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Topics - ztrumpet

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46
TI Z80 / Papi Jump Revisited
« on: December 12, 2010, 10:02:56 pm »
Since there are so many Papi/Doodle Jump games in the works now, I decided to redo mine, originally found here: http://ourl.ca/4161/77152  :w00t:

In Game Controls:
[Enter] Pause
[Right] Move Right
[Left] Move Left

Basically, it's like most games, only sideways.

Notes: It automatically archives the appvar PapiJump if it was archived and unarchives the appvar PapiJump if it was unarchived.  It starts Archived. :)

Good luck! ;D

By the way, does anyone know how to turn a gif 90o?  It looks a little funny now.  :P

Enjoy!  ^-^

47
TI Z80 / Idea - Kill the Wabbits Port
« on: December 03, 2010, 08:12:26 pm »
I'd love to see this game ported to calculators.  www.addictinggames.com/kill-the-wabbits-game.html  It would require a fairly robust physics system, but I think it's doable.  Who thinks this is possible, and who wants to make it?!  ;D

By the way, I finished the entire game with the score of -5281.  I think that scoring should be based on time rather than amount of shots fired, though maybe that's just me. ;D

Edit: To clarify, I think Hard mode is what should be ported (easier on calc because of lack of mouse). :D

48
Other Calculators / [RPG] What damage formulas do you use?
« on: November 27, 2010, 08:02:01 pm »
Though I have a set of formulas for Elmgon, they are not even close to realistic.  I've tried to change them, but to no avail.  This has me wondering what formulas does everyone else use, and if I can borrow their ideas.  Any advice is greatly appreciated.  Thanks in advanced. ;D

tl;dr: What damage formulas do you use in your RPGs?

49
Miscellaneous / Are we Feature Driven?
« on: November 19, 2010, 10:27:53 pm »
I've noticed that the comments "this should/will get featured" have been popping up a lot recently.  I'm not saying that this is a bad thing, but it's just a general observation: Are we feature driven?  I think to a point, yes we are.  I believe that everyone wants a ticalc feature at one point, and with Axe it's even easier to make excellent games.  I really like this trend towards programming great programs, yet I wonder if this means that the level of a program to get featured will go up in the future.  What if only the best programs were featured, say only 1 out of every 3 that is being featured now.  Does the increased correlation between ticalc features and the "this should/will get featured" comments mean that the bar will soon be raised to include even fewer programs to get featured?  (In my opinion the bar should not be raised, but this observation isn't about what I think. :P)  Do we only want the feature?  Are we feature driven?

Discuss:

50
Other Calculators / Mobile Tunes 3 with Mimas
« on: November 18, 2010, 01:41:16 pm »
I would like to be able to make songs for Mobile Tunes 3 on my calc, through Mimas.  In order to do this, I need the inc file from MT3, "mt3notes", to be an AppVar include file recognized by Mimas.  I'm not sure how to do it, but I know someone will know how.  Thanks! ;D

Content of "mt3notes" for those who can't download Mobile Tunes 3:
Spoiler For Spoiler:
Quote
#define note(l1,l2,r1,r2,time) .dw l1+(l2*256)\.dw r1+(r2*256)\.dw time
#define   endsection .dw 0,0,0
#define endsong .dw 0
#define playsection(section) .dw section-song

#define quarter         6400/tempo      ;quarter note length
#define whole         quarter*4      ;whole note length
#define half         quarter*2      ;half note length
#define eighth         quarter/2      ;eighth note length
#define sixteenth      quarter/4      ;sixteenth note length
#define thirtysecond      quarter/8      ;thirtysecond note length
#define sixtyfourth      quarter/16      ;sixtyfourth note length

#define quarterd      quarter+eighth
#define wholed         whole+half
#define halfd         half+quarter
#define eighthd         eighth+sixteenth
#define sixteenthd      sixteenth+thirtysecond
#define thirtysecondd      thirtysecond+sixtyfourth


#define half3         whole/3         ;half note triplets
#define quarter3      half/3         ;quarter note triplets
#define eighth3         quarter/3      ;eighth note triplets
#define sixteenth3      eighth/3      ;sixteenth note triplets
#define thirtysecond3      sixteenth/3      ;thirtysecond note triplets
#define sixtyfourth3      thirtysecond/3      ;sixtyfourth note triplets

