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Messages - Han
16
« on: January 15, 2014, 09:56:33 am »
I have even gone as far as replacing loops with either a makelist or makemat (double loop) even if I'm not generating lists or matrices. Simply create a procedural function that returns garbage data and don't store the resulting list or matrix. Have the procedural function do what you would normally do in a loop.
mainprogram() begin makemat(prg(I,J),25,25); end;
prg(x,y) begin // code that loops x from 1 to 25 and y from 1 to 25 goes here return(0); end; I don't remember if the speed difference is still significant ever since the most recent firmware (never retested).
17
« on: January 15, 2014, 12:19:13 am »
Han: Are all those dots live-rendered bullets? If so, sweet!
No, those are bg tiles and signify "walls." Below is a screen shot from the emulator.
18
« on: January 15, 2014, 12:02:39 am »
Can't wait! (It'll be interesting to see how you'll handle the bullet sprites.)
I have come up with several techniques; the real question will be which one is the fastest. I will probably put a soft limit on the total number of movable objects on the screen and see how the machine handles everything. So far, I'm pretty impressed with what this machine can do. The current main loop even requires a delay in between frames in order to slow it down since no delays means the scrolling goes by too fast (even if it's single pixel scrolling). We'll see what happens when more stuff is added.
19
« on: January 14, 2014, 11:53:38 pm »
Here's a sneak peak of the current progress!
20
« on: January 14, 2014, 09:52:30 pm »
Zera,
Thank you for sharing! I'll hold off on peeking too much into your code for now. So far I have only looked at the sprites. I would like to see if I can get this project off the ground from scratch. Your mockup certainly looks cool, though!
21
« on: January 14, 2014, 03:20:46 pm »
Anyone here ever heard of Life Force (part of the Gradius, Salamander and Gradius family of shmups)? I am considering making a shmup based on this game. So far I have scrolling background done. We will see if the HP Prime can handle games with complexity on the order of NES games.
22
« on: January 13, 2014, 10:59:28 am »
I have attached it to this reply.
23
« on: January 11, 2014, 12:04:28 am »
24
« on: January 10, 2014, 09:48:01 pm »
Woah, with a little bit of search I managed to find the original assembly source code for columns! Not sure if it is worth my time to learn a new set of assembly instructions just to learn a scoring system lol... but anything is probably better than what I already implemented.
25
« on: January 10, 2014, 04:55:40 pm »
Yeah, I've gone ahead and done just that. Just a few more subroutines and I should have a working version. Edit: working version available here: http://www.hpmuseum.org/forum/thread-396.html
26
« on: January 10, 2014, 04:54:47 pm »
My suggestions were merely so that users do not end up resetting stored data. Cheaters will always find ways to cheat in games. I'm all for learning by viewing other people's code. Likewise with the archive idea. It is way to easy to delete the contents of a program at the moment, not to mention the entire list of programs in the catalog. At least with the archive feature it prevents accidents like this. The archive feature does not prevent users from viewing code -- they just have to take a few extra steps to do it so that they don't end up with a null-content program.
27
« on: January 10, 2014, 11:51:33 am »
Ok, but if someone accidentally opens the code in the editor (from the App thing there) will they still be wiped out?
Haven't given it much thought, but one way is to put the save code in a different source file. The way the program catalog works is that whatever source file is run will get placed toward the top of the program catalog. If you keep the scoring parts separate it is less likely going to get opened up. The best way is to have HP have an "archive" ability to prevent source files from being opened easily. That way, if you want to view it, you have to unarchive it first like on the TI's
28
« on: January 09, 2014, 01:57:09 pm »
3 (or more) in a row tetris style game
That much I already knew. But how are points given when you make more than 3? For example, you could theoretically get 5 in a column or row or diagonal, or even a combination of all three for up to 19 blocks in a single combo if you set up your columns just right. So for each additional block, is there some multiplier?
29
« on: January 09, 2014, 12:50:08 pm »
Does anyone know the scoring rules for the game Columns (originally for the Game Gear, perhaps?) or know where I could find such info? Edit: so I made up my own rules (still need to balance it). Beta available at http://www.hpmuseum.org/forum/thread-396.html
30
« on: January 09, 2014, 12:05:13 pm »
Wow Han, that is impressive! Do you think complex graphing would be possible, too? Since this would map a complex number to a complex number (C→C) it requires 4 dimensions, so typically 3D+color is used. That would be pretty cool for complex analysis:)
I had given it some thought once someone reported some inconsistencies with complex mode on. If there is enough demand, I may add it in a future update.
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