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Messages - Galandros
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256
« on: May 30, 2010, 04:06:21 pm »
I wonder... if BASIC Builder could be used to package an Axe program into an app?? That could be an interesting work-around.
That would be interesting. Someone needs to check. But I don't remember well if assembly programs were included in BASIC Builder. Still that is not the same thing as running a true ASM apps.
257
« on: May 30, 2010, 04:02:14 pm »
That is why I would only experiment if in the group there were people good at teaching the techniques and did not pressure me on doing some stuff.
258
« on: May 30, 2010, 03:59:52 pm »
Checkers?
Could be. And I could use that for testing how the engine will adapt to the code overhead. The darker tiles of the table will be in gray and in a perfect world I will be able to find tokens combinations for this. *Galandros sees the Weregoose pictures* Make your bets, will the grayscale vanish with code overhead or not? Or Galandros does not have the skillz? j/k If someone wants to leave another puzzle or board game suggestion for me to check later, would be nice.
259
« on: May 30, 2010, 03:49:10 pm »
I agree with geekboy. This isn't exactly practical.
I am going to verify that in coding. If people did not tried lots of TI-BASIC commands like Plots, horizontal/vertical sprites with text, dual layer we wouldn't have the quality in graphics games we have. It will definitely be a bit slow paced but for puzzles or board games is doable. I believe I can optimize and push speed to be very playable and even faster than some old ASCII games. still its awsome although i wonder how much more it will flicker when you have a decent amount of code in it
That is why it has to be a simple game and slow paced. Still I added movement code without boundaries to check. I think a puzzle or board game is the way to go. Action, adventure does not fit in this engine. Someone that played lots of flash games or board game can give me a hint?
260
« on: May 30, 2010, 03:43:20 pm »
omg a parkour tas would be epic i wish i was fit enough to do parkour its just awsome
I have the fit, but I think I am not a very agile and balanced guy for radical movements. But I would love to do some parkour or free running. Unfortunately there is no group that I know of in my town. Some stuff is really hard and there are many risks.
261
« on: May 30, 2010, 03:39:43 pm »
wow thats just awsome and the flicker isnt to bad ive seen much worse on things ive made with c3 X.x
Keep in mind that I pushed the emulator settings so almost any engine looks good. But this is not emulator trickery. On calculator you get a very similar result to the screen shot.
262
« on: May 30, 2010, 03:37:58 pm »
I did a long time ago. I experimented a lot to get this optimized routine. I added this to TI|BD some time after discover... And because I see unoptimized versions of this in lots of programs, I decided to share on the forums. I still need to spread this optimized version through other entries of the wiki.
Here's the code:
//// Prepare graph screen to be used in TI-BASIC StoreGDB 0 // save the current graph screen, user friendly FnOff // we don't want functions to bloat PlotsOff // plots too GridOff // rare but just in case AxesOff // no axes please :) // miss here the coordinates setup...
///main code
RecallGDB 0 // restore the graph screen, user friendly DelVar GDB0 // clean up
//The following code sets up an integer square window with (0,0) in the center: :ZStandard :ZInteger
//An integer window with (0,0) in the bottom left corner :ZStandard :84→Xmin :72→Ymax :ZInteger
//An integer window with (0,0) in the top left corner :ZStandard :84→Xmin :-72→Ymax :ZInteger
And a alternate version of preserving user setting with a few drawbacks:
ZoomSto // store the zoom FnOff // we don't want functions to bloat PlotsOff // plots too GridOff // rare but just in case AxesOff // no axes please :) // miss here the coordinates setup...
///main code
// restore ZoomRcl // restore the zoom AxesOn
Maybe ZPrevious could be used for further optimization. I need to test. Tested. It is not great use for restoring graphics setting after more than 1 command that changes the graph settings.
For curiosity here's the good old straightforward but larger code:
:0→Xmin:94→Xmax :0→Ymin:62→Ymax can be :0→Xmin:1→ΔX :0→Ymin:1→ΔY
Good use!