#define   c0   255
#define   cs0   242
#define   d0   228
#define   eb0   215
#define   e0   203
#define   f0   192
#define   fs0   181
#define   g0   171
#define   ab0   161
#define   a0   152
#define   bb0   144
#define   b0   136
#define   c1   128
#define   cs1   121
#define   d1   114
#define   eb1   108
#define   e1   102
#define   f1   96
#define   fs1   90
#define   g1   85
#define   ab1   81
#define   a1   76
#define   bb1   72
#define   b1   68
#define   c2   64
#define   cs2   60
#define   d2   57
#define   eb2   54
#define   e2   51
#define   f2   48
#define   fs2   45
#define   g2   43
#define   ab2   40
#define   a2   38
#define   bb2   36
#define   b2   34
#define   c3   32
#define   cs3   30
#define   d3   28
#define   eb3   27
#define   e3   25
#define   f3   24
#define   fs3   23
#define   g3   21
#define   ab3   20
#define   a3   19
#define   bb3   18
#define   b3   17
#define   c4   16
#define   cs4   15
#define   d4   14
#define   eb4   13
#define   e4   13
#define   f4   12
#define   fs4   11
#define   g4   11
#define   ab4   10
#define   a4   9
#define   bb4   9
#define   b4   8
#define   c5   8
#define   cs5   8
#define   d5   7
#define   eb5   7
#define   e5   6
#define   f5   6
#define   fs5   6
#define   g5   5
#define   ab5   5
#define   a5   5
#define   bb5   4
#define   b5   4
#define   c6   4
#define   cs6   4
#define   d6   4
#define   eb6   3
#define   e6   3
#define   f6   3
#define   fs6   3
#define   g6   3
#define   ab6   3
#define   a6   2
#define   bb6   2
#define   b6   2
#define   c7   2
#define   cs7   2
#define   d7   2
#define   eb7   2
#define   e7   2
#define   f7   1
#define   fs7   1
#define   g7   1
#define   ab7   1
#define   a7   1
#define   bb7   1
#define   b7   1
#define   rest   0

Links:
Mobile Tunes 3.2:  www.cemetech.net/programs/index.php?mode=file&path=/83plus/asm/sound/mt3.zip
Mimas:  www.ticalc.org/archives/files/fileinfo/431/43140.html

Thanks in advance! :)

51
News / Exodus Final Release
« on: November 16, 2010, 04:57:10 pm »
Exodus is finally out!





http://www.omnimaga.org/index.php?action=downloads;sa=view;down=534

Thank you to everyone who has supported this project along the way.  I hope you enjoy this game. ;D


52
News / Exodus Updates
« on: November 09, 2010, 06:05:47 pm »
The Final Release for Exodus is scheduled for mid-next week.  I will release more details for when I will be releasing it later this week.  Here are some of the features I've been adding:

A)  Optimizations and a Steady Frame Rate

I changed many variables to the variables found in the [Vars] [2] menu for greater speed.  Also, there is a steady frame rate all the time; if there's one enemy on the screen or four, the frame rate will be constant.
I am getting 3-3.5 fps right now. ;D

B) Save The Lobsters

There are some bonus secrets located on the World Map (see next screenie).  Netham as an enemy is one of them. :P

C) World Map

This will replace the Input command for choosing levels.  It also provides a location for "Bonus Secrets", which are found with a cutsceen!  :D

I will be releasing additional screenies showcasing other features in this topic up until the release.  Don't miss Exodus when it comes out next week. ;D

Current beta: http://ourl.ca/7181

53
Axe / Routine Thread Index
« on: November 08, 2010, 09:19:35 pm »
Here's a nice little index of the current topics covered in the Routines thread:

How to add/subtract two 32-bit numbers by calc84maniac
http://ourl.ca/4129/76945

Sin approximation routine by Builderboy (Now covered by Axe)
http://ourl.ca/4129/77078

Blur Effect by DJ Omnimaga
http://ourl.ca/4129/77708
http://ourl.ca/4129/77966

For Loop with Increment of other than 1 by Eeems
http://ourl.ca/4129/77727

Random Numbers in a given range by Quigibo
http://ourl.ca/4129/78006

Displaying sprites with vertical offsets by Quigibo
http://ourl.ca/4129/78036

Collatz Conjecture by calc84maniac
http://ourl.ca/4129/78401

Tilemapper by Builderboy
http://ourl.ca/4129/79643

PROGRAM WRITE BACK by SirCmpwn
http://ourl.ca/4129/80259
http://ourl.ca/4129/80267

