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Messages - MGOS

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256
TI Z80 / Re: TI-Studio: An Axe music making program
« on: January 28, 2012, 01:31:43 pm »
No update of the program, but fooling around with wabbitemu, I decided to record the song "Stamp on the Ground" by ItalyBrothers with TIStudio!


257
Axe / Re: Flames tutorial
« on: January 28, 2012, 12:48:32 pm »
Yes, that's a great code, thanks ;D and you can make the flame longer by changing the second For loop (and I found that rand^6 is better than rand^8)

The number you subtract in the for loop is the height of the flames -1.
This would make the flames 16 pixels high
Code: [Select]
For(C,Y-15,Y+7)
Changing the modulus at the rand will change the density of the flames. A high number like 8 or 10 will let the flames have more particles than having a small number like 4 or 6.

Code: [Select]
If rand^10*pxl-Test(B,C)  //High density = more particles
...
If rand^4*pxl-Test(B,C)  //Low density = less particles

258
TI Z80 / Re: FLAK - an anti-aircraft shooting game
« on: January 28, 2012, 11:26:45 am »
Thanks, they are actually 7x7 to get them symmetric. I'm not a fan of greyscale, so I tried to make them as simple as possible.

259
Axe / Re: Flames tutorial
« on: January 28, 2012, 10:45:48 am »
Yeah, ninja'd again.

260
Axe / Re: Flames tutorial
« on: January 28, 2012, 10:26:11 am »
It burns the pixels below the block. You'd have to do this:

Code: [Select]
44->X-16->Y

Repeat getkey(15)
 Pt-On(X,Y,[FFFFFFFFFFFFFFFF
 For(B,X,X+7)
  For(C,Y-7,Y+7)  //I changed this line
   Pxl-Off(C-1,B
   If rand^8*pxl-Test(C,B)
    Pxl-On(C-1,B
   End
  End
 End
 DispGraph
End

No guarantee, but I hope it works.

261
TI Z80 / Re: FLAK - an anti-aircraft shooting game
« on: January 28, 2012, 07:17:34 am »
wow, amazing, looks really great Ö and it's nice to see the helicopters with moving 'wings' dunno how they are called in english..

are the levels just based on a calculation (for the health like level*2 or so) ? if so, then you can have unlimited levels, can't you?

The levels aren't based only on calculation, there is a LUT for the shooting frequency. I only did it up to level 12, because I don't think it is necessary to go any further (or are you good enough to beat it). If you reach level 12, it will keep that as long as you don't die.

Btw: rotor blades they are called I think

262
TI Z80 / Re: FLAK - an anti-aircraft shooting game
« on: January 28, 2012, 07:05:41 am »
here's the screenshot :)
Thanks a lot.

263
TI Z80 / Re: FLAK - an anti-aircraft shooting game
« on: January 28, 2012, 06:56:27 am »
wow it's pretty fun :D nice job!! is this the final product or are there still some stuff you want to improve?
and if you want, I can make an animated screenshot for you

It isn't the final product, there will be some changes in the future after I get some inspiration and feedback.
And I'd be glad if you made an animated screeny for me.

264
TI Z80 / FLAKTANK- anti-aircraft shooter
« on: January 28, 2012, 06:31:09 am »
This is a game I started a while ago, but I never completed it. So this weekend, I decided to finish the game.
As the title says, in this game you're controlling a flak tank (aircraft defence tank) in order to destroy all approaching helicopters.
The graphics are simple, but I think you can recognize what the things are and I'm pretty satisfied with the result.
The controls should be also quite intuitive, but here they are:

  • Turn Tank:
  • Move:
  • Shoot:
  • Aiming help:
  • Pause
  • Quit game instantly:
    Left / Right Arrow Keys
    Up / Down Arrow Keys
    Press 2nd or hold for salvo
    Hold MODE
    Press ALPHA
    CLEAR

At the bottom left of the screen you can see the amount of bullets loaded, it reloads after a while by itself.
The bottom right shows to health bar. Every destroyed helicopter regenerates one HP.
There are 12 levels, but you're REALLY good if you get up to 8 or 9. With a higher level, health and shooting frequency of the helicopters increases.
The current level is indicated by the health bar of the helicopters (below them) when they appear or in the pause screen.
You loose if your health has dropped to 0, then the score (amount of helicopters) is displayed.

Latest version:
                -->  Download from Omnimaga  <--
                -->   Download from ticalc.org   <--


265
TI-BASIC / When do ExpReg and PwrReg throw an ERR:Domain?
« on: January 27, 2012, 08:08:01 am »
My program throws sometimes an ERR:Domain when I'm using ExpReg or PwrReg. But I don't want the program to stop, so how can I handle exeptions in these cases? How have the two lists have to be that there is no error?

