.J2048 Fix 5 .I WILL ADD RANDOM BLOCKS ONCE I GET THE ACTUAL ENGINE WORKING Data(0,0,0,0,0,2,1,1,6,5,4,3,7,8,9,10)->GDB1 .THE DATA IS RECOVERED FROM LAST GAMEPLAY EVERY TIME FOR SOME REASON .I DON'T WANT THAT, I WANT IT RESET DRAW() While 1 If getKey->K?<5 .START OF BAD CODE For(3) (K=1?11)+(K=2?13)+(K=3?14)+(K=4?4)->X For(12) !If {X+(K=1?4)-(K=2?1)+(K=3?1)-(K=4?4)+GDB1->Z}^{X+GDB1} {Z}?1 +{X+GDB1}->{Z} and 0->{X+GDB1} End X+(K=4?1)+(K=3?4)-(K=2?4)-(K=1?1)^17-> End End .END OF BAD CODE. PLEASE FIX! End DRAW() EndIf getKey(15) Fix 4 Return Lbl DRAW ClrDraw 0->r1 For(4) and 0->r2 For(4) If {r1/16*4+(r2/19)+GDB1}->r3 Text(r3<10+(r3<7)+(r3<4)*2+r2+2,r1+4,e^(r3)>Dec) End RectI(r2,r1,19,16) RectI(r2+1,r1+1,17,14) r2+19->r2 End r1+16->r1 End DispGraphAnyone, help?
This program calculates and displays the factorial of any given integer from 1 to 171 (can calculate higher, but can't display higher ). It also shows your progress, in case it takes a while (as it does for large numbers).
I need help with calculations for bouncing a ball off of a moving, curved surface (and one static, straight one). I know that trig is involved, but I don't know exactly what calculations to make (and since articles are still being ported through SMFs, that's no help)!
This started out as a demo I made in a day, and it has since expanded into something a little bit extra. Rules If you live in a modern era, you don't need to be explained to about what this game is. Controls UP: Fly 2nd: (at GAME OVER): Restart CLEAR: Exit Del (at GAME OVER): Delete highscore (no confirmation!)
v1.10 download attached (one of my latest posts should have the lastest version). Source is AFLPBIRD, No-Shell compiled game is FLPYBIRD.
Together, we can all get more of OUR Flappy Bird calculator downloads than the ORIGINAL...
Spoiler For Changelog:
v1.0: First public release v1.1: Made minutes afterwards; heavy optimization thanks to Runer112 v1.2: More eyecandy, optimizations thanks to Hayleia, and HIGHSCORES due to Matrefeytontias Thanks, all of you! v1.3: Parallax!!!!!! v1.4: Added clouds, added "highscore delete" feature, and made some minor optimizations Please don't blame me if your highscore gets deleted. v1.5: Changed graphics due to suggestions by DJ Omnimaga and LDStudios (surprised it still beats ClrDraw's version in terms of bytes, but optimizations are still welcome ) v1.6: Changed pipe graphics as suggested by LDStudios and Hayleia, and added GAME OVER debounce from Streetwalrus v1.7: Made some minor optimizations, updated bird graphic at request of nobody, and added MEDALS! Thanks to Matrefeytontias for explaining strGet() to me! v1.8: Made a LOTLOTLOT of optimizations, including optimization of the point increment routine, AND made my code unreadable to any human v1.9: Optimization FRENZY!!!!!!!! Size: 2,524 bytes, which is mainly due to me eliminating the need for the flying/falling flag F. Thanks to Runer for pointing it out to me!!! v1.10: Optimization FRENZY 2!!!!!!!!!!! Size: 2,372 bytes!!!!!!!!! ClrDraw, you have just met your maker. (thank you, Runer ) v2.0: Thanks to willrandship for explaining Bitmap() to me (and Kerm Martian's SourceCoder for converting), I have bitmapped my way to new eyecandy. v2.1: Optimized, and added a tasty Easter egg...see if you can find it. v2.2: Optimized, and added another Easter egg...find it, too...
Oh, and some more optimization/feature suggestions are welcomed!
P.S. ClrDraw, you have met your match. This program is it.
I've heard somewhere that you can absorb actual picture variables from the calc for use on buffers (only needed for compilation). Is this true, and if so, how do I do so?
ClrHome Input "YEAR? ",Y int(Y/E2 //Scientific E, not the variable E 50-30fPart((11(1+19fPart(Y/19))-Ans+int(Ans/4)+int(8(Ans+11)/25))/30 Ans+7-round(7fPart((int(23(3+(Ans>31))/9)+Ans-31(Ans>31)+2+Y+int(Y/4)-int(V/E2)+int(Y/400))/7),0 If Ans=50 or Ans=49 and 10<19fPart(Y/19 Ans-1 Disp sub("MARCHAPRIL",1+5(Ans>31),5 Output(3,7,round(Ans-31(Ans>31),0 Whaddaya think? Any improvements?
