Here is my entry to the Espace TI contest which ends today. The rule was to make a Christmas oriented game, hence the snowmans I tell it myself, this game is crap. This is why I didn't even have enough will to finish it. If you want to finish it, take the source and go for it.
How to play: Well, there is no way to win or to lose, but the aim is in fact to build the snowmans that are ordered, by using the arrow keys and 2nd to accept. Clear quits.
Except for Play and Quit, nothing works in the menu.
Enjoy
edit I forgot to say that you should compile it with Axe 1.1.2, or if you compile it with another version, remove all the "+11" in the drawing commands.
Helloes, I am making a game with snowmans, and I need help with sprites -.-°
I'll try to be clear in my explanations (feel free to ask if you didn't understand something). First of all, greyscale is allowed. 4 or 3 levels of grey, not more of course
I need each snowman to be in 3 parts, each part being a 12x12 sprite. Note that those 12x12 parts can encroach each others to make a perfect snowman. For example, the first sprite would be a big snowball, the second one, a less big snowball, and the third one a snowhead, and putting each of those on top of the other would make a snowman.
Now that it is clear how to make a snowman, in fact I need 3 of those I don't ask for specific designs, I just would like to have 3 very different snowmans. The first one can be a normal, round-shaped snowman for example, the second one can be a square-shaped snowman for example (instead of being composed of snowballs, it would be snowcubes) and the third one, I have no idea, you are free to make it as you wish, just make it different from the others
Thanks in advance for those who make even one part of those (of course you'll get credits and +1s).
Hello everyone, as the title says, I need a clipped line routine (I mean a routine that still draws the line even if it is partly off-screen) that I can call with LINE(X1,Y1,X2,Y2) or that would use X1,Y1,X2 and Y2 as variables (there roles in the routine being obvious).
I saw this one by Darl181 but it is not a routine that I can call with LINE(X1,Y1,X2,Y2), it is a full program that includes line clipping, but only supporting one point and the other one always at the center
Then I saw this and tried to write it myself but failed miserably. Here is the source in the spoiler if you see where the error is (note that it fails even though it is not optimized, I coded it noob-style to be sure that it would work but still failed )
Spoiler For Spoiler:
Lbl LINE Y1-(Y1-Y2**X1//(X1-X2))->B If X1<<0 0->X1 B->Y1 ElseIf X1>95 Y1-Y2**95//(X1-X2)+B->Y1 95->X1 End If Y1<<0 ~B**(X1-X2)//(Y1-Y2)->X1 0->Y1 ElseIf Y1>63 63->Y1 63-B**(X1-X2)//(Y1-Y2)->X1 End If X2<<0 0->X2 B->Y2 ElseIf X2>95 Y1-Y2**95//(X1-X2)+B->Y2 95->X2 End If Y2<<0 ~B**(X1-X2)//(Y1-Y2)->X2 0->Y2 ElseIf Y2>63 63->Y2 63-B**(X1-X2)//(Y1-Y2)->X2 End Line(X1,Y1,X2,Y2) Return
Now that you want my game, let's start talking about it
So, it is a port of Robbox, the reflexion game for PC (free demo available). You control Robo (a robot) and you suscribed to a tournament. You now have to get out of mazes in which can be found crates to push, killing lasers, etc (really, it is a fun game, try it out if you have time).
For now, I only have the tilemapper working, with dynamic uncompression for walls. It is fast as light when going downwards or upwards, but a bit slower when moving horizontally. That is not really a problem since I don't need pixel-by-pixel movement (which is what I am currently doing) so I can make it faster whenever I want
You may wonder why I make a topic about a project I just started yesterday, well it is because I thought about that topic. I thought it might be a good idea to post my project even just started to bring some activity maybe
(please tell me where I made typos, I am sure I made some )
With my recent work on TinyCraft, people have been asking me how I make my grayscale so beautiful. So here is a tutorial! (what do you mean by "you stole thepenguin's sentence" ? )
So one day, I read thepenguin's tutorial to see if I could get something to work in Axe on a 83+BE without Full speed and I understood that I had to refresh the screen 50-60 times per second.