266
TI Z80 / Re: MusGraph
« on: January 14, 2012, 10:32:34 am »
X*sin(X+cos(X)) and 10*abs(sin(X+.5*cos(X)))-abs(X) are quite interesting too (Window: Zstandard)

267
TI Z80 / Re: MusGraph
« on: January 14, 2012, 08:00:28 am »
Does it work with parametric functions ?
Not yet.

It is just a fun project, nothing serious so don't expect anything outstanding.

268
TI Z80 / MusGraph
« on: January 14, 2012, 06:12:02 am »
This is my first implementation of an idea a friend of mine had after I showed him my axe TIstudio.

It graphs any function with any window settings (like the OS), but it plays a note to each corresponding Y-value it draws.

How to use it:

  • Put "MUSGRAPH.8xp" (TI-Basic) and "MUSGPLAY.8xp" (ASM) on your calculator and plug 2.5 mm headphones or amplifier in.
  • Press [  Y=  ] and enter any function want to hear/graph
  • Press [WINDOW] and enter the maximums and minimums
  • Press [ PRGM ] , chose "MUSGRAPH" and press [ENTER] two times
  • A text which says "Generate... " and a progress bar will appear, then it draws and plays the graph

Issues known:
Functions with nonreal Y-value in the given range (e. g. sqrt(X)) will throw an error.
Also, only the standard Y= functions will work, no parametric or polar.

Attached files:

TI-Basic executable: MUSGRAPH.8xp (main program, execute this)
Asm sound routine: MUSGPLAY.8xp (needs to be on the calculator, but do not execute!)
Axe source code: AMUSG.8xp (not needed, only for people who want to know how it works, compilable with AXE 1.0 or higher)

269
TI-BASIC / Re: Snake Source Code
« on: January 13, 2012, 03:07:05 pm »
If you'd like a homescreen version, you could try this one: http://tibasicdev.wikidot.com/snake

Wow, that's a lot of optimization...

This is my (I know, less optimized, but without Lbls and Gotos) Snake code I wrote a while ago when I was new to programming. It turned out quite well, with a decent, but constant speed:

Code: [Select]
:128→dim(L1)
:128→dim(L2)
:{16,8}→dim([A])
:Fill(0,[A])
:1→L:1→O
:2→N:1→X:2→Y
:1→H:0→V:0→B
:X→L1(O):Y→L2(O)
:ClrHome
:randInt(1,8)→G
:randInt(1+[A](1,G)+[A](2,G),16)→F
:Output(G,F,"*")
:Repeat B
:getKey→A
:If A
:Then
:If A=105
:Pause
:If V((A=24)+(A=26))
:Then
:0→V
:A-25→H
:End
:If H((A=25)+(A=34))
:Then
:0→H
:(A=34)-(A=25)→V
:End
:End
:H+X→X
:V+Y→Y
:If (X=0)+(X=17)+(Y=0)+(Y=9)
:Then
:If X=0 :16→X
:If X=17:1→X
:If Y=0 :8→Y
:If Y=9 :1→Y
:End
:If [A](X,Y)
:1→B
:If not(B)
:Then
:Output(Y,X,"O")
:1→[A](X,Y)
:X→L1(N)
:Y→L2(N)
:N+1-128(N=128)→N
:If (X=F)(Y=G)
:Then
:randInt(1,16)→F
:randInt(1,8)→G
:While [A](F,G)
:randInt(1,16)→F
:randInt(1,8)→G
:End
:L+1→L
:Output(G,F,"*")
:Else
:0→[A](L1(O),L2(O))
:Output(L2(O),L1(O)," ")
:O+1-128(O=128)→O
:End
:End
:End
:ClrHome
:Output(2,4,"Game Over!")
:Output(5,4,"Score:")
:Output(5,11,L)
:DelVar L1
:DelVar L2
:DelVar [A]

270
Axe / Re: Sprite/Picture rotating
« on: January 07, 2012, 10:35:58 am »
Ok, thanks. I will try that out.

Edit: works :)

Btw I used the arctan to calculate the angle between each point and (0|0), then add an offset to that and draw it down. So basically I transform it to polar first, add the angle I want to turn, and retransform it to rect again.

And you are actually doing that:

X = (XI * cos a) - (YI * sin a) + XOffset
Y = (YI * cos a) + (XI * sin a) + YOffset

Right?

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