Tired of the same old boring font on the 84+CSE? Wish there was something new? Well, now you have a chance to make one!
This is a contest in which you must make the best stylized font for the TI84+CSE. The rules are as follows:
The font must only have the colors available in BASIC (sorry, Asm-huggers!).
The font must include all printable TI-84+CSE characters.
Each character must be the same size as (or smaller than) the corresponding character in the default font.
Do not steal anyone's font (especially TI's) or simply recolor it and claim it as your own.
The fonts shall be submitted as a .png file showing the name of your font and all of it's characters.
I shall then make a mockup of the font using a "Lorem ipsum" placeholder text, and edit the first post with all of the fonts.
By February (or when there are 10 entries, whichever comes first), I shall choose the winner based on legibility and stylishness. I will also upload a BASIC program simulating your font and upload it.
Above all, have fun!
Rules are not set in stone. There could possibly be a rule change in between now and the end of the contest
* A TI-84+ C Silver Edition. * 5,065 bytes of RAM for the program AND variable usage. * (recommended, but not required) No content is B, C, D, K, T, S, Y, Z, L1, L2, L3, L4, Str1, OR a custom list "CLICK". These are used by the game. * This program is ALSO DoorsCSE compatible, so you CAN run it with DoorsCSE.
############## #Installation# ##############
* Transfer COOKIE.8xp to your TI-84+ C Silver Edition. Then. run as a BASIC program on the homescreen OR on DoorsCSE.
############# #How to Play# #############
* Cookie Clicker +C is a port of Cookie Clicker, the game that has taken the Internet by storm, on the +C. * When you start, you will continue your save file (reset if you don't have one). * Press ENTER to click on the cookie. When you do that, you will get 1 cookie. * Press LEFT and RIGHT to cycle through the buildings. * When you get enough cookies to buy the selected building, press PLUS to buy. Press MINUS to sell. * When you buy buildings, you will notice that every second, you will get cookies automatically. These are the buildings and their information.
* This program is freeware, it shall be distributed freely. I do not claim ownership of Cookie Clicker, all rights go to Orteil for making the original ( orteil.dashnet.org/cookieclicker ). If this program is distributed, credit me for making it, and Orteil for the idea.
######### #Credits# #########
* Orteil for making the original Cookie Clicker. ( orteil.dashnet.org/cookieclicker ) * Texas Instruments for making the TI-84+ C Silver Edition. * Everyone who supported me all the way.
<-- Your text editor must be able to display this entire sentence on one line of text --> ______. __ __ __ __ .__________. _______ ______ ____ __ ____.__ __. / || | | || | | || || \ / __ \\ \ / \ / /| \ | | | (---`| |__| || | | |`---| |---`| .--. | | | |\ \/ \/ / | \| | \ \ | __ || | | | | | | | | | | | | \ / | . ` | .----) | | | | || `--' | | | | '--' | `--' | \ /\ / | |\ | |_______/ |__| |__| \______/ |__| |_______/ \______/ \__/ \__/ |__| \__| MINI
by Josiah W.
############ #DISCLAIMER# ############
* This game has been tested FURIOUSLY before release. It should work, but if it doesn't, I am NOT responsible for any loss of data or sanity due to installation and/or gameplay.
############## #Requirements# ##############
* 1,674 bytes of RAM for the game. * If the source is needed, 759 bytes of RAM for the source, and 32,875 bytes of Flash mem (the archive) for Axe Parser AND the appvar. This is not needed, though. This is only for those who want to tamper with the source.
############## #Installation# ##############
* Transfer SHUTDWN2.8xp to your calculator. Then, run using Asm( on the homescreen. * If you want to see the source, transfer AMINILIT.8xp to your calculator (provided you have the latest version of Axe Parser installed). Then, open it in the program editor.
############# #How to Play# ############# * Shutdown Mini is the smallest game of Lights Out ever (13 by 13 pixels). * You start with a randomized board. White lights are "on", black lights are "off". * Use the ARROW KEYS to move the box around the grid, and 2ND to toggle a light. * Careful, though...if you toggle a light, you also toggle its neighbors! This makes it a lot more challenging. * Press CLEAR at any time to quit. * If you put all of the lights out, you win!
################# #Tips and Tricks# #################
* If you are stuck, then there is a way to solve Shutdown Mini called "Chasing the Lights". This is that method.
1. Number the rows 1 - 6, and the columns A - F. Row 1 is the top row, column A is the leftmost column. 2. For each light on row 1, press the button beneath in on row 2 to turn the light off. This way, row 1 has been turned off. 3. Repeat for rows 2 - 5. End here if row 6 is unlit. If not, continue. 4. If the light at A6 is on, press A1 and C1. If B6 is on, press D1. If C6 is on, press A1 and E1. If D6 is on, press B1 and F1. If E6 is on, press C1. If F6 is on, press D1 and F1. 5. Repeat steps 2 and 3, and the board will be solved. * Remember, there are NO unsolvable boards!
