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Topics - ztrumpet

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76
Other Calculators / Fishy by Iambian
« on: May 13, 2010, 09:37:21 pm »
Here's an awesome game!
Fishy by Iambian! ;D

This is one of the best games out there for the Ti83/84, and I recommend trying it.  It's pretty hard, but I've gotten almost 5000 and scene a friend go to 15000.  It's a lot of fun! :D

(This is here so geekboy can download it, as UTI is malfunctioning and it's nowhere else...)

PS, don't lose this game and destroy the lake ecosystem with the highest score... ;D

Note: This is completely Iambian's.  I'm only posting it.  Please read the readme provided. :D

77
TI Z80 / Homescreen Game Pack
« on: March 30, 2010, 09:54:45 pm »
Most recent release: http://ourl.ca/4491/196094



If you've seen my sig, or been on #omnimaga at just the right moment, you'll know I'm working on a Homescreen-only 48 game game pack.  Each game should be about 350 or so bytes, and then they will all fit. ;D  I've worked on some of these games in the past week, and I decided to release the 8 games I have so far in a pre-alpha of sorts.  The screenie shows the game pack in it's current state.  The "Mini8Gam" program is the same, only I simplified the menu.  Let me know what you all think!

If you have any ideas, or want your own games included, just post here! ;D
Ex of ideas:
You need a real snake game! ;D
Tetris would be cool. :D  (It will be bigger than the 350, but it is Tetris!) ;D


I need input on the program included, as I want to know which games people like, and which ones are duds. ;D

Disclaimer:  Gather is based off a game by Merthsoft.  Contact him for info on it.  All the code and the other games are mine, and this line is because I don't want anyone to "steal" the games, as this by its self could be a stand alone release. :)  However, I have no problem with people looking at and learning from my code. :D



Game Ideas so far:
Asteroids
Frogger
Pong

78
I think a link to the Latest Activity Section would be useful.  Whenever I check Omnimaga in this time of awesomely high posting, I locate this section and then proceed to check the posts that are no longer on the front page.  I think there should be a link to the Latest Activity Section by the Current Forum & Download Statistics under the Statistics section (on the front page).  Do you guys think this is a good idea? :)

Latest Activity Page: http://www.omnimaga.org/index.php?action=ezportal;sa=page;p=5

79
Miscellaneous / How did you find Omnimaga?
« on: March 13, 2010, 11:51:45 am »
With the recent surge in new members, I started to wonder how everyone is finding Omnimaga.  Basically this is just a spot to put how you found Omnimaga.  I'll start: :D

I found Omnimaga when I was looking for info on Builderboy's Portal 2.  I saw Omnimaga was a neat site and started checking it on a weekly basis.  Then I started checking more frequently, and eventually I made an account.  Now I'm here to stay. ;D

Anyone else want to share some memories? :)

80
TI-BASIC / Encoding and Decoding Text
« on: March 10, 2010, 08:52:54 pm »
Today I made a couple of routines to encode and decode text.  It stores the text into L1, 6 letters a list element.  You can have messages up to 128 characters long. :)

Code: [Select]
TEXTENCD

DelVar L1ClrHome
Input "",Str1
min(128,length(Str1->L1(1
23->dim(L1
DelVar C1->B
For(A,1,L1(1))
C+1-6(C=6->C
If C=1
B+1->B
L1(B)+10^(2C-2)inString("ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789,.!?:'",sub(Str1,A,1->L1(B
End
B->dim(L1
L1


TEXTDECD

ClrHome
DelVar C1->B
For(A,1,L1(1
C+1-6(C=6->C
If C=1
Then
B+1->B
L1(Ans->D
End
.01int(D->D
int((A-1)/16
Output(1+Ans,A-16Ans,sub(" ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789,.!?:'",1+100fPart(D),1
End

Comments? :D

81
General Calculator Help / Error Link
« on: February 12, 2010, 10:38:30 pm »
I just got an Error link.  The screen looked like this:
(the top line is inverted, # is where cursor started)
ERR: LINK
1:Quit #
2:Goto

Once I moved the cursor, it acted like a normal cursor during errors.  After I tried both options, it brought me back to 1,1 on the homescreen.  This error occurred as I turned my calc on-The calc froze for about a second and then gave this error.  I was using my 83+se.  I gave it a RAM clear, but the error didn't go away.  I then backed up everthing and gave it a MEM Clear.  The error is now gone.  Does anyone know what happened?  Has this happened to anyone before?  Thanks! :D

82
TI-BASIC / Efficient Sub-String Method
« on: February 10, 2010, 10:00:41 pm »
Here's my favorite way of using sub(.
The idea of this is to use sub( and sum( in an odd manner.
ex:
:3->A //You want the third item
:{1,6,6,5,1,4,1 // 1 followed by the lengths of the Item. (Item 1 has a length of 6, Item 2 has a length of 6, Eeems has a length of 5... )
:sub("Item 1Item 2Eeems455556",sum(Ans,1,A),Ans(A+1 //sub(String,Add to get to spot,Length of Item

This results with the third item, "Eeems". ;D
I hope this helped someone.  What do you guys think?

