, 04:12:39 pm »
That's a unique game and you got it done so fast! I still haven't started mine yet :(

113
TI Z80 / Re: TI84+C Bundle
« on: November 02, 2013, 04:04:41 pm »
Thanks TheCoder1998!

114
TI Z80 / Re: Tunnel - by ClrDraw
« on: November 02, 2013, 04:00:41 pm »
Damn ClrDraw! It was like just yesterday when you signed up! Nice job on getting stuff out so quick and nice game! +1

115
TI Z80 / Re: TI84+C Bundle
« on: November 02, 2013, 03:57:15 pm »
Pacman has been released to TICalc.org! Just waiting for it to be accepted!



Now to start a game for the contest, I doubt I'll have anything ready though :(

116
TI Z80 / Re: TI-84+ CSE: BTetris
« on: October 31, 2013, 01:04:36 am »
I like the way the bricks fall when you get rid of some lines!

117
TI Z80 / Re: [Contest 2013][Basic] Binary puzzle
« on: October 31, 2013, 01:01:10 am »
It looks like your almost finished! Very nice!

118
TI Z80 / Re: IViewer
« on: October 29, 2013, 06:51:01 pm »
Thanks tpt1234567890!

119
TI Z80 / Re: TI84+C Bundle
« on: October 29, 2013, 06:47:26 pm »
Maybe, but Tunnel is going to go a different route than just a tunnel game. Kerm wants me to make a DCS exclusive so there will be no releases from me after Pacman for a while. I got a few games that I want/started to make and I'll see where they'll go after they're finished. Right now I'm not making games to save space, they are made according to the way I want them to be. I could strip the title, high scores, and such to save a lot of bytes but then they wouldn't have that finished touch in my opinion. In the future as more programs are out, I will reduce them, but I don't think anybody's hurting for space right now! In fact, I plan to release a developers cut of Snake to fit in everything I want! I think I mentioned it but there's a hawk I want to add that chases you after some time, classic mode (user request), and a multiplayer mode with 2 snakes and you can't run into each other (making it kinda like Tron!) I try to stay within one page but I wanted Pacman to be the way it is, with the graphics and such. It pays homage to the original and just makes you say Damn! when you play it! There's one game that I started and it will consume at least half your calcs Flash RAM when its done, no space considerations are being made, its going to be the details that make this game.

120
Introduce Yourself! / Re: Hello
« on: October 28, 2013, 11:29:50 pm »
Welcome! And I guess you make games in AXE?

Pages: 1 ... 6 7 [8] 9 10 ... 26