Now, How would you do this in Axe ? With a loop that runs exactly at 50 Hz ? Not really, for two reasons: - maybe your calc will have beautiful grey at 50 Hz but others may hae it beautiful at 52 Hz - maybe the loop will run at 50 Hz on your calc but will run at 48 Hz on others
So you need interrupts. If you don't know how interrupts work, check out Hot Dog's tutorial. Problem: the slowest interrupts still runs at a higher frequency than 100 Hz, there is no interrupt at 50 Hz. But who told you that the screen was actually refreshed every time the interrupt runs ?
The speeds for the interrupts are as follow (according to Hot Dog):
So: -with speed 0, we would need to refresh the screen only 1 time every ten runs, because 50<560/10<60 -with speed 6, we would need to refresh the screen only 1 time every 2 runs, because 50<118/2<60 -etc
Let's make a try with speed 0 for example. Then, it will be easy to get it to work with arbitrary speeds So for educationnal reasons, we are going to make a stupid and unoptimized program that will include beautiful grey. Note that I don't code so bad in real life Let's draw for example two rectangles, one black, the other one grey. .AA ClrDrawrr Rect(0,0,8,8,L3) Rect(0,8,8,8,L6)
Now we need to set up the interrupt. We use speed 0 so we need to refresh the screen 1 time every 10 runs. We need a counter that will tell the calculator if it should refresh or not. So the routine used as an interrupt should look like this. Lbl DG T+1?T If T=10 0?T DispGraphr End Return
Another solution would be this one Lbl DG T+1?T !If T^10 DispGraphr End Return
And now, the only thing we need is to set this interrupt on to refresh the screen automatically .AA FnOff ClrDrawrr Rect(0,0,8,8,L3) Rect(0,8,8,8,L6) 0?T fnInt(DG,0) Repeat getKey(0) End LnReg Return
Lbl DG T+1?T !If T^10 DispGraphr End Return
If you want a little more optimised version of this, here it is .AA FnOff ClrDrawrr Rect(0,,8,,L3) Rect(0?T,8,,,L6) fnInt(DG,0) While 1 EndIf getKey(0) LnReg Return
Lbl DG !If T++^10 DispGraphr End Return
If you want a faster-than-light or a smaller-than-0-bytes version of this, ask Runer112.
Now, the only thing that is missing in that tutorial is "how to make a calibration screen ?", but I am sure you can do this without my help. You just need to make a menu that will select between 4 values and each value gives an interupt speed and a timer-max.
Notes: I made an example with 3 levels of grey but it works with 4 levels too See TinyCraft for example.
Disadvantages of this method: -First of all, the screen is automatically refreshed. This means two bad things: this will make you forget your good habit to make "DispGraph"s inside your loops, and sometimes, you only want to refresh after it cleared all and redraw all, but now you can't choose anymore where the refreshing will happen -For some reason, using the Text() command on a regular 83+ (not SE) kills the interrupt (but everything else in the program runs fine). To avoid problems, you can use Jacobly's TEXT Axiom or simply avoid the Text() command when the interrupt is running (disable it before using Text() then put it back for example, or prerender all the text in your menus instead of putting the Text() commands in the loop).
Well TinyCraft now takes 16292 bytes. This means that the solutions are: -optimizing (but I am not good at this and I guess no one would like to optimize my mess ) -get some more data out in archived appvars (there are already like 3000 bytes of data already in this case but I'd lose track of my pointers) -get another page so I can put all my data on the second page and have more space for the code
And among the three solutions, I prefer the last one (so I can have everything in one place instead of having separate appvars). But how ?
Couldn't an Axiom be made about this or isn't there a method with uncompiling the app then recompiling again ?
I am just wondering what are those FT\uc appvars I see in Wabbitemu. They are present in the "View Variables" menu and also when I look for appvars through the VAT, even though the appvars I look for have a 16 bytes header, so random appvars should not appear here.
First of all, don't expect too much from this project, I only made this because I got bored (when waiting for Jacobly's map generator for TinyCraft ) so I may or may not make a real game from it. In fact, the note-displaying engine was made a long time ago but I was too lazy to make it display several notes at a time, so I forgot all of what I made. Then Samos on TI-Planet asked some help with his Guitar Hero clone and it reminded me of KoFiX.