83
TI Z80 / Factory Theta
« on: February 05, 2010, 04:28:59 pm »
Here's Factory Theta, a game inspired by Builderboy's Factory.  You are working at a factory where they are testing the new Theta Warp Cannon.  It takes the crate from the bottom of a stack and plaes it on the top of the stack.  Gravity pulls the crates down.  Once you have 5 crates in a column (up down, like 2nd to Y=) they are moved on to the next area, and you get $100 for them.  You also recieve $5 for each crate you handel.
There are 5 difficulies, plus a Survival Mode.  Enjoy!

Edit: By the way, press 2nd to use the Theta Warp Cannon and Mode to pause.  Use the Up and Down arrows to move the theta warp cannon. :)



Edit: The program in this post is not up to date.  Scroll down to the last post by me on this page to find the up to date version. :)  Thanks!

84
TI-BASIC / Vertical Text Sprites
« on: February 02, 2010, 05:37:05 pm »
Vertical Text Sprites are a really great way to display large sprites on the screen.  I use this method for displaying the main menu graphic in Elmgon.  (This screenie is shown below, but those who have seen my first post my Elmgon topic have sceen it.)

The idea behind vertical text sprites is to keep the bottom row of text of the text command before it.  You can see that with this code:
:Text(3,0,"....       //4 periods
:Text(2,0,"          //7 spaces
:Text(1,0,".     .  //Period, 4 spaces, period
:Text(0,0," ...    //Space 3 periods

Now after you've sceen this (This next part is for 84 users only) press Mode and run the code again.  Suddenly the bottom row dosn't show up.  This is because the Ti-OS has set a flag, and displaying any table (matrix editor or 2nd graph) will reset the flag.  You can reset the flag in basic:
:G-T
:DispGraph
:Full

The main characters used are the period (10) space (0) List L (111) and Left Bracket (110).  By using these and other combinations you can make any sprite. (except for the 3 right most pixels and top 6 pixels)  This is a lot bigger than RecallPic and slower, but because it dosn't use a Pic var, it's worth it.
A program and screenie of the program are included.  The program will not optomize, like 4 spaces becoming ^ for example.  You can use this link http://weregoose.unitedti.org/bottomrow/ (The link is now dead, so try here, here, or here instead.) to find the bottom row for every token.  (It is worth noting that the List L and Finance N do not have buffer spaces at thier ends in the small font.)

More info:
http://tibasicdev.wikidot.com/textsprites#toc3

Enjoy.   (The program takes the row you want and encodes it, as you can see in the screenie.)

Edit:  After I wrote this, TI released OS 2.53 MP.  It messes with the flag so you can't reset it with G-T.  Instead, you must use a small Asm program with this hex code: FDCB058EC9  However, on the old (read: better) OSes you can use G-T. :)
Good luck with this great technique! ^-^







prgmVRTXTSPR

85
TI Z80 / Plot Drop
« on: January 31, 2010, 02:09:19 pm »
I had an idea on how to make this game at just past midnight.  Once I fell asleep, and woke up I started coding.  So here's a game that I coded in 2.5 hours, or 14 hours including the idea and 10 hours of sleep. ;D

Plot Drops!
In this game you must avoid the falling plot drops for as long as possible.  It's a little slow, but pretty fun.  If you want to look at the code I have no problem with it, but at just 449 bytes there's not a lot of code to look at. :)

Controls:
Left: Move Left
Right: Move Right
2nd: Pause and UnPause

This uses N, I%, PV, L3, L4, L5, L6, GDB1, and Ans.  It will overwrite anything in variables.
Enjoy, and let me know what you think!

Edit: Note the blemishes on the bottom of ths screenie are WabbitEmu's fault, not mine.  They do not exist on calc. :D
Also, due to the low framerate of this screenie, it flickers a lot.

