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Messages - AssemblyBandit

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211
TI Z80 / Re: TI84+C Bundle
« on: September 21, 2013, 07:24:02 pm »
I'm working on Snake now, I'll create a new topic and end this one with Pacman.

Considering the calc games are mainly for high school and college students, they are always going to be free. I'm aiming for computer and mobile software. (In the background, not associated with anything I display publicly.)

212
TI Z80 / Re: TI84+C Bundle
« on: September 21, 2013, 05:09:12 pm »
I just tried the Tunnel demo since the other version isn't on ticalc and it looked cool. The only thing I noticed is something I wonder if it's in every ASM game: Basically, if you play with USB connected then remove the cord while playing, the game freezes.

I wasn't fully disabling the USB ports so it would request an interrupt and when I didn't handle it, it would keep looping. I fixed that with Pacman, the others will be updated too.


Thanks Sorunome! I'm trying to make it as close to the original as possible, maybe even include the kill screen!


Thanks James! I'm definitely trying to kill it! From now on, every game that I release will be 'feature' quality. I was sleepin on Tunnel, never again.


Thanks Hayleia! I am going to try to sell some software, if I could get rid of my warehouse job and focus on programming, I'd be pretty happy. I'm pretty content making games for free, but they would come a lot faster if I did my own thing.


Thanks DJ! It's looking good right now, I have to start playing the game to figure out some small stuff. (Like if fruits can be displayed twice in one level.)


I might just put all of my new games in this one topic instead of creating new topics, is that a good idea?


213
TI Z80 / Re: Spaze Invaders for TI-84+CSE
« on: September 21, 2013, 04:10:09 pm »
Its coming along quickly! With the sprite updating, I feel your pain! In Frogger I use one line to erase the game sprites, with Tunnel, I chose to leave in the 'artifact' to keep the speed up. I think speed is probably the most important aspect because there's so many people hating on the TI84+C assuming its slow (including me before I got it!). The game screen size is fine, you could fill up the border with stars or alien pics or match the graphics like the side panels on the arcade!

214
TI Z80 / Re: TI84+C Bundle
« on: September 21, 2013, 08:34:13 am »

215
TI Z80 / Re: Spaze Invaders for TI-84+CSE
« on: September 15, 2013, 12:06:17 am »
Looks nice! I haven't played that game in forever!


216
TI Z80 / Re: IViewer
« on: September 14, 2013, 03:01:48 am »
All drawing is done straight to the screen, to allow the OS to read it would limit the number of colors from over 200,000 to under 20 :( However I've created a ReadPixel function that will return the color of a pixel at a location. I may add a tilemap routine in the future. Here's an updated list of functions that work with the IViewer library:

N 0=Initialize(X version)
N 1=DrawImage(X x, Y y, R var[0-8], Str1-9 image name)
N 2=FillScreen(R red, X green, Y blue , T screen (0=full,1=left,2=right))
N 3=CopyBackground(X x, Y y, R id [0-4], T Size[8,16,32])
N 4=PasteBackground(X x, Y y, R id [0-4], T Size[8,16,32])
N 5=WriteText(X x, Y y, T char color, R background color, str0 text)
N 6=HideScreen()
N 7=ShowScreen()
N 8=LowRes()
N 9=HighRes()
N 10=LowColorMode()
N 11=FullColorMode()
N 12=InvertScreen()
N 13=SwitchScreen()
N 14=OSDefaultScreen()
N 15=ClearHomeScreen()
N 16=GetVersion()-returns version in Ans
N 17=ReadPixel(X x, Y y)-returns R red, X blue, Y green
N 18=ScrollScreen(X value)
N 19=VarToText(R value)-returns the variable as a text string in str0

Here's a video demonstrating the copy an paste background functions:


I've seen a couple games being developed with it and they're look pretty good. Once its complete I may start a competition to see what it can do. I really need to finish it so I can get back to making some games!

217
TI Z80 / Re: TI-84+CSE: Checkers
« on: September 09, 2013, 09:39:30 pm »
It runs good and looks good!

218
TI Z80 / Re: TI84+C Bundle
« on: September 04, 2013, 06:57:51 am »
I noticed that too! If you look in the Frogger source, line 314 (prefixed with XXXXXX), I mention it. I disable the USB int, but if the USB cable is plugged in already, then removed, then On is pressed (Exit), I think the OS sees it. I think I have to reset the line flags.

219
TI Z80 / Re: TI84+C Bundle
« on: September 03, 2013, 05:35:25 pm »
Thanks chickendude and DJ! I didn't realize it got featured until now, but honestly, the game amazes me. When I first started it, I only had two car lanes because I didn't think it could handle anymore. I hid the mockup because I figured it wouldn't come out anything like that....but it came out better!!!

DJ: Tunnel kinda lacks compared to Frogger. The speed is pretty crazy, but I think the next version will up the par!

220
Miscellaneous / Re: Whats the deal with chavs?
« on: September 03, 2013, 04:44:11 pm »
I actually like Devvo!

221
TI Z80 / Re: TI84+C Bundle
« on: September 03, 2013, 06:38:09 am »
Thanks chickendude! I had a request for a snake game that I will probably work on next. I think that a Super Mario game *might* actually be possible after seeing what was accomplished with Frogger. Maybe I'll make a mario demo and see how it comes out. I would love to have a smooth scrolling RPG engine, but I have some doubts on that one.

222
TI Z80 / Re: TI84+C Bundle
« on: September 03, 2013, 03:51:39 am »
Here's Tunnel v1.0!  :w00t:


223
ROM Hacking and Console Homebrew / Re: Starblaze -A PlayStation Mobile Game
« on: September 02, 2013, 09:18:34 pm »
Just to say it again, the game looks awesome! I know it must have taken forever to complete. Do you have a site for it?

224
ASM / Re: Patching the OS
« on: September 02, 2013, 09:13:57 pm »
I would probably use a hook to check for your hotkey ( http://wikiti.brandonw.net/index.php?title=83Plus:Hooks:9B84 ) or maybe use the font hook. ( http://wikiti.brandonw.net/index.php?title=83Plus:Hooks:9B9C ) and like fortytwo mentioned, set the lowercase flag. (I can't find it on wikiti, but I know it exists :( )

225
TI Z80 / Re: IViewer
« on: September 02, 2013, 08:57:26 pm »
Thanks Sorunome, Art_of_camelot, and DJ!

The Developer Converter allows you to select how to convert the image mainly to be put into an assembly program. For instance, if you wrote a game that draws its sprites using the 3 byte transfer instead of the normal 2, you can load your sprite, select the 18 bit option, convert it, and it will export the sprites text into an asm file that you can copy or add to your program. I tried to include every possible option and theres a lot to choose from, thats why I also created the Easy Converter, so that someone who doesn't know/care how the display works can convert images for their calc. When its finished, I will make some videos on the different scenarios showing how it works. I even forget what I'm suppose to be doing sometimes and I wrote it! Unfortunately, its still not finished yet, and I don't even have a clue when its going to be done. Frogger took a little more time than expected and pushed Tunnel and IViewer back. Tunnel should be finished tonight though.

*Before I forget, the names IViewer and mViewer for the Inspire are just a coincidence, I didn't know about mViewer until after I made IViewer. I don't know what the m stands for, but I'm glad the developer used it!

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