Toggle Screen On/Off by SirCmpwn
http://ourl.ca/4129/80317

Programs with images other than the Axe Parser Axe by SirCmpwn (Now covered by Axe)
http://ourl.ca/4129/80700

Number Input by _player1537
http://ourl.ca/4129/80803
http://ourl.ca/4129/81340

16*16 Sprite Routines by _player1537
http://ourl.ca/4129/81958

Entire Screen to Hex by SirCmpwn
http://ourl.ca/4129/82023

AppVar Support by SirCmpwn (Now covered by Axe)
http://ourl.ca/4129/82057

String Input by LordConiupiter
http://ourl.ca/4129/82209

8*8 and 16*16 Sprite Editors by LordConiupiter
http://ourl.ca/4129/83690

16*16 Sprite Routine by LordConiupiter
http://ourl.ca/4129/83690

Greyscale by Builderboy (Now covered by Axe)
http://ourl.ca/4129/84039

Greyscale Background by DJ Omnimaga
http://ourl.ca/4129/87960

Sandstorm by DJ Omnimaga
http://ourl.ca/4129/91188

Measuring the length of small font text in pixels by SirCmpwn
http://ourl.ca/4129/91820

DJ's Sandstorm with extra effect by _player1537
http://ourl.ca/4129/92986

Substring by Quigibo
http://ourl.ca/4129/94054

AMOUNT OF CURRENT RAM by DJ Omnimaga, BrandonW, Calc84maniac and Iambian
http://ourl.ca/4129/94067

Bresenham circle algorithm (Draws perfect circles) by calc84maniac
http://ourl.ca/4129/96061

8.8 Fixed Point Multiplication by Quigibo (Now covered by Axe)
http://ourl.ca/4129/97657

Automated Sound Loader/Player by Quigibo
http://ourl.ca/4129/100021

Invert the Screen by DJ Omnimaga
http://ourl.ca/4129/102147
http://ourl.ca/4129/102177

Sprite Rotating and Flipping by Nemo (Now covered by Axe)
http://ourl.ca/4129/102706

RLE (Run Length Encoding) Compression/Decompression by Nemo
http://ourl.ca/4129/104983
http://ourl.ca/4129/103313

Half Byte RLE Compression/Decompression by Nemo
http://ourl.ca/4129/105238
http://ourl.ca/4129/105267

How to retrieve data from OS matrices by Runer112
http://ourl.ca/4129/111680

InData() Tutorial by Quigibo
http://ourl.ca/4129/114828

String Input by ztrumpet
http://ourl.ca/4129/122465

Smoothscrolling Tilemapper by shimbs
http://ourl.ca/4129/122642

How to retrieve data from OS lists by Runer112
http://ourl.ca/4129/123189

Number Input by aeTIos
http://ourl.ca/4129/123530
http://ourl.ca/4129/125194

HEX DISPLAY by Runer112
http://ourl.ca/4129/124589

Deadly accurate Sine and Cosine Routines by Runer112
http://ourl.ca/4129/130460

On Button Input by calc84maniac (Now covered by Axe)
http://ourl.ca/4129/133322

Random Realistic Map Generator by Builderboy
http://ourl.ca/4129/135999

Bresenham's line algorithm by Michael_Lee
http://ourl.ca/4129/138496

Resuming to the Original Contrast by Runer112
http://ourl.ca/4129/141483

Fade In/Out without changing the Contrast by squidgetx
http://ourl.ca/4129/141698

Flexible-ish Drop Down Menu by nemo
http://ourl.ca/4129/146479

Character explorer for ?Char by Darl181
http://ourl.ca/4129/146938

Creating Ans as a String by Runer112
http://ourl.ca/4129/146998

TIOS Style Menu by SirCmpwn
http://ourl.ca/4129/153319

Advanced Sorting Features by Runer112
http://ourl.ca/4129/153698

Draw an elliptical shape like an oval/circle by Ashbad
http://ourl.ca/4129/154074
http://ourl.ca/4129/154162

3 Byte and 4 Byte Addition/Subtraction/Display by Runer112
http://ourl.ca/4129/155369

Complete Key Input by squidgetx
http://ourl.ca/4129/170416

Running a basic program from Axe by Xeda112358
http://ourl.ca/4129/181038

Drawing Bezier Curves by Michael_Lee
http://ourl.ca/4129/186296

Evaporating Water Effect by Darl181
http://ourl.ca/4129/187716

Arctangent (tangent inverse) Routine by ZippyDee
http://ourl.ca/4129/191782

Animated Vertical Screen Flipping Routine by Runer112
http://ourl.ca/4129/212961

Current Hardware Version (Figure out if it's an 83+/83+SE/84+/84+SE) by DrDnar and Runer112
http://ourl.ca/4129/218560
http://ourl.ca/4129/218638

