Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - coops

Pages: 1 2 3 [4] 5
46
The Axe Parser Project / Degree symbol
« on: September 07, 2016, 01:03:21 am »
Hey, just a quick question on the degree symbol. i noticed that its used in a lot of ya'lls code, but i'm not sure what it is used for. the command list says "Returns the address of the variable in memory."
So...i can basically use any name for the variable if i use the degree symbol?
...maybe a couple of examples could help me understand...

47
Reuben Quest / Re: Some Reuben Quest art (new and old)
« on: September 06, 2016, 09:03:26 pm »
Hey! that's looking pretty good. Grayscale really does add 'color' to the map! lol

I've tried messing with grayscale, but it  typically ends up 'flickery' on calc instead of smooth and solid.

48
TI Z80 / Standard RPG Game
« on: September 03, 2016, 08:35:39 pm »
Alright, so I've been working on what I would consider to be a standard RPG game. I'm using Zelda Links Awakening graphics, cause I'm not the most creative! lol. I'm more into learning how to structure a game and programming techniques. It's been fun so far! I've been using Axe as the programming language.
I'm gonna be fairly open about how I program different things, and I'll be asking for a lot of help. I'll try to keep screenshots on it, cause people like to see what's going on. Who knows, maybe I'll get it to a point that I can consider it finished!

I got some help from Sorunome on how to draw a tilemap to the back buffer and copy it to the front buffer...he's a brilliant guy. When I move the map, i shift the back buffer using the horizontal and vertical commands.  I've been able to get a masked sprite drawn on the front buffer. I do this by copying the back buffer to the front, and then masking the sprites onto the front buffer.  That's the first screenshot.

The Link sprite has his data arranged as Data("X coordinate","Y Coordinate","Direction","State")

The Directional multiplier in the third slot helps make Link's sprite face the correct direction. Basically when I press the directional keypad, it stores the numbers 1 - 4 into the third slot. When I call for Link to be drawn, the sprite pointer is offset to the correct directional sprite...if that makes sense. You can see that in screenshot 2...and don't worry about the random background map

In screenshot 3 I was able to get Link to alternate between states: standing and stepping. It's just another multiplier, just like the direction slot. I have a little routine that helps alternate between the two when moving, and resets to stand when Link's not moving.

Screenshot 4 is my little test arena for collision. I rearranged the tilemap so the fences are in different configurations for Link to approach. I feel like the collision is super basic. Depending on which direction Link goes, I check the type of tile Link would move into. If the tile is less than a certain number, its a walking tile, and Link can walk freely. If it is above a certain number, it wont let Link pass forward. I hope this explanation isn't too vague...

So, the next thing's I have in mind are;
animated tiles (like the moving flowers tile) - I'll need help on brainstorming
Link swinging sword animation
Health bar

...just one step at a time, i guess. What do ya'll think?

49
The Axe Parser Project / Re: Tilemap advice
« on: August 26, 2016, 09:45:26 pm »
Yeah, I have the coordinates changed in the actionKey routine, right before the shift routine is called, but you're right. it should be in the shift routine. i'll make that change.

I'll try fiddling around with them and see where I get. Its so weird cause when I use the DrawMap command to redraw the map, everything matches except for the missing lines...

As a side note, i'm using wabbitemu to emulate, and i'm not sure how to record video on it...

50
The Axe Parser Project / Re: Tilemap advice
« on: August 26, 2016, 08:09:03 pm »
Code: [Select]
!If {GDB0}/2/2/2/2→A=0:15-A→A:End
!If {1+GDB0}/2/2/2/2→B=0:15-B→B:End

This returns the reference number to the tile in the upper right hand of the screen. A is the number of tiles to the right, B is the number of tiles down. It's pretty accurate. What's weird is this is working when usingt he Vertical- and Horizontal- commands, the shift method works fine...

Draw is very simple: takes an x, y and pointer. I chose to use overwrite logic

Code: [Select]
Lbl Draw
  Pt-Off(r₁,r₂,r₃)ʳ
  Pt-Off(r₁+8,r₂,r₃+8)ʳ
  Pt-Off(r₁+8,r₂+8,r₃+16)ʳ
  Pt-Off(r₁,r₂+8,r₃+24)ʳ
Return

ActionKey doesn't recieve any parameters.

Shift takes 1 parameter: 1 - 4, associated with the four directional keys.

Here's the main loop:

Code: [Select]
Lbl Main
Repeat getKey(15)
//ClrDraw
ActionKey()
//redraw the map by pressing enter
If getKey(9)
DrawMap({GDB0},{1+GDB0})
End
DispGraph
End
Return

51
The Axe Parser Project / Re: Tilemap advice
« on: August 26, 2016, 07:38:32 pm »
Gotcha! Here's what I got, it's totally not optimized! lol. I have a 16x16 tilemap. Each tile is 16x16 pixels. {GDB0} refers to the map's overall x and y corrdinates

Code: [Select]
//Shifts Map background 1 pixel
Lbl Shift

//Tell which Tile is on the top left of the screen
!If {GDB0}/2/2/2/2→A=0:15-A→A:End
!If {1+GDB0}/2/2/2/2→B=0:15-B→B:End

If r₁=1
Vertical-ʳ
16*B→C
For(J,A,A+7)
C+J+64→N
Draw(16*J+{GDB0},C+64+{1+GDB0},{N+GDB0MAP}*32+Pic0Tile
End
ElseIf r₁=2
Horizontal+ʳ
For(I,B,B+5)
16*I+A→N
Draw(16*A+{GDB0},16*I+{1+GDB0},{N+GDB0MAP}*32+Pic0Tile 
End
ElseIf r₁=3
Horizontal-ʳ
For(I,B,B+5)
16*I+A+6→N
Draw(16*A+96+{GDB0},16*I+{1+GDB0},{N+GDB0MAP}*32+Pic0Tile 
End
ElseIf r₁=4
Vertical+ʳ
16*B→C
For(J,A,A+7)
C+J→N
Draw(16*J+{GDB0},C+{1+GDB0},{N+GDB0MAP}*32+Pic0Tile
End
End
Copy(L₃)
Return
--------------------------
Here's the action key that calls shift. The map cannot scroll past the boundaries.

