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TI Z80
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[Axe] Worms - name subject to changes
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Topic: [Axe] Worms - name subject to changes (Read 42369 times)
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Matrefeytontias
Axe roxxor (kinda)
LV10
31337 u53r (Next: 2000)
Posts: 1982
Rating: +310/-12
Axe roxxor
Re: [Axe] Worms - name subject to changes
«
Reply #105 on:
May 19, 2014, 06:26:41 pm »
I can, but I assure you it's a huge mess, as every project I do I might say.
Here you go anyway. Run prgmWRMSETUP once to generate the required appvar. Compile whole program as app. The relevant part of the code is in prgmWORMMOVE.
Attached both text and axiom version of BITMAP4.
EDIT : by the way, compile prgmWORMSRC, and you'll need one map - attached it.
«
Last Edit: May 19, 2014, 06:58:41 pm by Matrefeytontias
»
Logged
/\ >< [- |_| _\~ [- /?
All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
Always
. If you find that unbelievable, you should check the last link of my sig
Nerdiness
Projects :
[Ndless3.1] nKaruga
,
[Axe] Worms (yes !)
,
[Ndless 3.1] F-Zero TrackSpire (dropped)
,
[Ndless 3.1] nSpeedX 3D (paused)
,
[Ndless 3.1] nRayC, an easy-to-use raycasting (3D) engine in C for your Nspire ! (paused)
Proud author of :
[TI-8x] Jetpack 8x+
,
[TI-8x+] Gravity Walls
,
[ASM for Axe] AxeDCS axiom for Axe programmers
,
[TI-8x+] WiredWorks : a SolidWorks on your Ti-83+/84+ !
,
[TI-8x+] Super Crate Box
,
[Axe] IkarugaX, an awesomely challenging danmaku/shoot-them-up for your TI-83+/84+ !
,
[ASM for Axe] AxeJh3D axiom, a very fast 3D ASM library for Axe coders !
If at a certain moment you think that I'm awesome, you can express it by
giving me one more Internet (>^_^)>
Streetwalrus
LV12
Extreme Poster (Next: 5000)
Posts: 3821
Rating: +80/-8
Re: [Axe] Worms - name subject to changes
«
Reply #106 on:
May 20, 2014, 01:44:32 am »
Y u no make a zip ?
Logged
Matrefeytontias
Axe roxxor (kinda)
LV10
31337 u53r (Next: 2000)
Posts: 1982
Rating: +310/-12
Axe roxxor
Re: [Axe] Worms - name subject to changes
«
Reply #107 on:
June 05, 2014, 04:03:19 am »
Update,
Following the new rules (no going out of the map by left or right), most bugs have been eliminated. Also, worms now die if they fall under the map, and both worms and projectiles are now free to fly above the map with no collision error or memory corruption
I guess that's a release then. I lowered the number of teams to 2 for now, because it makes more sense to have 2 teams of 3 worms than 3 teams of 2.
«
Last Edit: June 05, 2014, 04:34:30 pm by Matrefeytontias
»
Logged
/\ >< [- |_| _\~ [- /?
All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
Always
. If you find that unbelievable, you should check the last link of my sig
Nerdiness
Projects :
[Ndless3.1] nKaruga
,
[Axe] Worms (yes !)
,
[Ndless 3.1] F-Zero TrackSpire (dropped)
,
[Ndless 3.1] nSpeedX 3D (paused)
,
[Ndless 3.1] nRayC, an easy-to-use raycasting (3D) engine in C for your Nspire ! (paused)
Proud author of :
[TI-8x] Jetpack 8x+
,
[TI-8x+] Gravity Walls
,
[ASM for Axe] AxeDCS axiom for Axe programmers
,
[TI-8x+] WiredWorks : a SolidWorks on your Ti-83+/84+ !
,
[TI-8x+] Super Crate Box
,
[Axe] IkarugaX, an awesomely challenging danmaku/shoot-them-up for your TI-83+/84+ !
,
[ASM for Axe] AxeJh3D axiom, a very fast 3D ASM library for Axe coders !
If at a certain moment you think that I'm awesome, you can express it by
giving me one more Internet (>^_^)>
Streetwalrus
LV12
Extreme Poster (Next: 5000)
Posts: 3821
Rating: +80/-8
Re: [Axe] Worms - name subject to changes
«
Reply #108 on:
June 05, 2014, 04:04:55 am »
Yay that's great !
Logged
Eiyeron
Urist McEiyolobster
LV10
31337 u53r (Next: 2000)
Posts: 1430
Rating: +130/-10
(-_(//));
Re: [Axe] Worms - name subject to changes
«
Reply #109 on:
June 05, 2014, 04:17:58 am »
Yay update! \o/
I should take another 84, just for playing on it.
Logged
chickendude
LV8
Addict (Next: 1000)
Posts: 817
Rating: +90/-1
Pro-Riot Squad
Re: [Axe] Worms - name subject to changes
«
Reply #110 on:
June 05, 2014, 02:59:36 pm »
t tried sending it to my 84+ but get a signature error for the app
Logged
Matrefeytontias
Axe roxxor (kinda)
LV10
31337 u53r (Next: 2000)
Posts: 1982
Rating: +310/-12
Axe roxxor
Re: [Axe] Worms - name subject to changes
«
Reply #111 on:
June 05, 2014, 03:13:32 pm »
Oh, well I guess you just have to throw it to Wabbitsign
I'll do that, but you need to wait some time.