263
« on: May 30, 2010, 03:24:51 pm »
This is an experiment I am doing mostly for my fun. It is intended only for SE calculators because of speed. It has some flicker but for Pure TI-BASIC is actually cool. This will give use to my recent utility of hidden tokens, too. The base code of is: :While 1 :Dispgraph :Disp :End This should enlighten who knows pretty well TI-BASIC. (at least I instantly knew how to make this code work) See the demo code for further understanding of the technique. I already have a demo and screenie for the more skeptic. But I need a idea for the game. It has to be with ASCII graphics, simple, a bit slow paced but fun. (if possible addictive too) EDIT: puzzle or board games genres is the way to go.
264
« on: May 30, 2010, 03:01:50 pm »
I had the idea of making a speed run in real life. One of the strange ideas that many times occur to me. I guess it is because I see a lot of things in the Internet and games.
oooh ok I see
It would be funny if someone did a more elaborate TAS IRL though and not in first person view so he can do stuff like going through walls and floors to parody tool-assisted speedruns
parkour TAS ftw!
265
« on: May 30, 2010, 02:58:22 pm »
In BASIC the closest thing to grayscale I ever had was While 1:Dispgraph:Disp:End and it flickers very bad
Nice program Galandros btw, it should be useful to some people.
Thanks. Funny, I was going to post about that piece of code. I was amazed to what I saw in my calculator. It flickers bad but not that bad in a TI-84+SE and a very simple ASCII game is possible. I am so gonna do it, most for my amusement. I just need a good and simple idea to implement. Any ideas? (if I knew some easy yet addicting game like snake but not as much repetitively coded)
266
« on: May 30, 2010, 12:24:55 pm »
SourceCoder's a nice BASIC programming tool, except that it doesn't support Y-vars. Whenever it takes a Y1, for example, it converts it to Y<span size=6>1</span>, which gets pretty annoying once you export it.
I don't like that issue, too. Maybe we can submit to Kerm to update SC.
267
« on: May 30, 2010, 12:13:46 pm »
268
« on: May 30, 2010, 11:58:15 am »
Yes, that is exactly it. I think my program has all visual tokens with 1 symbol of width we need. AXSYMBZ has all non accessible from TI-OS menus like Catalogue and statistics and ATOKZ2.8xp has all of them. What do you think about the order of tokens and usage? The programs were shrunk a few more bytes on my calculator and is all I can reduce. After I receive feedback and write the ignoreme, I mean readme, I will release in ticalc since is one of the best tokens picker and the only with grayscale. The grayscale I note in the program is that the current selected token is a bit lighter than the other tokens on the screen. Do you think there is any problem saying it has grayscale? People may bash me with it being flicker and not grayscale. (especially TI-83+ users) I though it is quite funny to say this has grayscale.
269
« on: May 30, 2010, 10:30:52 am »
Am I crazy or did I just read pure BASIC grayscale?
Yes but kind of. It is actually 3 level (white, grayish and black), done with ASCII and probably only looks good in my calculator (TI-84+SE). You only see gray in the token you select (it has a lighter colour tone of the rest of the screen black pixels and black underscore bellow) because I am erasing and redrawing the character during the getkey loop. In UTI there is discussion of this kind of made grayscale and Weregoose has a large pictures with all mixtures of TI-BASIC tokens to achieve different patterns of gray sprites. So I am quite serious about Pure TI-BASIC grayscale. It is VERY limited. With luck, you can do a simple ASCII game with one symbol being grayish (some imagination may be needed). EDIT: picture may have been lost in the Internet because of UTI move but here's a topic about it http://www.unitedti.org/forum/index.php?showtopic=8828&view=findpost&p=134331I might have a copy in my hard drive.
270
« on: May 30, 2010, 10:26:32 am »
Looks promising. But I believe the graphics could be enhanced somehow.
The name of the program is cool, but playing a bit around with words could give other cool names for calculator Guitar Hero's clones, I think.
I will try to keep updated of this game.
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