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Messages - mdr1

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196
TI Z80 / Re: TI-Basic project : CalcLand
« on: May 25, 2012, 01:17:18 pm »
You don't need to use google translator because I've put a description in french and english langages (click on the link and scroll a bit).

197
TI Z80 / Re: TI-Basic project : CalcLand
« on: May 24, 2012, 04:01:30 pm »
I've put the description in french and english langages here : http://www.ti-concours.com/tibasicz80/projets/voirprojet.php?mode=1&pseudo=mdr1
You're now able to know what's the team is !

198
TI-Nspire / Re: Roller Coaster Tycoon 2 on TI-Nspire
« on: May 16, 2012, 01:36:06 pm »
The 2D isometric would be quite easy, but the animations of the attractions and especially which we draw ourselves would be hard.
A solution could be to ask the source and then to convert it to assembly ARM line per line... but it would take a lot of time (though maybe less) and we were obligated to divide per 3 the game's size. The starting video can use a lot of bytes and we may reduce the size removing the video... am I right ?

199
TI Z80 / Re: TI-Basic project : CalcLand
« on: May 13, 2012, 03:55:07 pm »
Anyway I hope this is still progressing. This looked quite nice actually for ASCII standards :)
Sorry but it hasn't progressed yet, I had lots of work.
But I'm going to continue my project next week (maybe tomorrow) because I'm going to have more time. ;)

200
TI-Nspire / Re: C or ASM IDE for the Nspire
« on: May 09, 2012, 01:22:16 pm »
I agree with willrandship : ARM is the easiest assembly I know, even z80 !!
Just look at that : http://www.shell-storm.org/papers/files/718.pdf

201
TI-Nspire / Re: Roller Coaster Tycoon 2 on TI-Nspire
« on: May 06, 2012, 11:48:32 am »
I'm not sure atari would accept to give us the source code.
But even if they do (they may ask publicity for RCT3), we were obligated to reduce the generated file (and to transform the assembly x86 onto the Nspire's assembly).
The better might to know how atari organized his code and how it did for the problems like the popularity as jsj795 said.

202
TI-Nspire / Re: Roller Coaster Tycoon 2 on TI-Nspire
« on: May 06, 2012, 11:43:13 am »
Are you sure the resolution is correct? It's about 300*200? Even so, it looks really blurry.  :P

I recommend that you just try to do a simpler version of RCT. Don't try anything too difficult like isometrics or the complex formulas. Start doing the project yourself and then others will help.

Edit: However, that screenshot does make me want to play RCT2 again.  :)

Not 300*200 but 320*240 pixels. And yes, I'm sure. :P
For the simple version of RCT, I thought about it but I have no time : I'm already in a z80 project and I'm doing 3 tutorials in siteduzero.com
And an other problem is that I think the simple version would'nt have the correct structure and would impossible to extend.

For the isometric, what do you think the difficulty is ? It's just sprites, isn't it ?

203
TI Z80 / Re: [TI-Concours] Mister Oops!!
« on: May 06, 2012, 11:22:56 am »
It seems to be a really good project !
I can't wait to play with this futur game. :D

204
TI-Nspire / Re: Roller Coaster Tycoon 2 on TI-Nspire
« on: May 06, 2012, 11:11:51 am »
99% in assembly, wow !
I'm also a fan of RCT2. But when I spoke about porting it, I didn't think about the source code (I did not find it because I think the game isn't open source), but I was thinking to create a new game which use the same way of playing.

I think it would be too hard to do it yourself: RTC2 was made by a team of skilled programmers, art designers etc in a large number: I think it's too hard to do it alone and on a more limited device.

A AOE-like game is more doable since there is only flat stuff (I mean that you can build stairs or related): we can use sprites with an isometric 2d. But it wouldn't be easy, as well.
That's why I didn't say that I would do it, but that it would be cool to gather members who have got experience in nspire C/ASM programming.
When I see that NES and GBC emulators exist (ok, adapted, but no easy), I think it is possible.
But sure I can help giving ideas and creating functions (for example de AI for the guests).

In order to see which image does the Nspire's screen bring, let's see that (the number of pixels is correct) :



Okay, it is RCT1, but this is the same with RCT2.

Imagine how fun it would be.  ;D

205
TI-Nspire / Re: C or ASM IDE for the Nspire
« on: May 06, 2012, 10:25:26 am »
You should do an IDE with multi tabs, and with sprite editor.
If you do your project, sure I'll download it !

