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Messages - cerzus69

Pages: 1 [2]
16
News / Re: cerzus69 releases Benumbered 2.0 beta
« on: April 19, 2011, 09:07:57 am »
The final release has been online for over half a month now, but seeing as this has been read more times than I would have expected I'm putting up a link to the file at ticalc.org.

http://www.ticalc.org/archives/files/fileinfo/436/43675.html

Here are some up-to-date screencaps:



17
TI Z80 / Benumbered v2.0
« on: April 05, 2011, 01:28:38 pm »
Hey, everyone, I just finished a TI-(83/84)+ remake of the game Bejeweled by PopCap.

In stead of the colored gems I've decided to use the numbers 1 to 7 which is why it's called Benumbered.

Features it supports are:
- 4-level grayscale graphics
- Main menu with high score lists
- Scores up to 9,999,999 (24-bit integers)
- 6 different game modes (5 ported and 1 original)
- Selecting/deselecting/swapping
- Detection of all possible moves to be made
- Hints (after 15 seconds of doing nothing or when pressing [ALPHA]
- Cascades
- Scoring
- Time
- Level progressing
- In-game contrast changing
- Teacher key
- Text messages on screen like "Level X", "Go!" and "No moves!"
- Floating scores, so you can see on the board how many points you just got for a pair that was created
- Pause / turn calc off
- Game saving and loading
- High score and name saving
- Mode unlocking
- AppVar for data saving
- Reasonable high scores to beat

Possible future features:
- Regular TI-83 version
- Hardwarde-specific grayscale
- No moves/time up/level complete animations for smoother transitions
- Splash screen
- Easter egg

The program takes 9371 bytes on your calculator and will create a 669 byte AppVar to store data.

You can download it at ticalc.org or visit Cemetech.net to read about it's progress or comment on it.

Here are some screencaps:


18
News / Re: Benumbered 2 Final version release
« on: April 05, 2011, 01:17:17 pm »
Thank you, DJ_O, for creating this topic!

Everybody else: thank you for the compliments! :)

I'm loving this game. The only thing I don't like is you can't shift stuff while it's falling, but this is awesome.
Thank you! You just have to be patient I guess. You can't make any swaps in the original game either, but the animation is faster there.

19
News / Re: cerzus69 releases Benumbered 2.0 beta
« on: March 08, 2011, 11:01:58 am »
I wonder if this will get a ticalc feature
That would be awesome!
It's nearing completion now. I basically only have to do the high score saving before it can be released as a real game. :D

20
News / Re: cerzus69 releases Benumbered 2.0 beta
« on: February 23, 2011, 07:07:10 pm »
By the way is that member a part of the forum here? I swear I saw his nickname somewhere.

That's right, I asked about 24-bit division, which in the end I didn't need.

Thanks, squidgetX, for starting this topic and putting up the screenshot! I didn't realize it existed before I googled 'Benumbered' to quickly go to its page on ticalc and found a link to this.

Madskillz: It's not like anyone is gonna get a score close to 9,999,999 (or 16,777,215) in this game soon, but I did not feel like capping it at 65,535, so that's why I use 24-bit scores. The highscore lists in the menu are ridiculously high and it is on my to do list to change those to reasonable highscores to beat in the finished version.

thepenguin77: For the grayscale I use a very similar method to the one used in Diederik Pieter Kingma's <a href="http://www.ticalc.org/archives/files/fileinfo/295/29520.html">GPP</a>.

Thanks everyone else for the positive comments! I'll have to have another look at it, because it is writing to some bad memory addresses on my TI-83+ sometimes and I did not locate the source of the error yet, but I'll try and do that tomorrow.