Lbl ActionKey
{GDB0}→X
{1+GDB0}→Y
If getKey(1)
If Y≠64
{1+GDB0}--
Shift(1)
End
End
If getKey(2)
If X≠0
{GDB0}++
Shift(2)
End
End
If getKey(3)
If X≠96
{GDB0}--
Shift(3)
End
End
If getKey(4)
If Y≠0
{1+GDB0}++
Shift(4)
End
End
Return
Hope that explains enough!

Edit Sorunome: Added code tags

52
The Axe Parser Project / Re: Tilemap advice
« on: August 26, 2016, 07:17:23 pm »
Alright. So I took Sorunome's advice. I draw the map onto the back buffer and wrote a routine to shift it with the horizontal and vertical commands. I then use Copy(L3) to send it to the front. It works great, however, I'm kindof stumped at this minor problem.

The routine uses the Horizontal/Vertical command first, then redraws the appropriate area. In the attachments, you can see that every 16 pixels the redraw method isn't working, and I'm left with a line of pixels that isn't drawn correctly. This only happens on the Horizontal+ and Vertical+ commands.

You can see it most notably in the horizontal screenshot, but it's the same problem with the vertical one as well.

Any advice?

53
The Axe Parser Project / Re: Tilemap advice
« on: August 25, 2016, 06:32:58 pm »
ahh, thanks! that makes a lot more sense!

54
The Axe Parser Project / Re: Tilemap advice
« on: August 25, 2016, 06:14:04 pm »
I think so...It typicallly makes more sense in practice, lol.

I'm making the DrawMap command right now, and I'm drawing everything to the back buffer like you said. but, nothing's showing up. Is there a command to display the back buffer?

Also, should I use Pt-On( or Pt-Off? Xor or Overwrite logic?

55
The Axe Parser Project / Tilemap advice
« on: August 25, 2016, 05:57:01 pm »
Hey,

So, I'm wanting to program a game where I draw a tilemap for the background and have masked sprites for the character and objects/enemies, etc. It'd be a side-scrolling game

I read here that the quickest way to get a tilemap to shift is by using the Horizontal or Vertical commands. You then redraw the side the direction the map shifted. Like, if the map moves down, you redraw that side, etc. This avoids drawing the whole map over again.

If the screen has masked sprites on it, will they shift along with everything else when I use the Horizontal/Vertical commands? How could I avoid it?

It probably has to do with the front and back buffers, but I dont know too much about them, so an explanation on buffers could be helpful! :D

56
Introduce Yourself! / Hello to everyone!
« on: August 25, 2016, 04:42:28 pm »
Hey all,

I've been a long time lurker here on this forum, but I've never introduced myself.

I'm a mechanical engineer graduate from the University of South Carolina. In high school I took 2 years of computer science where I learned Java, and in my first semester of college I did a class on C++.  So even though I'm a M.E. major, I've always had a desire to code. At the height of my programming skills I programmed minesweeper and snake in Java, and sudoku in C++...but those days are long passed! lol. I've done snake with TI-Basic, but that file's long gone too.

I've been wanting to get back into coding, and I found Axe on this site about 2 years ago. The forum's a great resource, and I've tried a number of times to get something of a game down. But I usually get stuck on a road block, and it ends. Maybe ya'll can help! Where should I go to start a thread and post updates or questions on a game I'm working on?

57
Looks awesome! I was wondering if ya'll were taking a summer break, but it looks like you've been pretty busy! It kindof reminds me of Unity, especially once when ya'll set up a viewport window to see what the player sees.  This looks like an engine you could create Escheron sequels or other tilemap games with.

It fascinates me seeing what all goes into planning and programming a game.  How do ya'll know what to include when programming a cutscene or map editor? Is there an online tutorial that you've been using as a guideline and then make it  calculator/Escheron specific?

58
Looks good! The attacks look fluid. Reminds me of pokemon's cut and slash!

For all his pain and suffering you should keep Quality Assurance as an easter egg in the final! :P

59
I really hope this project isn't over, ya'll are so close to being done!

60
Ya'll keep up the good work! I've been watching this for about a year now, and I can't wait till its finished. It really looks amazing! It really is inspiring to see such a well thought out quality game unfold. The graphics are the best I've ever seen in a calc game. There's a lot of time spent on plot and character development. I wish I had half the talent ya'll have, I'd be programming all the time. This will very likely be the most advanced calculator game that will ever be made.

I do have a question though. I remember ya'll saying it will be too big for the TI-83+, but would it work for the 83+ Silver Edition? I presume it will work fine on the TI-84+. I have all three, I was just wondering.

Pages: 1 2 3 [4] 5