206
TI-Nspire / Re: C or ASM IDE for the Nspire
« on: May 05, 2012, 10:09:04 am »
The project could be really interesting if you add the compiler with.
For the C I think the compiler would use too memory, but the assembly it is possible.
Are you doing a nMimas ? ;)

207
TI-Nspire / Roller Coaster Tycoon 2 on TI-Nspire
« on: May 05, 2012, 10:05:41 am »
Hello every body,

no, I didn't adapt that game for TI-Nspire, but I thought it were really possible to do it. ;D
TI-Nspire's RAM and UC are largely sufficient.

I haven't programmed anything on the TI-Nspire with C language yet, but I'm able to do some functions for the projects if any members can invest in the project.

Let's put up some ideas I have for the game's gestion. I think the map can have dimensions 200*200 (width and length) and with a height of 20 tiles.
Each tile will be 2 bytes ==> a map will be 200*200*20*2 = 1.6 Mo (the RAM is largely higher).

Each tile will have a value between 0 and 65535. I suggest that 0 to 10000 value indicates a static tile (path, block, sets etc.) the next non-static tile (attraction, shop etc.). ;)
A value points on a table in order to point on a functions' structure. If the value indicates an non-static tile (more than 10000), it matches in the table an non-constant value. The, we can call the function "display" on each tile (static or not) in order to display the map.

I know my english is really bad and the project is a bit hard, but I'm sure there's members wo are able to do that (I an help a bit). :ninja:

208
Je pense que les TI-Nspire vont remplacer petit à petit les m68k qui ne sont pas moins chers (sauf d'occasion) : il n'y a plus de nouveautés pour les m68k, et les Nspire sont de plus en plus remplies de fonctions.

209
@Hayleia : oups, j'avais juste survolé et je croyais qu'il s'agissait de commentaires.

J'ai regardé le lien du tutoriel (que persalteas a donné), il est très bien fait !
Le seul problème, c'est qu'il manque la pratique (mais peut-être que c'est fait exprès si c'est une doc).

La méthode pour les calculs me fait penser aux anciennes calculettes programmables avec les pas, en tout cas, je trouve très bien fait et très original (c'est pour ça que je lui avais mis la meilleure note au zcontest).

210
Bonjour à tous !
On serait pas dans une section francophone par hasard ?

Bon, sinon, j'apporte une correction de la langue :

Quote
Je voudrai qu'il y ait un tutoriel pour Grammer en français ; je commence donc le projet mais ne parle pas très bien le français.
Grammer
(tutoriel français)
   Bonjour, je m'appelle Zeda et j'ai inventé le langage de programmation "Grammer." Premièrement, je ne parle pas français, donc la documentation peut-être mauvaise (et aussi la grammaire). Le Grammer est un langage pour les TI-83+/84+/SE.
Il y a une version sous forme de programme assembleur ici, mais l'application a plus de fonctions, de vitesse, et d'options.

Qu'est-ce que Grammer? Grammer est un langage interprété.
Comment faire un programme? Utiliser l'éditeur de TI-BASIC en mettant à la première ligne :
Code: [Select]
.0:
Ajouter également le token Return (pour que ça quitte si vous l'exécutez en tant que Basic) :
Code: [Select]
.0:Return

Comment arrêter un programme Grammer ? Il suffit d'utiliser le token Stop.

Concevoir un programme
   Je voudrais commencer le tuto par un exemple. Vous pouvez "parler" au programme à travers des fonctions et des tokens, mais le programme peut lui aussi vous "parler". Donc, il y a des fonctions pour les calculs, les entrées et les sorties. Par exemple:
Code: [Select]
:.0:Return
:.LOOP            ; une étiquette
:getKey→A         ; stockage du code de la touche pressée dans A
:If A=0           ; si A vaut zéro
:Goto Lbl "LOOP   ; aller à l'étiquette "LOOP"
:ClrDraw          ; efface l'écran
:Text(0,0,A       ; affiche la valeur de A
:DispGraph        ; affiche l'écran
:Stop             ; arrête le programme
[/color]

Rassure-toi, ton niveau de français n'est pas exécrable !
Il s'agit essentiellement de corrections de genre, de grammaire, et de tournures de phrase.

@+

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