Author Topic: TI-Basic Game Design Tutorial Now Available for Commentary  (Read 17395 times)

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Offline ACagliano

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TI-Basic Game Design Tutorial Now Available for Commentary
« on: June 21, 2010, 02:00:58 am »
This is a BETA release.

This tutorial is almost done. All I have left to do is the optimization, debugging, then the stages of release. Please remember as you read this:

1. My knowledge on the topic is not perfect. Its possible I may have left stuff out (in fact, I'm sure I did). This has been a learning experience for me, as well as an attempt to speak. So, please be nice. This is a beta version.

2. Feel free to edit/remove/add stuff as you feel necessary. Just, please make your changes in a different color than the rest of the text, so I can distinguish them.

Thanks

Please ignore the formatting. It should be pretty readable in .txt.

Offline ACagliano

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #1 on: June 21, 2010, 02:01:27 am »
That was Part 1. Here is part 2.

Offline DJ Omnimaga

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #2 on: June 21, 2010, 02:44:54 am »
cool, I'll check when I have some more time in the middle of the week. Feel free to poke me again if I forget

Offline ACagliano

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #3 on: June 23, 2010, 12:19:42 pm »
No comments, anyone? I'm very much counting on community feedback to perfect this thing...

Offline nemo

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #4 on: June 23, 2010, 01:04:12 pm »
give me a little time, i'm reading it now.


Offline DJ Omnimaga

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #5 on: June 23, 2010, 01:22:43 pm »
I am starting to read in a minute. So far, though, I noticed something:  Your ' characters show up as Õ. For example calculatorÕs. Also plural would be more calculators than calculator's. You might want to fix those in next versions.

Continuing reading as I check the site now

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #6 on: June 23, 2010, 01:31:02 pm »
Err, this might sound kind of bad, but...
Quote from: ACaglino
This is very dangerous. There are no errors produced.
Not true.  It is not very dangerous if you know what you are doing, and errors *are* produced.

Quote from: ACaglino
The RAM is relatively unorganized and unprotected.
Not true.  It is quite organized.

Quote from: ACaglino
A fixed part of the calculatorÕs RAM cannot be edited, used or modified.
Yes it can, it's just dangerous.

Quote from: ACaglino
-TI-84
There is no such thing.

Quote from: ACaglino
a program designed for use on a TI-83 Plus will not work on a TI-83 or lower
Yes it can.

I don't mean to nitpick, but I'm trying to help you make a good tutorial.

Offline DJ Omnimaga

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #7 on: June 23, 2010, 01:36:42 pm »
Actually, I think the only way to really damage your calc with assembly is if you unlock flash and do a bad manipulation.

Also you might want to specify that the total calc RAM is 32 KB and that the use can only use 24 of it. Right now it seems a bit like you say the entire RAM totals 24 KB.

@SirCmpwn, it depends of the BASIC program. For instance, Illusiat 6 required many changes to run on a 83. Otherwise it didn't sent at all or the code was messed up.

Now on chapter 2

SirCmpwn

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #8 on: June 23, 2010, 01:39:04 pm »
Well, there are a few specific tokens to each calc, but most programs can be transferred between any z80 calculator.

Offline DJ Omnimaga

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #9 on: June 23, 2010, 01:41:36 pm »
Yeah it really depends. Illusiat lowercase text/event convos had to be converted to CAPS lock, because they didn't seem to work otherwise. Quite ironic considering the 83 supports lowercases. I guess the ASCII code might be different or something, not sure.

It might also have been because the linking softwares had troubles with the files too. Maybe a direct 83+ to 83 transfer might work.

Offline ztrumpet

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #10 on: June 23, 2010, 05:02:45 pm »
There are many differences between the 83 and 83+, but most basic programs will work on each. :)
« Last Edit: June 23, 2010, 05:02:53 pm by ztrumpet »

Offline DJ Omnimaga

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #11 on: June 23, 2010, 10:39:57 pm »
Ok, got more time to read now. On chapter 3, now.

For planning, I would add a note that if someone is new to the language or never coded a game before, he should start small. Starting too huge without making sure if you can do a project and if it's feasible at all can discourage you.

I would also give some references to memory leaks in the Lbl/Goto part, warning people that misuse of them can cause errors when the program is running for a while (and slow down).


Offline ACagliano

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #12 on: June 24, 2010, 01:28:39 am »
I am starting to read in a minute. So far, though, I noticed something:  Your ' characters show up as Õ. For example calculatorÕs.

This may be because I started in Word and then converted into .rtf. I'll look into it.



Err, this might sound kind of bad, but...
Quote from: ACaglino
This is very dangerous. There are no errors produced.
Not true.  It is not very dangerous if you know what you are doing, and errors *are* produced.


I'll make that clarification, thanks.


Quote from: ACaglino
The RAM is relatively unorganized and unprotected.
Not true.  It is quite organized.


Do you have any sources that can help me explain its memory structure?


Quote from: ACaglino
A fixed part of the calculatorÕs RAM cannot be edited, used or modified.
Yes it can, it's just dangerous.


*In TI-Basic, it can't. I'll clarify, though.


Quote from: ACaglino
-TI-84
There is no such thing.


Ok.


Quote from: ACaglino
a program designed for use on a TI-83 Plus will not work on a TI-83 or lower
Yes it can.


I'll switch that to: "While some programs written for the TI-83 Plus will run on a TI-83 or lower, there are just as many that experience compatibility issues." How's that?


I don't mean to nitpick, but I'm trying to help you make a good tutorial.

I welcome it. Keep 'em coming.



Actually, I think the only way to really damage your calc with assembly is if you unlock flash and do a bad manipulation.

I'm not going to delve that deep into it.


Also you might want to specify that the total calc RAM is 32 KB and that the use can only use 24 of it. Right now it seems a bit like you say the entire RAM totals 24 KB.

Is there some sort of "map" of the memory I can enclose?




Ok, got more time to read now. On chapter 3, now.

For planning, I would add a note that if someone is new to the language or never coded a game before, he should start small. Starting too huge without making sure if you can do a project and if it's feasible at all can discourage you.

I'll mention that.


I would also give some references to memory leaks in the Lbl/Goto part, warning people that misuse of them can cause errors when the program is running for a while (and slow down).

Can you elaborate a little?



Edit: Also, as a side note, if I have left out any important topics or you want to add something to it, please either post here or email to me at [email protected]. I'm pretty sure I've missed at least one major topic.
« Last Edit: June 24, 2010, 01:46:35 am by ACagliano »

Offline DJ Omnimaga

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #13 on: June 24, 2010, 01:31:58 am »
ASM In 28 days probably have some sort of memory map. Otherwise, WikiTI might have some info. If both doesn't, you could always ask on the forums or on IRC to BrandonW (altough he is not very active lately). Other people with a lot of experience in assembly migth know, too.

As for Lbl/goto, I mean like when you do

Lbl 00
While 1
<code>
If <condition>
Then
<code>
Goto AA
End
End
Lbl AA
<code>
Goto 00

if it goto's to AA enough often, your program will eventually run slower and slower, then you'll get an ERR:MEMORY.

Offline ACagliano

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Re: TI-Basic Game Design Tutorial Now Available for Commentary
« Reply #14 on: June 24, 2010, 01:55:04 am »
Ahh, you mean like the "self replicating code" type of scenario (I use "self-replicating" in the loosest possible manner)?