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Messages - Zemmargorp

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16
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: October 01, 2014, 12:30:10 pm »
The Freefall level is really cool, nice work!
Thanks ! And here are the good news : you'll now be able to create yours !

I'm still working on the level editor, but it's hard to keep doing it with school. Don't expect it in less than a week.
Surprise ! For my 100th post, I've finally been able to make a first version of the level editor.

It's quite buggy, some features are missing (like resizing levels), but one's can create level packs. I'll improve it as soon as I can. I've tried it ; it works, so that's great. It's Windows-only, and requires the following DLLs in the same folder to work correctly : VB6FR.DLL, and MSVBVM60.DLL. You can find them easily on the web.

I've included ALL the levels I made previously for two reasons :
- the editor was able to save more bytes on compression, which is great !
- as I wrote them by hand, I locked them against modification to avoid crashes on edit. I've now checked their safety, and unlocked them for edition.

If you try the level editor, please notify me of important bugs and problems you encounter with it. Also, don't forget to share your own levels in this topic, I'll be happy to try them !

17
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: September 28, 2014, 11:57:35 am »
Hmm interesting level. It's actually like some other games like Starcraft where you can pretty much build new games out of another just by making a custom level. :P
Yes, that's true. It's very interesting, and I'm sure there are many other kinds of level to discover.



I'm still working on the level editor, but it's hard to keep doing it with school. Don't expect it in less than a week.
When it'll work, I'll probably release a first version with some minor bugs, and then another one a bit later without any issue.

And as the editor will be for Windows, I can add interesting features that I wouldn't be able to put in a calc version, because they require complex memory manipulations, such as the ability to duplicate/remove levels, to change their order, to easily insert/remove columns and lines of objects inside any level and anywhere. I can't wait for it to be finished !

18
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: September 27, 2014, 12:42:51 pm »
If you've played (and finished) all the levels I currently made, then here's another one !


It's FREEFALL. You already saw it on the first post.

I was asking myself if I should share it or not, because this single level is impossible.
And why not. There are no lives, and you have to collect as many diamonds as you can.

My personal high score is to get all the diamonds but 2, without dying, of course.
Can you beat it ? Well, you can always try. It just requires a lot of training.

If you're tired of always playing the same levels, then good news : I've done 75% of the level editor.

19
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: September 26, 2014, 01:39:28 pm »
Will it be finished before my kids turn 65 years old, though? (I don't have kids right now :P )
But if you were talking about the level editor, I can answer you : yes, without any doubt !
I've done significant progress in the coding. I've maybe done around 65% of the code.

20
TI Z80 / Re: [Axe] Flappy Bird clone
« on: September 26, 2014, 01:11:14 pm »
Yeah it's possible. I'm unsure why is this, though, but again it might be due to different computer speeds or something. It might be something worth reporting in the TilEm features request thread or wherever progress/downloads are being posted.
Well, I don't need to report it in the TilEm thread, because it's not a so big issue. I prefer TilEm which is faster than it should be to Wabbitemu which is incredibly slow.

I don't think it's due to computer speed. I have two computers running Dolphin (GameCube emlulator) and TilEm has a slower speed than a real calc. And it's the same with Wabbitemu, it's not a flaw from TilEm.
I can understand that TilEm can run slower on "old" computers, because they are not fast enough, but how come it can run (so much) faster ? I mean, there's a timer somewhere or something like this to limit the speed. And in the settings, I can ask it to run even faster ! That's definitely weird...

21
TI Z80 / Re: [Axe] Small CAS program
« on: September 26, 2014, 01:04:44 pm »
Writing a full CAS would definitively be a nightmarish job to do, although you could perhaps make it interact with Symbolic and PrettyPrint to save some work. Currently you can have a 84+ CAS by combining Symbolic+PrettyPrint+Autocalc, but I think it still misses a few features plus since AutoCalc is written in BASIC, it's pretty slow to do some operations.
Yes, and I won't try to write a full CAS ! But as you said, Symbolic and PrettyPrint are for 84+ only, aren't they ? I only own a 83+  :-\... I can still put ZoomMath in it, but it takes all the ARC !

It sounds like a really cool project, but why not release the source? If you don't share the source of course it'll be unreadable ;)

Either way it looks like you got quite a lot done already, even if you don't plan on continuing it thanks for sharing.
Thank you  :) ! This program helped me sometimes, so I wanted to share it.

