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Messages - chickendude

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421
TI Z80 / Re: TI-84+CSE: Checkers
« on: April 03, 2013, 06:04:42 am »
Well when the CSE makes it's way over to China, maybe i can help out with that. Anyway i've still got a solid 1MB of space sitting on my 84+SE waiting to be filled with purple ;) Sorry for sidetracking the topic.

422
News / Re: 160x240 CSE scrolling speed test gives promising results
« on: April 03, 2013, 12:18:43 am »
That does look really nice! How much space does all the data take up?

EDIT: Or is the source posted anywhere?

423
TI Z80 / Re: TI-84+CSE: Checkers
« on: April 03, 2013, 12:14:00 am »
I'm also impressed by the speed, and i like the customization at the beginning. It's a nice touch though i'm not sure it's really necessary :P Very cool nonetheless. I just wonder what the speed when moving pieces will be like.

And on a sidenote: when's Pokemon Purple CSE coming out? Now it can actually BE purple :D

424
Thanks :)

Deeph made a French translation of the in-game texts, if anyone's interested:
http://www.mirari.fr/pp2k

The French readme was written by me, so all the grammar mistakes are mine, not Deeph's ;)

Now that i'm not limited by 4kb, i'd like to expand the game a bit (like having more than three short levels!). Maybe having other prisoners that you have to rescue, adding in some items/powerups/traps, maybe put some guards in the actual field that you'll have to kill with items you pick up, and once you kill them you can pick up that section's keys and free the prisoners, maybe some can even join your party? I dunno, i'm not quite sure where to take it from here! Also, i might ease the difficulty a bit so that it doesn't start off so dreadfully hard! Ideas are definitely welcome!

425
J'ai hâte de voir ce que tu vas faire avec cette idée :) As-tu commencé à le programmer ?

426
This was my take on the Whack-a-mole game that we had to do for the asm category of TI-Concours:
http://www.ticalc.org/archives/files/fileinfo/452/45275.html



Essentially, you're a prisoner trying to escape from prison and you have to kill the guards before they kill you. The guards match up to the keys 1-9, while you work your way through the level you'll have to press the matching button to kill the guard, if you take too long they'll pull out their gun and shoot at you. Currently there's only 3 levels (and the last level has no ending) because there was a 4kb limit and i was right at it. I already had to remove lots of text and other features to fit everything in :P It's pretty difficult and kinda frustrating, if i get around to adding more levels (and an ending) it might be worthwhile to let you save your progress/turn it into more of a Mario-style thing. Initially i'd wanted to add in items and other enemies to the actual map, but i decided against it for two main reasons:
1. lack of space (now that's not so much of an issue)
2. it's super hard as it is!

Anyway, if you've got any commentions/suggestions/ideas, i'd love to hear them. :)

427
TI Z80 / Re: [Axe] KarRace
« on: April 01, 2013, 11:43:36 am »
You might need to use larger variables/values. I'm not sure how you advance the screen, but you could do something like an acceleration of 8 advances 1 pixel a frame, an acceleration of 1 will advance 1 pixel every 8 frames, and an acceleration of 64 (!) would advance 8 pixels a frame. You could also use a higher value, though a power of 2 would be most convenient. That way you can just shift it over and get how many pixels you need to advance. Maybe every ten frames you could raise the acceleration by 1, assuming you're holding [2nd] that way it'll gradually get faster. So you could have two variables, acceleration and a scrolling variable. The acceleration gets added to the scrolling variable, and if it's greater than (say) 8, scroll the screen. If it's a multiple of two, you can just bit shift it over and you'll have how many pixels to scroll.

428
TI Z80 / Re: [Axe] Ikaruga X
« on: April 01, 2013, 11:36:01 am »
It's a cool start, i like the ship a lot. I'm curious how you'll keep up speed keeping track of so many bullets and enemies at once, i'm looking forward to seeing your progress :)

If you aren't going to be using a tilemap/some sort of background picture, you could probably have the screen scroll sideways easily without taking much of a speed hit.

