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Messages - Darl181

Pages: 1 ... 180 181 [182] 183 184 ... 253
2716
I'm sure TC01 is glad. ;)

2717
List of all requests, skipped some b/c they were fulfilled already (i.e. the var scanner)

1: My idea would be a text editor for ti-83+ series better than the one included in TI-OS that would also allow making programs for Axe and Basic. I'd love this, since the one in tiOS is quite weak.
2: A scrolling game (whatever type) based on a 3D cube, so when you move far right to the screen it does something like this.
3: gCn HTML parser.
4: On-calculator GIF maker (it's actually one of my projects on hold).
5: A CAS for Z80. I really, really want to see someone make this someday...
6. Simon says for the N-Spire using the led.
I have a new idea that I'd love: a shell with programs and applications.
How about a shell that supports Ion routines, and Axe routines. So, if you compiled for this shell, you would not have to include the Axe routines in every program. It would significantly reduce the size of Axe programs.
7.) Trominoes: http://ourl.ca/4329
8.) Will the Wabbits: http://ourl.ca/8153/148712
9.) Lite (with AI): http://www.ticalc.org/archives/files/fileinfo/107/10771.html
How about this: An nspire equivalent to MSD8x? It would be way more convenient than something like TilP.
And a cas for the nspire, in asm. Mcas is good and it works, but it's annoying having to type in the program name and enter everything into a string. We could probably port a computer-based cas.
An isometric game like Super Mario RPG
hexxagon from the arcade
I think this would be a great game to port to calcs with Axe. :)
http://armorgames.com/play/10461/cube-droid-saves-the-galaxy
Quote
What about porting that iPod game to the calculator?  You know, the one with the turret and the helicopters? :D
Heavy Weapon? Someone just suggested that to me yesterday O.o I'm not going to take it, though.
Quote
How does that relate to the title?
PS: I want this thing to give people nightmares.
This is what else I have so far:
Therefore, it has to be dark. (For the nightmares thing)
That's going to be interesting, seeing as how white is transparent in Axe.
Definately going to need monsters.
Perhaps text adventure? But Axe isn't suited to text adventures...or is it?
Flashlight, or some other form of weak, fallible light source.
Maybe It's a maglite, that way the lightsource is also a weapon. But when using a maglite as a weapon, the light can't be pointed at the intended target. Hmmm....
Hmm.
I was going to use this in my game but have you considered using sonar like senses?
You can blacken the screen entirely except for the character. Then, using the corresponding number keys, you can send a sonic wave out in any direction.
If it hits something like a monster or a wall, that tile will light up.
Something like that.
I always feel most of my time debugging Axe/Basic code is spent scrolling all the way to the bottom of the program. (especially when dealing with errors in graphing vars)
How about something that searches for a label or certain short token-string and immediately jumps to it in the program editor? (none of that scrolling like a basic error gives, takes too long in some programs :P)
(maybe this could go in with a variable scanner? or maybe as a key hook only functional in the program editor? remembering the position in the program would be nice if possible, although then you'd need a way to jump to the very beginning :P)
I've already tried this and haven't the slightest idea how to do it, but I know Axe used to do immediate non-scrolling jumps into the program editor, so... ;)
I would like a search engine hook or something like on Casio calcs, because it can be helpful for that. Go up/down would be good too for large programs. Casio had this on their calc for over 15 years now. Maybe a future program editor, hook or Doors CS7 addition?
A patch for MSD8X, or a replacement, that orders the on-calc variables in a way that makes more sense than just reading from the VAT.

another one, also using usb8x
something like the ti-keyboard, but using usb8x so any normal usb keyboard can be used
I had a cool idea for a game that I want to do for computer, but not necessarily for calculator. Basically, you enter a dungeon with a lit torch and the object is to get to the other side of the maze. The main novel idea of the game is that a flame and a monster cancel each other out (the flame goes out as the monster dies). However, more torches line the wall, and you can light them to provide yourself with backup flame. Additionally, flames and monsters can be enhanced: a flame of a higher level does not go out when hitting a lower level monster, and vice versa. There could also be other cool ideas, such as annoying moths, trolls that bust through walls, wind chambers that snuff your flame out, dragons that breathe fire at you (which can light your torches if it doesn't incinerate you first) and stuff like that.
I would have on request. A replacement/alternative for NoteFolio, with PC support. NoteFolio is pretty good but I would like to see smoother scrolling and a smaller font, maybe zoom levels? .txt support would be nice too and imagine what you could do if you could make like these "chapters" so that if you open the file you can jump to one chapter or another, that would be truly great. It is not even that impossible....
Request:  A more user friendly Archive Undelete.
Uncompiler.
I know it sounds impossible, but as the commands use specified routines, I think it wouldn't be too bad.
It would still be good to have only a portion of it be uncompiled.
Idea:  A text to speech for calc.  It should be rather easy but time consuming.