Reading From/Writing To Ports by DrDnar
http://ourl.ca/4129/218560

Clear a 6*6 Square on Both Buffers by ztrumpet and Runer112
http://ourl.ca/4129/221095
http://ourl.ca/4129/221136

Rounding Tricks by Deep Thought
http://ourl.ca/4129/224181

InString and SubString like in Basic (but in Axe) by Runer112
http://ourl.ca/4129/231479

Polygon Drawer by Michael_Lee
http://ourl.ca/4129/232689

Iterator Programming Example (using lambda syntax and closures) by WaeV
http://ourl.ca/4129/245096

Displaying Text with Newlines by ZTrumpet
http://ourl.ca/4129/245179

Clipped Lines by Darl181
http://ourl.ca/4129/251821

Interaction with the in-calculator Clock (84+(SE) only) by jacobly
http://ourl.ca/4129/270189

54
Art / Can I have Cherries?
« on: November 08, 2010, 11:51:13 am »
Hi, I would like a small, 5*5 black and white cherry.  The only part that makes this kinda hard is that this pixel must be left white:
Code: [Select]
00000
00000
00000
X0000
00000

Thank you! ;D

55
Other Calculators / Key Group Check Program
« on: October 28, 2010, 05:44:11 pm »
Here's a program I threw together in Axe for checking key groups.  It's used to check various combinations of keys to make sure they don't interfere with each other.  For example, press all of the arrows and then Graph... ;D

Topic to reference: http://ourl.ca/7642

Enjoy, and source is included.  :D

Also, you may get an Err: Break on exit depending on the shell (or lack of) that you use since [On] is used to exit.  It's compiled for Ion, so it will work from all shells. ^-^

Thanks:
Quigibo - Axe Parser
Calc84maniac - [On] routine

56
Art / Galaga 7x7
« on: October 16, 2010, 07:27:09 pm »
Hi, Sir and I are both planning Namco arcade games.  I'd like all the sprites for Galaga (The fighter and all enemies, including challenge enemies).  I need both the sprites, and I also need each of them to be rotatable (I need to be able to spin them) with each of these sprites. :)  They are 7*7, 3 level greyscale.  Thanks! ;D

Reference for types of enemies: http://strategywiki.org/wiki/Galaga/Getting_Started

57
Art / Treasure Chest Sprite Request
« on: October 11, 2010, 06:01:03 pm »
Hi, I would like a Treasure Chest for use in one of my projects.  I can not seem to be able to make it look right, so I've turned to you guys.  Rest assured that you'll have credit in the readme if I use your sprite. :)

Criteria:
Viewed from the side (2d)
The height of the bottom of the chest is 6 pixels
The width of the chest is between 7 and 12 pixels.
The height of the lid looks right proportionally to the bottom of the chest.
The chest bottom is just a square, but the lid is like the letter D with the curves facing up.

Once I get a good sprite, I will also need it being animated all the way up to a 90 degree angle.  In other words, I also need a smooth animation of it opening.

Thanks!  I know you're all better spriters than I am and I can't wait to see how this looks. ;D

58
TI Z80 / Sudoku
« on: October 03, 2010, 06:14:59 pm »
Here's the progress on a Sudoku program that I'm working on.  It's about 10% complete.  I need to know three things:
a) Who would want this?  I want to make it, so regardless, it's getting made. :P
b) Does anyone know where there's about 50 Sudoku puzzles that I could copy and put in the game?
c) What should the Menu have in it?  I have a couple of ideas, but I want to know what you guys think. :)

Thanks! ;D

59
TI Z80 / Dual Falldown
« on: October 03, 2010, 05:33:36 pm »
A few of you know I was working on a project called Dual Falldown.  Well, I got part way through the coding and I decided that it wasn't any fun at all.  So here's the source and the executable of the progress I made before this landed in the trash bin.  Use Y= and Window to move one and Trace and Zoom to move the other. :)

(Note: If you didn't understand that paragraph, it said "This is dead." :P )

60
Art / Netham Wanted
« on: September 27, 2010, 04:03:14 pm »
I would like a Black and White 5*5 Netham.  It is for a project that I've already started, but I will not disclose which one it is.  ^-^  Thanks in advance. ;D

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