Nevertheless, I don't want to release the source because it's really unreadable (there are bits of ASM in it, I only used variables from A to Z, etc.), and moreover, the way I wrote the program prevents it from being improved. If you want to add divisions to it, for example, you'd have to restart from Scratch, because this program is not compatible with this kind of operations. Same thing for square roots.
If anyone wants to make a better CAS program, it wouldn't be a good idea to start from this one : there'd be a lot of modifications and debugging to do, it'd be a real nightmare, and above all, this person don't know how my program works (and this program works in a really strange way, it's not a good example). It'd be better to start from scratch, to avoid these problems and also to discover how to create CAS program, because this is important too.

22
TI Z80 / [Axe] Small CAS program
« on: September 24, 2014, 09:30:04 am »

I was browsing files on my computer, and I suddenly saw a big project I worked on during one year...
I immediately thought "I have to share it on Omnimaga", so here it is. A small CAS program.

It's the biggest TI project I made. This "small CAS program" is small for two reasons :
It takes only 5555 bytes, and... it only supports a few operations (see below).

Note that this project could be improved : there are many optimizations to do (it could become two times faster), and some important things to add (see below). Nevertheless, I WON'T improve it. I spent so much time on thinking of algorithms, programming them, and debugging, and I don't want to spend days on it again. Additionally, the important changes to do would require to rewrite the program entirely. I therefore consider this program is finished. I made it in Axe, but I won't publish its source code, mostly because it's unreadable.


   Features :

* Download here !
* It respects the priority of operations (parenthesis are allowed)
* You can only use one unknown, which must be X.
* You can also use floating point numbers, or integers.
* Writes up to 11 digits (whereas the OS only shows 9 digits)
* Operations allowed :
  (+) additions
  (-) subtractions
  (*) multiplications
  (^) powers (of natural numbers only)
  (E) powers of 10
  (') derivatives


   Examples :

When the program is executed, it displays ":".
The user can then type the input, which will be computed.
The result is displayed on a new line, starting with the character "=".


A basic calculation to check the priority of operations.
I hope you already knew how to compute it by hand.

Another easy calculation to try the distributivity, and to see that
floats without integer part can be written without the null unit.

If you are at high school, then you should now this remarkable identity...

...but you might not know this one.

The magical effect of the derivative.

It's possible to nest parenthesis.
The result was predictable, wasn't int ?


   Limits :

* It only expands expressions
* You CAN'T use division or square root
* You CAN'T use any variable except X
* You CAN't use the constants pi or e
* Close parenthesis otherwise it'll crash
* Slower than the OS : don't use it when it's not needed
* Uses the lists LTMP1 to LTMP6 and LTEMP for computation
* Powers of X bigger than 6 are ignored (try for example (X+1)^7).


   Disclaimer :

I'm not responsible for anything, but don't worry, there's no bug known.
If you don't write incorrect instructions, it shouldn't freeze or clear the RAM.

23
TI Z80 / Re: [Axe] Flappy Bird clone
« on: September 24, 2014, 09:09:15 am »
Were you playing on an 83+ but emulating using an 84+ rom?
No, I only own a 83+, so I don't use a 84+ ROM.

That could do it, or it's possible he used a TI-83 Plus.Fr ROM which is in fact a TI-84+SE ROM. Or perhaps TilEm speed is wrong. I remember that WabbitEmu did not emulate 6 MHz Axe mode properly at first so my games ran twice faster in it, but I don't know if other emulators emulates normal mode from Axe well.
It is a regular 83+ ROM. TilEm speed may not be 100% accurate.

24
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: September 20, 2014, 01:20:59 pm »
Will it be finished before my kids turn 65 years old, though? (I don't have kids right now :P )
I don't have the slightest idea... (Well, in theory, I should be able to finish it in less than 65 years.)

I've currently paused the development of the game, as I'm working on the level editor (and there's school).
I could then try to do some changes before trying to translate the code in assembly, because this step will require time.
However, I consider the game is nearly finished : the only things to add would be some new items and the time limit.
But if you want to see lava/amoeba/moving walls, then there's one thing for sure : you'll have to wait  ;) !