* This program is freeware, it shall be distributed freely. If you distribute this game, credit me for designing it. Don't sell this game, or claim it as your own. You can tamper with the source code if you want, but credit me for making the original. Also, don't code my name out (e.g. replace "by Josiah W." with someone else).
######### #Credits# #########
* Tiger Toys for making the original Lights Out game, and Lights Out Deluxe. * http://www.jaapsch.net/puzzles/lights.htm for having a bunch of information about Lights Out (including the solution) that I used for reference. * Kevin Horowitz ([email protected]) for "bridging the gap between BASIC and Asm" with Axe Parser. It wouldn't have been possible without Axe Parser, I have NO experience in Asm. * Alan Outten, creator of guimp.com, for partly inspiring the game.
I need help with adding a selection box to this code (basically, I want a white box around the square selected). I know what I want, but try as I might, I can't do it! And the fact that the keys are so sensitive (and repeat) don't help, either.
The tries I did for adding it in either have it not move, have it be black and not moving right, or having it (apparently) go out of bounds. I thought I did it right, but it just doesn't work! What can I add to this code to make that? I can probably figure out the ENTER pressing light change afterwards.
.LIGHTOUT ClrDraw rr DrawInv DrawInv r [00C0F0FCFEFEFFFF]→Pic1 [FFFFFFFFFFFFFFFF]→Pic2 [0000000000000000]→Pic3 0→C Repeat C For(X,0,5 For(Y,0,5 Pt-Off(9*X+1,9*Y+1,Pic3 Pt-Off(9*X+1,9*Y+1,Pic1)r If rand^2 Pt-On(9*X+1,9*Y+1,Pic2 C+1→C End End End End Repeat getKey(15) DispGraph rr End
< You must be able to display this on one line > _ _ _ /'\_/`\ ( ) ( ) _ ( ) | | _ _ _| | | | (_)| |_ ___ | (_) | /'_` ) /'_` | | | _ | || '_`\ /',__) | | | |( (_| |( (_| | | |_( )| || |_) )\__, \ (_) (_)`\__,_)`\__,_) (____/'(_)(_,__/'(____/
by Josiah W
############## #Requirements# ##############
* 4,152 bytes of RAM for the game AND var usage.
* (recommended, but not required) No content in Pic1, Pic2, Str0, Str1, Str2 A, B, N, X, or Y. These variables are overwritten by MADLIBS.8xp.
############## #Installation# ##############
* Transfer MADLIBS.8xp to your calculator. Then, run it as a BASIC program on the homescreen.
############# #How to Play# #############
* Mad Libs is a fill-in-the-blank game. * Press ENTER to get past the title screen. * The story is "(adjective) WEATHER AHEAD!". * There are 28 words you must enter (preferably without a colon). Those will be words you fill in for the blanks. * Afterwards, press ENTER to read the story. Press ENTER to move forward in the story.
* This program is freeware, please distribute it freely. Do not sell this game, or claim it as your own. Credit me for writing it.
######### #Credits# #########
* Nickelodeon Magazine for the Mad Libs story in use. * The user mountain100 on TI-BASIC Developer (he is now Nicoskiy) for providing support along the way. * Xeda Elnara (from the same site) for providing a string-extraction routine in use in the game. This is it:
:"HELLO WORLD:BONJOUR:VENUSAUR→Str1 :DelVar B1 :While N and Ans :N-1→N :B+1→A :inString(Str1,":",Ans→B :End :If not(Ans :1+length(Str1 :sub(Str1,A,Ans-A
For different values of N, this would output "HELLO WORLD", "BONJOUR", or "VENUSAUR". * Whoever created the concept of "Mad Libs".
I made a version of Mastermind in 439 bytes (including the name, MSTRMIND). It uses numbers 0-9, keypresses instead of Input for inputting numbers, and it shows red and white pegs instead of right/part-right/wrong numbers.
I got the white peg formula from Wolfram Mathworld. This is it, as used in the program:
ci is how many times color i was in the code, and gi is how many times it was in the guess. r, of course, is how many red pegs thrown out.
The file is attached. You press the number pad to input numbers, ENTER to guess it, and CLEAR anytime to quit. A half-second after guessing, you will see the change in red and white pegs. You get 14 guesses.
Give tips for even more optimization, if possible!
I am an intermediate TI-BASIC programmer, hoping to learn Axe (I have the syntax guide at hand). You have probably seen my Cookie Clicker thread, my Shutdown game, and my recent Candy Wars game. I hope to learn more advanced techniques. I also have a small 500-byte Mastermind program (doesn't use Input, uses keypresses). Code coming soon!