429
Introduce Yourself! / Re: I just got done reading!
« on: March 31, 2013, 11:41:19 pm »
What about:
Code: [Select]
clearGbuf:
ld b,64 ;7t - clear 64 rows
ld (saveSP),sp ;20t - save the SP with SMC
ld hl,0 ;10t - we're going to push hl, so it will push two 0's wherever the stack is pointing (the gbuf)
ld sp,plotSScreen+767 :10t - remember, the stack works backwards, so start at the end of gbuf
clearLoop:
push hl ;11t - 2 each push clears 2 bytes
push hl ;11t - 4
push hl ;11t - 6
push hl ;11t - 8
push hl ;11t - 10
push hl ;11t - 12 erase one row
djnz clearLoop ;13/8t - repeat 63 times
saveSP = $+1
ld sp,$0000 ;10t - restore sp (the $0000 will get overwritten with SMC)
ret
...just over 5000 t-states :P
The bcall btw is _GrBufClr.

EDIT: But the most common method is by far the ldir one. The bcall is fine, too, but if you need a bit more speed the ldir routine is pretty small and much quicker than the bcall.

430
TI Z80 / Re: [Axe] KarRace
« on: March 30, 2013, 01:22:31 pm »
...I might slow down the speed up...
:P

I think an interesting idea might be to turn it into more of a racing game, Lotus Turbo Challenge-style. Holding 2nd will accelerate the car (releasing it will slow the car down) and you have to make it to a checkpoint within a certain amount of time, that sorta thing. Adding multiple cars would be cool, too. It looks really pretty, the car sprites are exceptionally well done (did you draw them yourself? Seriously, they're gorgeous!) it just feels like a slow avalanche game right now. You could even have power-ups that would let you shoot a car that's in front of you or temporarily upgrade your bumper to absorb shocks from bumping into other cars, that sorta stuff. You could maybe even have the other cars turn slightly while they come down. Anyway, the animation and everything looks great, you've done a great job so far!

EDIT: Oh, and i second not breaking 83+ compatibility!

431
I never even realized that loading 16 bit addresses into bc/de took up 4 bytes instead of 3! And i think we've all wished for a ld rr,(hl) instruction.

As for the index registers, they are just so big and slow, sometimes they're nice just 'cuz it makes your code so much more organized (or you've just run out of registers), but generally i try to stay away from them. One nice side effect of that is that i can easily keep a value in ix (or iy) without worrying about it getting changed, since i almost never use it.

432
News / Re: Release of TilEm2
« on: March 29, 2013, 07:48:02 am »
I just thought of another breakpoint feature request: defining an address or address range where it won't trigger a breakpoint. For example, if i'm watching a player's coordinates for changes, i know that the player movement routines should be writing to those values, so i can turn off breakpoints for that address range to only break when i shouldn't be writing there. I dunno how often you'd really want to use it, but right now i'm wishing i could do that ;)

EDIT: The preferences menu covers up the LCD, it would be nice if we could move it. It would also be nice to still be able to control the calculator with the preferences menu open (or have a short cut to toggle between full speed and 100% speed).

433
Other Calculators / Re: Anybody ever saw that strange TI-89?
« on: March 29, 2013, 01:15:37 am »
Mine had the black border, i've never seen the other two before. Btw, seeing that graph reminds me of the 83+'s Graph3D app that Kirk Meyer made that was even faster than the 89 :P

434
It's funny to hear you all talk about your first calc being an 84/Nspire, my first calc was an 82, the 83+ hadn't even been released yet ;) That was in 6th grade, i traded a kid on the bus a Pokémon game for his 82. This must've been in 1999. Later i bought another kid on the bus's 83 for maybe $10 or $15. The first year or so i spent playing with TI-BASIC making a little menu-based RPG based off Drug Wars. Once i found out about assembly games i bought a GraphLink and abandoned BASIC for assembly, working through all the "guru" tutorials (like AsmGuru and IonGuru). That was sometime in 7th grade. I spent the rest of middle school learning assembly, though once i entered high school and started worrying more what people think about me i sorta stopped programming altogether. I work on little projects every now and again, when nostalgia kicks in.

435
[FR] Programmation Axe Parser / Re: un petit moteur 3d ?
« on: March 26, 2013, 07:31:37 pm »
Tu pourrais essayer de parler avec TheMachine02, il bossait sur une bibliothèque 3D pour Axe :
http://ourl.ca/17189

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