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TI Z80 / Re: Real-time fighting
« on: January 20, 2009, 04:54:21 pm »
Sounds good . It's very....fitting
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TI Z80 / Re: Real-time fighting« on: January 20, 2009, 04:54:21 pm »
Sounds good . It's very....fitting
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TI Z80 / Re: Chip's Challenge« on: January 20, 2009, 04:53:03 pm »
Thanks guys I wrote COPYPIC to help cut down the number of pics needed for CC (saved 1534 bytes of RAM ) and the other two just splintered off as random thoughts.
I have this idea in my head for SETPICS/EXPICS so that you can enter a list of numbers instead of one (so you only need one call), and that will also create the extraction program for you, but I'll get to that later. ...and i always hated how there were no way to duplicate a pic without displaying it first.That always bothered me too. The funny thing is that Pic->Pic is just as simple as Pic->Graphscreen 513
TI Z80 / Re: Chip's Challenge« on: January 20, 2009, 10:50:43 am »
Sort-of update time!
I've temporarily given up on the string->matrix thing since I can't get the speed right (I'll try again later), but I'm done with the other Asm program. I'm attaching it in case it might come in handy for someone else. Also in that file are a couple other programs for working with pictures that resulted from a bug found in CUSTOMPICS at the time I was writing the one for this game, and another one that just might come in handy. COPYPIC copies one pic from another without affecting the graphscreen. CPIC is basically CUSTOMPICS. The other two are a cheat to allow you to transfer the hacked pics (10-255) to another calculator. I've included a small readme with more info on them. -------------------------- Now for Chip's Challenge. There isn't anything new, but I do have an updated to-do list: - Timer - HUD - Do a better job with the player's sprite display - Figure out how to get movable blocks to be affected by ice/force tiles without slowing the game way down - Score-keeping - Save info - Pack the game into a larger program (Not sure what to call it, but it's so the user doesn't have to directly input which level before running and can select new game/load game etc...) - Title screen - Passwords - More levels - Level hopping/switching - Figure out the formula for when you can skip a level after dying a bunch of times - Intermittently optimize the hell out of it [edit 1/21/09] -Level editor (I finally remembered to stick this in!) 514
TI Z80 / Re: Chip's Challenge« on: January 15, 2009, 12:43:55 am »I just recently got a new phone and guess what was one of the first games I put on it, you guessed it chips challenge, the one thing its missing is the ability to start at levels other than 1, I hope you port doesn't have that same flaw.Chip's Challenge on a cellular phone?! What's next, a phone that you're supposed to talk into? Right now level selection is done by storing the level number in Ans before running the program, so even this early in the project that problem isn't there 515
News / Re: FastRPL, BBC BASIC Beta and revival of Casio/HP Tools download sections« on: January 14, 2009, 05:30:54 pm »
Good news! The BBC Basic forum being hidden from guests turned out to be a mistake
Quote from: benryves I assumed (incorrectly) that newly created forums would give guests read-only access. Many apologies, you should be able to view the forum without registering an account. 516
TI Z80 / Re: Chip's Challenge« on: January 14, 2009, 03:56:04 pm »anyway dont feel that you need to put up constant progress to impress us, burning yourself out helps no one and long breaks lead to permanent breaks I've found as long as I pace myself, I don't get burned-out till the very end, in which case it's only a short period of time of not enjoying it 517
News / Re: New TI programming tools and HP/Casio tools sections back up« on: January 13, 2009, 10:10:21 pm »
Wow, I didn't know BBC Basic was that far along. Do the commands have to be typed in letter by letter or does it use some kind of token system?
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TI Z80 / Re: Chip's Challenge« on: January 13, 2009, 11:06:55 am »Oooh I see you are learning ASM. Halo 83+ coming soon then? (>^.^)>Yep , then nope . Around winter break has been my yearly failed attempt at learning Asm, but for some reason this year I failed at failing and it finally clicked in my brain 519
News / Re: New arcade mod installed« on: January 12, 2009, 08:52:52 pm »
You are?
There are more snake-like (or whatever the hell they are, the ones like Amira) and memory (match the cards) than tetris I think. I've noticed that a lot of the games don't have any instructions, and usually those are the ones that are confusing in the first place. [edit]proof in case the tables are turned... 520
TI Z80 / Re: Chip's Challenge« on: January 12, 2009, 03:38:06 pm »so being that this is a port, how are you gona store all those levels from the computer game. i plaed this game alot. and i just remember getting discouraged because the levels were like really hard but they just kept coming. idk thats just what i thought of when i read about this game. anyway i think is a great idea, this game seems perfect for the calc. good luck From my post above: Quote I'm trying to get as many of the original levels (there are 150) as possible. The enemies pose the biggest problem if I want decent speed. Of the first 90 levels, there are only 30 I know can be done and another 23 that might be possible. Currently (this might change in the near future) each level will be in its own program. The data it contains will be the map data, starting location, number of chips, time limit, some extra information needed for teleports and trap switches, and, if I implement monsters, the data for monsters. For the actual map data, I'm writing an Asm utility (this is the reason for the hold up on progress, but it's almost done) to help with the size of data in the programs and also reduce the amount of free RAM needed, since something like "[[1,2][3,4]]→[A]" will also store a copy of the matrix in Ans, thus doubling the amount of free RAM needed. The data will be a string of the elements (plus size) in hexadecimal, and the program will convert and store this directly into a matrix. (an example would be "0203FFF0010200AA" becomes [[255,240,1][2,0,176]]) This project isn't dead, and as soon as I finish that Asm program (I'm almost done) I'll resume working on the main project (if for some reason I'm not back to work by next week, please feel free to hit me, kick me, send PMs to remind me, etc...) 521
News / Re: New Casio calculator emulator out« on: January 10, 2009, 12:10:12 pm »
The color models look awesome! too bad about the speed though
TI dominates the market because there is staff that goes to schools and there are many TI around.While that may be true, I think the reason they've maintained their domination of the market is because there needs to be some uniformity in calculators. Think of all the trouble just having one kind of calculator teachers have, so if in one class there were 10 kinds of radically different calculators, everyone would be confused, and there wouldn't be enough of us (calculator geeks/nerds/addicts etc...) to go around. 522
Art / Re: Best sprite size on the TI-83 series (tilemap)« on: January 07, 2009, 04:19:47 pm »
I like 8x8. 16x16 looks nice but is too bulky (you only get 4x6 instead of 8x12 on the screen). As for 12x12, the tilemap would be 5x8 which is a fair intermediary, but you would be wasting 4 rows of pixels (although you could use them for something like a border). Plus t's not a simple task to write a routine to display Rx12 sprites (I think).
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Computer Projects and Ideas / Re: Eternity~ 2D MMORPG« on: January 05, 2009, 05:25:39 pm »
Sounds great! When do you think you'll have the Beta out?
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News / Re: New portal installed« on: January 05, 2009, 04:25:20 pm »
The Netham burger, which did nothing, and the Rickroller, with which you could rickroll yourself.
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News / Re: New portal installed« on: January 05, 2009, 03:15:24 pm »it seems they are located under post count. too bad there's only two items to buy. updates FTW!That's what the Randomness forum is for. Nothing there counts towards your post count. |
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