86
TI Z80 / Elmgon Enemies
« on: January 28, 2010, 12:54:06 pm »
I have been working on planning enemies.  Here is what I'm thinking:


(Name and ASCII Sprite are stored elsewhere.)
1: Max HP (I don't need to store this, as Current HP starts the same as it)
2: Current HP
3: Attack (Normal Type)
4: Magic
5: Defence
6: Speed
7: Fire Protection
8: Ice Protection
9: Bolt Protection
10: Earth Protection
11: Fire Attack Power
12: Ice Attack Power
13: Bolt Attack Power
14: Earth Attack Power
15: Experience Gained From Fighting Enemy
16: Gold Points Gained From Fighting Enemy
17 and beyond: Moves
  Moves can be anything, but will be stored by the move's number.  For example something like Eeems Power might have the number 34.

If anyone would like to think of enemies, that would be awesome!  I can think of them myself, but Ifind the more styles there are, the more diverse the game is. :)
You can make up your own moves too. ;D
Thanks!

A sample enemy could look like this:
Name: Pheonix
Sprite: vWv
High Fire and All Defenses.
Low Speed.
Moves:
Flame Flight: Flys at you and attacks with fire.
Burn: You get damaged by flames.
Arise: If another enemy is dead, this move can be used and reserect the other enemy at 50% health.

What do you all think?

87
General Discussion / Mario Paint Rickroll
« on: January 27, 2010, 05:08:59 pm »
&feature=related
lmao!
This is great!

88
Introduce Yourself! / Hi, my name is Ztrumpet. Give me your peanuts!!!
« on: January 15, 2010, 10:11:56 pm »
Hi, my name is ztrumpet.  I program in Basic for the 83/84s.  I have an 83+se, 84+se, and an 86.  As this is my 501th post, I want 501 peanuts!
 O0

89
TI Z80 / Elmgon
« on: January 04, 2010, 01:43:50 pm »
Alright, here are some of my ideas for my current project Elmgon:

You are in the land of Elmgon, a land quite similar to our own, where good is kept by the 7 crystals of Elmgon.  These crystals are also a source of energy for mages.  The crystals are very powerful, and they are set up in a sancuary so all may use thier power.  If someone obtains one crystal, it dosn't matter because for the power of the crystals to change hands, one person must obtain all seven crystals.  At the benining of the game you and another guard must guard these crystals at the sanctuary, but the crystals are stolen by the other guard.  You chase the thief, but he gets away.  You must recover the crystals before the Mages lose thier power forever.  Some of  the mages are even controled by "the other side" (No name yet, but the thief is one of them) and almost kill you multiple times.
There are 7 chapters, and in each you recover a crystal.

Each chapter takes place in a different area, so there will be 8 areas in the game. (There will be a main town as an area also)

The game play will be sidescrolling, with towns sidescrolling as well.

This is in Pure Basic, except for prgmXCOPY.

Graphics like Serenity (Dual Layer, offset 1, with no vertical gap), only 15*9 instead of 14*9.  this gives me 5 pixles to the right of the screen that will have something different for each chapter.

I have been inspired the most by Paper Mario: The Thousand Year Door and Illusiat 13.

Battles:
Look like Illusiat 13.
Battles can be:
You vs 1
You vs 2
You vs 3
You vs 4
You vs 5
You plus a NCP vs 1
You plus a NCP vs 2
You plus a NCP vs 3
You plus a NCP vs 4
You plus a NCP vs 5
There will be 4 magic types plus a normal type.
You will be able to have 6 moves at a time, plus all your items, which you can have up to 20.
These 6 will be chosen by the user.  You may only have combinations of moves that you have enough skill for.  Skill will go up with level.  You can change combinations of moves anytime outside of battle.  
There will probably be 25 to 75 moves in the game, but some of these cannot be learned by you. (Enemys know these)
There will probably be over 100 different enemys in the game.
The style of enemys (ASCII) is like Illusiat also.
You will always know you opponets health.

This game will not fit on an 83+ unless I divide it up, which of course I will. I'm estimating that it will be big.


These 3 screenshots show:
1: Main Menu
2: Two Battles
    I have not worked much on the battle engine, so this is kinda rough.  I just added it to show you what they will look like.
    I ran from the second battle, even though it said I couldn't.  I havn't added that check yet.
3: The Movement Engine
    I only have one room for testing, but it lets you see what movement will be like.

I have used various placeholders, some from the Illusiat series.  These will most likely not be in the game.
The screenshots all are at 84+se speed.


Let me know what you think! :D

90
TI-BASIC / Figure out if Ans is a Number or a String
« on: January 01, 2010, 10:57:26 pm »
Here's a challenge for all of you: In pure basic, figure out if Ans is a Number or a String.
It is possible, but I havn't figured out how. :P
If you figure it out, you win a cookie. :D

I have a solution for everything except the number zero. :(  I can't figure out how to compleatly do it.
For more info, http://www.unitedti.org/forum/index.php?showtopic=9191

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