21
ASM / Re: 24 bit division
« on: February 17, 2011, 04:48:14 am »
Yes, Runer112, you are right, but that is because I couldn't get a 24/24 division routine. I am actually using those two routines at the moment, although slightly different, from <a href="http://baze.au.com/misc/z80bits.html">here</a>.
Only using the two msbs isn't really a problem, but I'm a getting some slight rounding errors once in a while, so using all 3 bytes would be better I guess. But it's a matter of weighing perfect graphics against speed in this case, since I'm only using it to display the progress bar on screen.

EDIT: I might actually use your Mul16by8 routine instead of the one from that link, because of the size improvement. Or... I'll implement them both and use #define to choose which one you want.

22
ASM / Re: 24 bit division
« on: February 17, 2011, 04:38:36 am »
Ahh, okay, I get it. You just only keep the 4 (or 8, or X, depending more on precision than ease to work with I suppose) most significant bits of M and then shift N along that, right?

23
ASM / Re: 24 bit division
« on: February 17, 2011, 04:22:28 am »
Qwerty.55: I am trying to understand your algorithm, but you seem to be talking about the highest nibble of N and then about the byte, which one is it? Also, how you would you determine what is a 'reasonable size' for M in the beginning? ???

24
ASM / Re: 24 bit division
« on: February 17, 2011, 03:47:34 am »
Thank you, Ztrumpet, glad to be here :) I will test both routines now. I doubt anyone will halve the memory footprint again, so if it works I think will use Runer's... But... Now that I think of it, maybe you've read that I managed to drop off a byte of precision so that it turned out to be only two 16-bit values I am working on. I multiply the smaller of those by 50 so I get this scale, which is going to be a progress bar of 50 pixels high that you have to fill on each level: 50 * current score(2 msbs of the real value) / score needed(also just the 2 msbs). I multiply the 2 msbs of the current score by 50 first (the result will be in 24 bits again) and then divide by the score needed. Obviously this is now only a 24/16 division.
So now that I see that you've come up with 24/24 (still don't know how both of you did that), I could leave the lsbs in, but I still have to multiply by 50 first. I know for a fact that in my case that the current score times 50 would not exceed the 16843007 (correct me if I'm wrong) max value of 24-bit. What I'm saying here is that I would need a 24by8 multiply function as well, before I can divide 24/24. Anyone up to the challenge? ;)

EDIT: I just tested both Runer112's and thepenguin77's routines and they both seem to work fine. I don't really know what would be good test values... I tried to divide 0 by 0 and they both give 16777215 as the answer, but I guess since they both do, it's okay :)

25
ASM / Re: 24 bit division
« on: February 16, 2011, 06:08:03 pm »
Thank you, DJ_O! I like this place already. :) I think that it is about 110 bytes. A little on the large side, especially because of the all the ld (ix), but I can't come up with a better one myself and it's the first one in z80 asm that I've seen. Thanks again, thepenguin77!

26
ASM / Re: 24 bit division
« on: February 16, 2011, 05:16:09 pm »
Woah! How did you come up with that that fast? Thanks a lot! I actually found a way to get around the 24 bit division. Since the quotient in my specific case would always fit in one byte (I am scaling the ratio between two 24-bit values from 0 to 50), I can just omit the lsb of the dividend and the divisor and the result will still be sufficiently precise.

I will only use the two msbs of both values. If they are below 65536, I can just use the two lowest bytes, otherwise I use the two highest bytes. I multiply the lowest value with 50 (so that ends up being a 24-bit integer again) and then I divide them with a 24/16 division routine. Does the job!

Still, I am amazed at how easily you came up with this routine (I should have paid more attention at school when they were explaining long division) and I will put it in my math libary if that's okay with you. What's at $8000, though? Beause you are overwriting the 6 bytes in memory there aren't you?

27
ASM / 24 bit division
« on: February 16, 2011, 08:51:38 am »
Hey, I've been looking around for 2 days now how to do 24 by 24 bit division in z80 asm. I've found 16/8, 16/16, 24/8, 24/16 and even 32/8. I'm sure there must be a 24/24 out there, but I can't find it. Does anyone know how to do this? I'm getting quite desperate...

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