So, why is it called KoFiX ? Because of FoFiX, the free Guitar Hero clone one computer. FoFiX is very flexible, allowing you to create your own musics to play with the game, or change the theme of the game, etc, while Guitar Hero is all done with nothing really modifiable. KoFiX (if one day finished) will at least allow you to create your own musics to play with the game beacuse I am too lazy to make songs myself
For now, it only displays notes (up to three at the same time), there is no way to play them nor hear any sound And concerning sound, it is not a priority, I'd first want to make it at a decent speed for regular 83+ then I may add Full speed and sound.
Now what does it look like ? Compare the real Guitar Hero and KoFiX on Monsters by Matchbook Romance
As the title says, I am looking for an Axe IDE since it is easier (and faster) to code big projects with them. I used to use TI-Convert (by Michael Lee) but it is now outdated and doesn't work with latest versions of Axe I also tried BexIDE but I have problems with it for opening files So do you know others ? Not necessarily an Axe IDE, a Basic IDE should work too, same for a txt to 8xp converter.
Credits go to Ashbad for the original idea and I asked him the permission before posting my project
So I am trying to port Rainbow Dash Attack to z80 calcs in Axe. Here is a screenshot of my progress so far
Spoiler For outdated screenshot:
You see that there are a few things to do (you can't lose, you can fly even without power...) and that I need a pony sprite So for the sprite, it should be 16 pixels tall at the maximum, and I don't care much about the width: I still can make the sprite half off screen at worst. Three levels of greyscale is allowed.
(Since nobody answered to this post, I consider the original TinyCraft project as dead. So here is mine ) (Also note that at first, I didn't want to make that topic in case I abandon the project, because that would give you another broken hope) (And for those who don't know me, excuse me if my sentences make no sense. This is because I am French) (Also excuse my non-organized post, as usual )
So, this is meant to be (yet another ) Minicraft clone.
The only problem about this project is that I never played MineCraft so I don't know what I should put in the game This is the main reason why I made the topic.
The previous TinyCraft project was a group open-sourced project but there was no main coder, I think this is why it got stopped. So for this one, I am the main coder (and you could blame me if I give up ) but of course, any help is appreciated For example, for now I would need to know every tile I should put in the game before continuing note that I only use 3-level grayscale).
I attached my progress so far: ATICRAFT is the normal executable (for Ion) ATICRAFF is the same but in Full speed mode, so you see the difference between the previous project (but Normal speed is fast enough) (Note that those programs are outdated now. the link on the top leads you to the latest update)
The keys are -the arrow to move -Alpha to aim -2nd to set a tile while aiming -F1 and the right-left arrows to select the tile to set
I am proud (not really ) to announce what will (most likely) be my contest entry for the 3rd round For those who own it on their iPhone/iPod/iPad, you can skip the description.
For the others, Mister Oops!! is a game in which you control Mr Oops, and for some reason, you are trapped on a checkerboard with objects trying to kill you. This is like The Game: you can't win. The aim is only to make score. When you die in a level, you pass to the next and there is only 3 levels in the free version (I don't own any Apple device and I can't convince my friends to pay for the non-free version ).
But I added the Kamikaze mode (name can be changed) in which objects are "randomly generated".
And for your viewing pleasure: ← Classic mode ← Kamikaze mode
(note: I didn't make this topic before my game looked like a game but it is far from finished) (note 2: the grey is not that beautiful on a real calc but the game runs a bit faster)
So, with Kindermoumoute, we are trying to get a smooth-scrolling and pixel-based mapping, so the map can be modified anywhere. The Bitmap function would work but is too slow Basic tilemapping with sprites is fast but is not pixel based so wouldn't make it
Kindermoumoute came up with that code (spoilered) but we would like to know: is there a faster way to do it ?
