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Messages - simplethinker

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496
Which two of three rpgs need to show progress is there anyone we can annoy to get it started?
By going through the Calculator Projects And Ideas forum my guesses are "Fangh Earth", "SMA1", and "DOA".

497
TI Z80 / Re: Chip's Challenge
« on: January 23, 2009, 09:42:23 pm »
YYYYIIIIIIIIIIPPPPPPPPPPEEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!!!!!!!!!!!!!

I'm done with that String->Matrix program.  After waking up at 1am this morning with an idea of exactly how to do it efficiently, I wrote it up and, unluckily, wound up with the same "anything less than 10 makes it explode" problem as the original (see my posts on UTI here).  Now, after it turned out to be the largest brain-fart of my life (that I can recall), I have a String->Matrix program that can create a 32x32 (1024 element) matrix in a little longer than a split second.

I've attached the program and instructions.

[edit]I'm starting to wonder if I should submit these (those Pic programs too) to ticalc, since I haven't seen anything like them there.

[another edit] I stuck these in the archives here, since digging through this topic might get a bit annoying.

498
TI Z80 / Re: Game Info & Progress
« on: January 22, 2009, 07:39:33 pm »
I'm not sure what went wrong with your code, but the way you're doing it is kinda convoluted.  The det(5 function returns the line as a string in Ans, so using "expr(Ans→[A]" will work just as well.

499
TI Z80 / Re: Real-time fighting
« on: January 22, 2009, 11:27:19 am »
If you don't read the readme even when you're confused with something in the game, then you are an idiot >:( and you aren't worthy to play the game ;D

500
CaDan SHMUP / Re: Yet another shooter
« on: January 22, 2009, 12:40:56 am »
So far looks really good. I played it on my TI-83+ and my TI-83+ SE and I came across no problems. I beat the demo on easy, and then tried and beat it on lunatic on a whim. Lunatic doesnt seem that maniacal really...
Try without using any bombs :P  That way you can't stay in the same place and just hold 2nd :)

501
Other Calculators / Re: Lost Legends Status
« on: January 22, 2009, 12:25:28 am »
It's good to see someone pick this up.  Good luck ;D

502
F-Zero 83+ / Re: F-Zero Progress Thread
« on: January 21, 2009, 11:16:57 pm »
First reaction:  HOLY HELL!!!
Second reaction: checks to make sure I'm looking at a calculator screen

This is really incredible.

@DJ Ominaga:  It's awesome on an 84+SE!


503
TI Z80 / Re: Fangh Earth - Grayscale RPG
« on: January 21, 2009, 11:12:56 pm »
I think it's to be expected with languages as simple as ti-basic or close to it though. Even if someone decided to write a language with the exact same syntax than BASIC it would still be slow, especially if it still used floating points numbers
Yeah, in most programming languages floating-point is taken for granted, but the actual implementation and operations are insanely intricate and involved.  I made the mistake of trying to code FP multiplication/division (with Asm) so now every time I hear someone say "floating-point" I gag :o  The one good thing I got out of it was the look on my programming (introductory Java) professor's face when I explained why I kept twitching during his lecture.

504
TI Z80 / Re: Chip's Challenge
« on: January 21, 2009, 07:31:31 pm »
aah ok, how much time did it took to load maps?
Using the method in this post (purely BASIC) there's a 2-3 second pause but there are even more commas and brackets than the usual [[][]] format for matrices.

With the current version of the String->Matrix program I am (was/will be) working on there's a noticeable delay for a 5x5 matrix, which means for larger matrices it will be even longer (I was too lazy to convert a whole 32x32 map to the string format though so I haven't actually tested a full map).  If I get it working, each 32x32 map will be exactly 2052 tokens compared to the minimum of 3106 with the other (non-Asm) method, which will greatly reduce the size of the game and the number of programs needed ;D

505
TI Z80 / Re: Fangh Earth - Grayscale RPG
« on: January 21, 2009, 07:22:24 pm »
CaDan? Never heard of it...
It's just some other shooter game :D

506
TI Z80 / Re: Game Info & Progress
« on: January 21, 2009, 07:14:49 pm »
It's good to hear you're still working on this :)  Programming is a good distraction, but it's also productive.  As long as no one calls you a necro-poster it hasn't been too long since your last update :D

Quote
The only progress I've made is fixing the 'LOAD' function that I didn't notice was not working and getting more of the world map sketched out.
Though... I've had to re-familiarize myself with the game's code so that took a bit of time.
Better than me.  After a month-long break from Chip's Challenge the only progress on the game itself was an updated to-do list.

507
TI Z80 / Re: Chip's Challenge
« on: January 21, 2009, 06:03:52 pm »
I was working on it but it's still too slow, and it's been taking up a lot of time trying to speed it up.  I'll get back to it later, but for now I'm moving on to other parts of CC.

508
It's a good idea, but I think there should be somewhat heavier requirements.  The length of the forum topic isn't as important as how far along the project is in development, since a lot of initial interest and progress doesn't mean long-term commitment, and some unforeseen issues that pop up mid-development could doom the project.

As for what happens if a project does become dead, they could be moved to an "inactive projects" sub-forum on UTI and made read-only (but they could be moved back. I think Sonic became un-dead so the forum was revived).  That way the featured projects section wouldn't be too cluttered, none of the progress/info is lost, and most importantly, you don't have people making 4-year necroposts asking about progress :-X :D

509
TI Z80 / Re: Chip's Challenge
« on: January 21, 2009, 03:01:11 pm »
Couldn't you use the "execute archived program" feature directly from xLIB? It has one (XTEMP000, XTEMP001, etc)
I'm using xLIB's real(10 function to execute the level-loading programs.  The "utility to make loading level maps less RAM intensive" is needed because for the larger maps (up to 32x32) the matrix is over 9kb, so just doing "(some matrix)→[A]" would cause the Ans variable to take up another 9kb of RAM, even if it's only for a second.

510
TI Z80 / Re: Chip's Challenge
« on: January 21, 2009, 08:53:42 am »
Wow that's great anytime you can cut down on some bytes is a good thing. Keep it up! So I take it CC is a basic hybrid? I tend to just skim over things, so my bad if it is stated earlier!
I think I posted somewhere in this thread what I'm using, but there were a lot of "maybe"s and "possibly"s, so I'll summarize.  It's a BASIC/Asm hybrid.  I'm using xLIB for graphics (sprites + tilemapping) and I'm also using its 'execute archived program' for loading the level data (each level is it's own program that sets the map, starting location, number of chips, time, and other miscellaneous information).  COPYPIC (from my previous post) is being used to eliminate the need for two sets of sprite pics (for the toggle walls).  I'm currently working on a utility to make loading level maps less RAM intensive (see one of my posts on the previous page).  Everything else is in BASIC.

When are you releasing this project thingie?
Honestly, I have no idea :o  I've never worked on a project this large before, so I have absolutely no grasp on the potential timeline.

Also, I think most of the horribly embarrassing code has been replaced, so I'm thinking of releasing a small demo.  That would probably be a bit more telling than just screenies, and on top of that I could get some feedback/suggestions/complaints.

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