New request: Something to add to the TIOS editor that lets you recall tokens on-the-fly.  Like, you enter 6 and out comes ?.
Maybe also something that converts between dec/hex/binary/stuff and vice-versa also on the fly.

Also I would appreciate something to jump directly to the end of a program, also in the TIOS editor.
don't feel like quoting, so...
Sudoku
Angry Birds btw what is that?



2718
TI Z80 / Re: BimBall -- AKA super wallball
« on: March 25, 2011, 06:55:05 pm »
I was playing this a bit during school today, some thoughts.
• Is there a pause?  If so, could it be moved to MODE?
• Collision detection could use some working on.  Sometimes it would shoot through the bottom or side of the basket and be called a score, also sometimes the ball would fall right through the triangle/paddle/whatever
• Maybe an option to change the max scores, maybe to something like 5 or 20 instead of 10

Nice game ;D

2719
TI Z80 / Re: Tio
« on: March 25, 2011, 06:48:16 pm »
There will be individual levels, one level per var, and there will be levelsets, X=<=20 levels per var.  Right now, only individual levels are supported tho.

What might happen is that the default becomes levelset, that would be an interesting format change :P

2720
TI Z80 / Re: Tio
« on: March 25, 2011, 06:42:20 pm »
I think you should keep the fire/water title screen; it's really, really epic. ;D

I get a chance to try this today. ;)  I'm sure it'll be epic. :D

Edit: Yeah, this is epic.  Where are the built in levels though?
Wow, record number of times "epic" used in one post?  :crazy:
As for the levels, they're all external.  There's one attached here (a simple demo, not made for playability but more for messing around with the tiles), another (actually game-like) here, and a hard one here.  Have fun  :D
btw you can easily make your own levels using the editor ;)

[big list]

If you do all that, PURE EPICNESS:
I probably won't be able to add it all, but I should be able to do the entire "consider it done" list.  Figured out how to structure the appvars so far, and I'm working on a subroutine to add/remove levels from a levelset.

2721
TI Z80 / Re: Tio
« on: March 24, 2011, 11:54:51 pm »
Okay, the ideas I have so far for levelsets are these:

Consider it done:
■ All stages go in the same appvar. 
■ Player can switch between stages in-game by pressing [+] and [-] and same goes for editor
■ Pressing [◄]/[►] in the level select menu switches between selecting individual levels and levelsets.
■ Atm the idea for max # of levels in a set is 20 (which is really more than anyone needs, but it can easily be changed)
■ In the editor, it will be possible to import individual levels into the levelset
■ Add stage, delete stage, etc.  Will be tricky but I'll get it figured out
■ Error messages in selecting: "Levelset does not exist" etc.
■ Same as above for original levels

Tentative:
• Password detection
• Some sort of compression
• If I have the time and space under the 8811 limit it may also be possible to load a stage from a levelset to create an individual level
• In-game transitions
• Stats for bronze/silver/gold finishes (unlikely)
• Random awards

2722
ASM / Re: What happens when a calculator crashes...
« on: March 24, 2011, 10:27:39 pm »
There's this tutorial that someone wrote on how to deal with crashes. I can't remember where it is, but it was really sophisticated, and went into everything from running out of batteries to using Calcsys. Could someone please post that link?

That was ClrHome methinks
Now I'm starting to get curious as well...
I'm kind of speculating here, but I'll guess the OS detects something wrong, goes "uh oh", resets the RAM, sets some flag to say "RAM cleared" on reboot and to finish turns off the calc.
idk really tho :P

2723
Site Feedback and Questions / Re: Another new smiley?
« on: March 24, 2011, 10:15:57 pm »
No, I'm talking about something like 8-bit smiley faces.
They might have to be 16*16 tho, with 8*8 it's almost impossible to add detail :P
EDIT: aren't the current ones 16*16?
nvm they're 15*15, still doable tho

2724
News / Re: It's over 9000!
« on: March 24, 2011, 10:13:31 pm »
But yeah as for now, if we get 314 more posts 2011 will already be the 2nd most active year ever at Omnimaga so far. 2010 had 87232 posts and 2006 30132. Currently in 2011 I checked and we got 29819.
O.O
A year's worth of posts...not even 4 months yet

2725
Site Feedback and Questions / Re: Another new smiley?
« on: March 24, 2011, 09:05:23 pm »
Maybe there could be some pre-Prizm/CX-calc-style GS smileys...8*8 or something ;D

2726
Introduce Yourself! / Re: Hello, I'm new here ;D
« on: March 24, 2011, 08:56:35 pm »
Well, didn't he do like >50 posts or something in his first day?