25
TI Z80 / Re: [Axe] Flappy Bird clone
« on: September 20, 2014, 01:07:21 pm »
Which emulator did you have this happen on? Recent builds of WabbitEmu seems more buggy in general but I was sure they were actually slower. ???
I was using TileM (in normal speed mode, of course). I don't use WabbitEmu anymore, as it's very buggy on my computer.

26
The Axe Parser Project / Re: Features Wishlist
« on: September 20, 2014, 10:00:10 am »
Sorry to hear about the health issues Runer112. I hope nothing too bad (socially or physically) happened that caused this. D:
Oh, I didn't pay attention to the beginning of his message ! Runer112, I hope you're better now.

Here's another idea of feature to add to Axe Parser : when it doesn't find a library, it could search for it in groups. That'd be great for people who have a lot of libraries and don't want them to be shown in the program list, or when they're working on a single program from a big project split in multiple programs. Both are often my case  ;D !

27
TI Z80 / Re: [Axe] Flappy Bird clone
« on: September 20, 2014, 09:53:14 am »
This looks nice but what caught my attention was how fast it moved. I assume the game is much harder, right? O.O
I played it recently on my calculator, and I noticed it was much slower than on the screenshots ! I don't know why the emulator ran faster than it should, but it explains why my scores are better when I'm playing this game on the calculator.

28
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: September 20, 2014, 09:45:21 am »
Just don't make time limits extremely tight like in Crystal Towers 2 where you had to play the game frame by frame to beat a level. Lava would be nice too.
Yes, don't worry, I'll put large time limits in my levels. And people will be able to choose the time available for each level in the level editor, so they'll be able to adapt the time to the level's difficulty. By the way, I could maybe add a difficulty mode which then requires to collect more diamonds in less time... Anyway, these features aren't for right now ! I'll take ages to convert the game in assembly, and then to add them, especially with school !

I'm still working on the level editor (Windows only), but I'm having some problems with my computer so it'll be delayed.

29
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: September 14, 2014, 11:58:19 am »
Still thinking of what to add in the next versions of the game. Here are some ideas... tell me what you think of them.
  • Teleporters, moving walls, and amoeba : see description here.
  • Stone generator : An idea I had... I thought why not adding a stone generator, which will create new stones under it when there's free space. It could have a certain interest in some kinds of levels, to fill the map with stones and trap the player. Another use would be to put a magic wall under it, to create a diamond generator.
  • Lava : I think this already exists in some Boulderdash-like games. The lava propagates and destroys everything (except maybe walls and stones), and kills the player if he touches it. This can be quite interesting too.
  • Clocks : In future versions of the game, I'd like to add a limitation in time for each level (the remaining time will be written in a bar at the bottom of the screen, probably with other information such as the number of diamonds required). Each time the player will find a clock, the time left will be increased.
The problem I have, now, is that these are 6 ideas, whereas I can only add 5 objects to the game. What do you think ? Which is the least useful ? Should I add a pool poll to this topic ?

30
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: September 13, 2014, 09:21:12 am »
For speed issues you could always try to ask for some advice in the Axe section, as some people might be able to help you find coding alternatives that could help you speed the game up while still using Axe. Moving walls seems like a cool idea if that won't slow the game down too much (although slowing down isn't that much of an issue, it's more key responsiveness that needs to remain good). Would moving walls crush you? I haven't played the original in ages.

Also a level editor would definitively be great :D

For the time being I don't have any speed issue, but when I'll add moving walls and other blocks I'll need to add a loop to check all blocs before each frame : I'm quite sure the game will be slowed down a lot (especially for big levels which don't fit in the screen and need to be scrolled). And currently, the game is highly optimized and I don't see any other way the code could be organized, so I'll need to write the game in assembly. (And the code is so optimized that no one but me can read and understand it !)

By the way, I have other reasons to make it in assembly : first, it'll save some more bytes (I've already saved 1000+ bytes by writing some parts in assembly), and moreover, the code will be more readable, because currently I have a lot of ugly and unreadable parts in the code such as Asm(0A5E93D8D60CD00303230A5E...).

No, moving walls won't crush you - they just fill free space, and it's annoying because you can't go through them (and if you manage to explode some of them, they'll be regenerated). I'm still working on the level editor, for Windows, which will work with 8XV files. I've done approximately 40% of the work. It'll perhaps be ready for next month...

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