Spoiler For Spoiler:
:.A :0->X->Y :1->S :Tangent(0,0,GDB1TMAP) : :Repeat getKey(15) :For(S) :If X<159 :If getKey(3) :X++ :Horizontal - :F5(0,63,95,) :End :End : :If X>0 :If getKey(2) :X-- :Horizontal + :F5(0,63,0,) :End :End : :If Y<127 :If getKey(4) :Y++ :Vertical - :F5(0,,,95) :End :End : :If Y>0 :If getKey(1) :Y-- :Vertical + :F5(63,,0,95) :End :End :End :DispGraph :End :Return : :.refresh the erased column or line :Lbl F5 :For(I,r1,r2) :For(J,r3,r4) :If I+Y*192+X+J->r5/8+GDB4MAP+2er5^8 :Pxl-On(J,I) :Else :Pxl-Off(J,I) :End :End :End :Return : : :.stupid map, just for the test :[FFC0]->GDB1TMAP :[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C]->GDB4MAP :[C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5] :[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C] :[C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5] :[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C] :[C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5] :[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C] :[C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5] :[5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C5C] :.with 60 more lines like this
First of all, I am French so there might be grammar or spelling fails, maybe even in the title. Also, if it is in the wrong section, please move it.
Tomorrow, Monday September 5th, school starts over for me, but this year, it is going to be hard (pour les Français, je vais aller en prépa; je sais pas comment le dire en Anglais). This is why I will probably not be able to go on Omnimaga often, even not once a month, I don't know :'(
Normally, in 2 years, I'll get out of this class. If something goes wrong, I might stay 3 years. If a lot of things go wrong, I may be ejected in only 1 year or less
So yeah, you'll probably not see me here for a while since, if I get here once a month, I'll have too much things to see and I'll "waste" too much time not being working, seeing all the new topics.
But I'll be back and I'll continue Pokemon Topaze, so please, do not delete my account (hoping I'll remember my password).
DISCLAIMER: I CANNOT BE HELD RESPONSIBLE IF ANY DAMAGE IS CAUSED TO YOUR CALCULATOR(S) OR YOUR BRAIN. Click on the button to download, or here If you are lazy to read my long post, the screenshots are below but at least, read what is written in green That said, I think I can begin talking about my project This is my first real game in Axe. It is in French but if I finish it one day, I may translate it to English. It is available in French, English and German. I didn't put it in the French section in case I need help This is not meant to be a clone of the real Pokemon game but to be a decent Pokemon Game for calculator. For example, you can run by pressing Alpha(B), that is not in the original Pokemon Game. I don't think there will be all the Pokemons but for now, you have 44 Pokemons including of course Absol Pikachu, Bulbasaur and this kind of guys. The keys are: the arrows, 2nd (A), Alpha (B), Y= (start), Enter (SuperAttackWhileChoosingTheAttackInFight) I am too lazy to write more so I may do it later, and make more screenies. Btw, THIS PROJECT IS NOT FINISHED and I am trying to finish it, but I only have one month. So you can send feedback but maybe I won't see it. Yes, you must send all the files to your calculator but the appvars MUST be archived. Don't forget to do "Nouvelle partie" (New Game) when first playing. Yeah, my post is very well organized. This was called Topaze because Topaz is often like Yellow. I used CrabCake so it is compiled for Ion. So, you need a shell that can run Ion programs.
If you wonder, those big dots (to not be confused with little dots that are the sight of some guy) that you can see in the screenshot in the spoiler below are to be seen like a dice face: here it says "1" so you need one badge to cross it. You also will meet the "2" "3" and "4" dices that need 2,3 and 4 badges to be crossed.
Spoiler For image:
Also, two non outdated and non animated screenshots in that spoiler, below
Spoiler For non outdated screenshot:
And now, a non-outdated and animated screenshot
Credits (in the "A propos" (About) section): Satoshi Tajiri (had the original idea) Me (programming) My sister (made all the data ) Quigibo (Axe) Hot-Dog (Crabcake) Happybobjr and/or tifreak and/or shmibs (sprites, if used ) FinaleTi (External Vars Tutorial) Michael Lee and ephan (TI-Convert/Croquette) Anima (German translation) If I forgot someone, tell me or that person won't be added.