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TI Z80 / Re: Snake TI84+C
« on: October 14, 2013, 01:29:58 am »
Thanks DJ and Sorunome!
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Math and Science / Re: Portal Physics« on: October 14, 2013, 01:25:51 am »
Going with Runer112's 'A' diagram. No matter how fast the portal is traveling, the object itself has no momentum. The faster the portal is moving, the faster the object peeps out the other side. Whats cool is that if you placed the other portal at a near 90 degree angle and adjusted how far the moving portal was held above it, the object itself would start tumbling in place. Which is the same reason why portals can't exist, infinite energy.
Awesome game by the way! 153
TI Z80 / Re: Pokémon Amber« on: October 12, 2013, 10:39:56 pm »
I just realized how great the storyline actually is, I read it before, but for some reason, this time it clicked. Taking it back to before the Pokemon went extinct was an excellent idea and opens up crazy possibilities for the future timelines and for the sequels to this game! This game will be amazing and I hope you port it to the +C!
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TI Z80 / Re: Snake TI84+C« on: October 12, 2013, 09:58:00 pm »
@DJ: Originally I had it set to advance levels after reaching a length of 160! It was impossible, so I lowered it to 60. In v1.2, when short is selected the length is 40 and for long its 80.
Snake has been updated to v1.2 and in my opinion, is a lot better. I have also created a DCSE version for anyone using the shell. 155
TI Z80 / Re: [Axe][Contest] Furious Pong« on: October 12, 2013, 09:47:46 pm »
I'd imagined that's what a furious pong would be and its badass! Amazing Eiyeron!
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TI Z80 / Re: Snake TI84+C« on: October 07, 2013, 04:39:36 pm »
That will definitely be changed! Its enough to lose a life not lose the points too! And its hard enough just to get through the level alone, and when you're doing really good, thats when you die! I will probably remove the skip level, and add options for length and speed.
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TI Z80 / Re: [Contest 2013] [asm] Scarface« on: October 07, 2013, 04:34:32 pm »
Yeah, I didn't know before, I'll change the game to something else, I can't do scarface without the drugs! There would be no plot!
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TI Z80 / Re: [Contest 2013] [asm] Scarface« on: October 07, 2013, 12:30:52 am »
Thanks AOC, DJ had told me about it and I redid their cd design for them in the weird/funny photos thread. And yes, TI should have done some QA! A company doesn't take work from someone else and not look over it!
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TI Z80 / Re: Snake TI84+C« on: October 06, 2013, 11:34:00 pm »
Thanks DJ! Start from level 0 and every time a bug shows up eat as many spiders as you can! They're worth 50 points and can rack up points faster than eating the mice and frogs.
*Going to play it right now! 160
TI Z80 / Re: Snake TI84+C« on: October 06, 2013, 08:38:58 pm »
When I start off I code more towards speed and then towards the end if necessary, I'll go back and optimize for speed. There is still a few things I could do like move routines around so jr works everywhere. I think that is probably my biggest code space saver, because I always use jp. Optimizing code doesn't really free up that much space though, I'd say about 100-200 bytes. It's good enough to fit in a small feature, but when I need lots of space, I can remove graphics, which I hate doing! The graphics are what this calc is good at. Oh, and from mockup to finish, it only took me about 10 days! Not too bad!
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Humour and Jokes / Re: Weird/funny pictures thread« on: October 06, 2013, 02:28:51 am »
NSFW:
I'm no graphic designer, but TI probably should have went with my logo: http://briandm82.com/wp-content/uploads/2013/10/ti-calc-cd.jpg 162
ASM / Re: TI-84+ CSE support for KnightOS« on: October 05, 2013, 08:42:40 pm »
To clarify exactly what was done, here's the original routine along with the changes I made:
The original routine unaltered, copied straight from display-color.asm: Code: [Select] colorLcdOn: After my modifications: Code: [Select] colorLcdOn: As you can see, I added the Panel Interface Registers, Register 6 (which is not documented anywhere but by me!), and sent the proper values (in order) according to what I've gathered off the datasheet. As requested, and as verified by the video I posted, it initializes the display and I included the basic overview of what's going on in a previous post. 163
ASM / Re: TI-84+ CSE support for KnightOS« on: October 05, 2013, 07:18:51 pm »![]() First, I apologize for leaving the code in such a mess, it was about 2am when I posted everything and I was ready for bed! It takes *forever* to make a change then test it and I had planned to continue working on it. I hadn't reviewed the TIOS, I just wrote a routine based on the datasheet and kinda merged it with the original code after verifying the values. Note that the datasheet isn't perfect and there is nothing more frustrating than a datasheet with missing info and errors! At first TI Connect (and my computer) didn't make it any easier by not recognizing my calc moments before I would upload KnightOS, then USOREC would throw an error, then the RAM gets cleared and I would have to start over! Some notes for anyone trying to test it: Cygwin needs 'make' under the dev tree, Tilp cannot be used, be ready for windows to try to reinstall your calc while using USOREC, use 'cd c:/cygwin/whatever' to navigate (not sure if spaces are allowed), and the createupgrade line was not working for me in the terminal, just put the line 'CreateUpgrade.exe TI84pCSE bin/kernel-TI84pCSE.rom 0F.key kernel.8cu 00' into a batch file. I was so ready to give up before I even tested it! I'm glad it all worked out though, and the work on KnightOS is very admirable (and USOREC!). I really wanted the bitcoin, not for monetary use, but more like a prize. However, due to its monetary value, I think it would be better as a prize for the 2013 Omnimaga Contest if its appropriate/practical. 164
TI Z80 / Re: Snake TI84+C« on: October 05, 2013, 05:51:12 pm »
Even though its a simple game, overall I'm proud of it. It's pretty hard at the later levels and I haven't beat level 10 yet! Graphically, its nice, there probably aren't going to be too many games that use 16bit images at full resolution. Not one byte is left to add anything. I had to remove 3 textures and optimize it for size to get all the necessary stuff in. The title itself is pretty small and it has a bug. I wrote the wrong length of the image in the drawing routine but it looked better than the normal image, so I kept it in! Originally you got a point for every time you moved. To keep players from looping infinitely collecting those points, I had planned to add in a hawk that appeared after a while and follow the player around to keep them dodging and moving. It would be nice to dim and set the screen to low color on pause, but there just wasn't any room, so I left it out. After Pacman, I will probably start doing multi-page games. 16k isn't enough for me
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TI Z80 / Re: Alien Breed 5 Episode II: Evolution« on: October 05, 2013, 04:22:35 am »
Yeah, definitely awesome!
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