2727
TI Z80 / Re: Tio
« on: March 24, 2011, 08:22:06 pm »
Okay, things I need to do:
support for level packs (all in one appvar, working out ideas right now)
make levels to put in packs (btw I'm still accepting any that come in ;))
see if it's necessary to make a menu that takes up less space (the current one is something like 1800 bytes, while the concept above is like 850)
optimize at some point :P
add this stuff to the to-do list in sig done now

EDIT: See poll


2728
Introduce Yourself! / Re: Hello, I'm new here ;D
« on: March 24, 2011, 08:14:20 pm »
!peanuts
done.

2729
Introduce Yourself! / Re: Hello world
« on: March 24, 2011, 06:40:32 pm »
Hmm...no peanuts yet...

Enjoy  ;D
!peanuts

2730
TI Z80 / Re: Tio
« on: March 24, 2011, 12:27:55 am »
You pretty much limit the for loop.
See ↓ Also, 8xp attached

Code: (SCIOSCR) [Select]
:.TIOSCREN
:Full
:[EE8AAEAAEA000000]→Pic1GM:[AEE8EEA8AE000000]
:[EE88EE28EE000000]→Pic1SL:[8E888E88EE000000]:[EE848484E4000000]
:[EAAAAAEA6E000000]→Pic1QT:[EE444444E4000000]
:[EEAAAEA8E8000000]→Pic1OP:[EE4444444E000000]:[ECAAAAAAEA000000]:[E080E020E0000000]
:ClrDraw
:[FEFDFBF7EFDFBD7F]→Str1
:Fix 5
:0→θ→A→B
:Repeat getKey(15)
:.T
:ref(22,8,16,4
:ref(28,12,4,12
:.I
:ref(40,8,16,4
:ref(40,20,16,4
:ref(46,12,4,8
:.O
:ref(58,8,16,4
:ref(58,20,16,4
:ref(58,12,4,8
:ref(70,12,4,8
:
:!If θ
:StorePic
:1→θ
:End
:!If B
:If getKey(3) xor getKey(2)
:1→B
:A+getKey(3)-getKey(2)→A
:If A>>3:0→A:End:If A<<0:3→A:End
:End
:End
:!If getKey(2)+getKey(3)
:0→B
:End
:If A
:sub(MNU,0,0
:End
:If A-1
:sub(MNU,1,0
:End
:If A-2
:sub(MNU,2,0
:End
:If A-3
:sub(MNU,3,0
:End
:
:.FIRE
:For(F,L6+12,L6+372
:.+756 IS NORMAL
:{F} and {rand^8+Str1}→{F-12}
:End
:
:.RAIN
:L6+756→F
:While F-L6-384
:.TAKE OUT THE +384 FOR WHOLE SCREEN RAINING
:F-1→F
:ReturnIf getKey(15)
:{F} and {rand^8+Str1}→{F+12}
:End
:
:sub(MNU,A,0
:DrawInv
:Normal
:DispGraphr
:Full
:DrawInv
:sub(MNU,A,1
:End
:Fix 4
:
:Lbl MNU
:!If r1
:Pt-On(7,38,Pic1GM
:Pt-On(15,38,8+Pic1GM
:If r2
:ref(7,38,16,5
:rref(7,38,16,5
:End
:End
:!If r1-1
:Pt-On(30,38,Pic1SL
:Pt-On(38,38,8+Pic1SL
:Pt-On(46,38,16+Pic1SL
:If r2
:ref(30,38,24,5
:rref(30,38,24,5
:End
:End
:!If r1-2
:Pt-On(60,38,Pic1OP
:Pt-On(68,38,8+Pic1OP
:Pt-On(76,38,16+Pic1OP
:Pt-On(84,38,24+Pic1OP
:If r2
:ref(60,38,32,5
:rref(60,38,32,5
:End
:End
:!If r1-3
:Pt-On(41,50,Pic1QT
:Pt-On(49,50,8+Pic1QT
:If r2
:ref(41,50,16,5
:rref(41,50,16,5
:End
:End
:.Return

Actually, I might as well attach the source for the menu two posts above as well

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