Logged
/\ >< [- |_| _\~ [- /?
All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
Always
. If you find that unbelievable, you should check the last link of my sig
Nerdiness
Projects :
[Ndless3.1] nKaruga
,
[Axe] Worms (yes !)
,
[Ndless 3.1] F-Zero TrackSpire (dropped)
,
[Ndless 3.1] nSpeedX 3D (paused)
,
[Ndless 3.1] nRayC, an easy-to-use raycasting (3D) engine in C for your Nspire ! (paused)
Proud author of :
[TI-8x] Jetpack 8x+
,
[TI-8x+] Gravity Walls
,
[ASM for Axe] AxeDCS axiom for Axe programmers
,
[TI-8x+] WiredWorks : a SolidWorks on your Ti-83+/84+ !
,
[TI-8x+] Super Crate Box
,
[Axe] IkarugaX, an awesomely challenging danmaku/shoot-them-up for your TI-83+/84+ !
,
[ASM for Axe] AxeJh3D axiom, a very fast 3D ASM library for Axe coders !
If at a certain moment you think that I'm awesome, you can express it by
giving me one more Internet (>^_^)>
Matrefeytontias
Axe roxxor (kinda)
LV10
31337 u53r (Next: 2000)
Posts: 1982
Rating: +310/-12
Axe roxxor
Re: [Axe] Worms - name subject to changes
«
Reply #112 on:
June 05, 2014, 04:34:52 pm »
Bump,
I did it and updated the above package, so download it again if you previously did, sorry about that
Logged
/\ >< [- |_| _\~ [- /?
All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
Always
. If you find that unbelievable, you should check the last link of my sig
Nerdiness
Projects :
[Ndless3.1] nKaruga
,
[Axe] Worms (yes !)
,
[Ndless 3.1] F-Zero TrackSpire (dropped)
,
[Ndless 3.1] nSpeedX 3D (paused)
,
[Ndless 3.1] nRayC, an easy-to-use raycasting (3D) engine in C for your Nspire ! (paused)
Proud author of :
[TI-8x] Jetpack 8x+
,
[TI-8x+] Gravity Walls
,
[ASM for Axe] AxeDCS axiom for Axe programmers
,
[TI-8x+] WiredWorks : a SolidWorks on your Ti-83+/84+ !
,
[TI-8x+] Super Crate Box
,
[Axe] IkarugaX, an awesomely challenging danmaku/shoot-them-up for your TI-83+/84+ !
,
[ASM for Axe] AxeJh3D axiom, a very fast 3D ASM library for Axe coders !
If at a certain moment you think that I'm awesome, you can express it by
giving me one more Internet (>^_^)>
chickendude
LV8
Addict (Next: 1000)
Posts: 817
Rating: +90/-1
Pro-Riot Squad
Re: [Axe] Worms - name subject to changes
«
Reply #113 on:
June 05, 2014, 06:55:59 pm »
Great, it works now thanks! And this is great! It would be nice if you could hold [sto] or [ + ] rather than press and release to move it, but i like the idea of using all those keys to select an angle. It'd be nice too if turning the other direction flipped your angle rather than resetting it to 90º. It'd also be nice if there were a button you could hold to view more of the map, for example pressing and holding [XTØn] and then being able to move the camera freely with the arrow keys. Letting go of the button would slide the camera back to it's normal position around the character.
Also, [Mode] seems to leave artifacts behind when you move the worm, though i assume that's either a debugging thing or something not finished yet since it's not mentioned in the readme
Anyway, great work, Matrefeytontias
«
Last Edit: June 06, 2014, 09:14:03 am by chickendude
»
Logged
Matrefeytontias
Axe roxxor (kinda)
LV10
31337 u53r (Next: 2000)
Posts: 1982
Rating: +310/-12
Axe roxxor
Re: [Axe] Worms - name subject to changes
«
Reply #114 on:
June 06, 2014, 07:56:01 am »
Well, the point of [sto] and [ + ] is to be very accurate (they make the aiming line move 2° by 2° !), so making them holdable makes no sense.
For the flipping things, well yeah I could do that
Moving the camera alone is planned, I was just focusing on other things for now, and yeah [x,t,Θ,n] was the planned key.
Indeed, [mode] is for debugging, it simply loads the next worm as active worm. You're not intended to touch it
«
Last Edit: June 06, 2014, 09:55:49 am by Matrefeytontias
»
Logged
/\ >< [- |_| _\~ [- /?
All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
Always
. If you find that unbelievable, you should check the last link of my sig
Nerdiness
Projects :
[Ndless3.1] nKaruga
,
[Axe] Worms (yes !)
,
[Ndless 3.1] F-Zero TrackSpire (dropped)
,
[Ndless 3.1] nSpeedX 3D (paused)
,
[Ndless 3.1] nRayC, an easy-to-use raycasting (3D) engine in C for your Nspire ! (paused)
Proud author of :
[TI-8x] Jetpack 8x+
,
[TI-8x+] Gravity Walls
,
[ASM for Axe] AxeDCS axiom for Axe programmers
,
[TI-8x+] WiredWorks : a SolidWorks on your Ti-83+/84+ !
,
[TI-8x+] Super Crate Box
,
[Axe] IkarugaX, an awesomely challenging danmaku/shoot-them-up for your TI-83+/84+ !
,
[ASM for Axe] AxeJh3D axiom, a very fast 3D ASM library for Axe coders !
If at a certain moment you think that I'm awesome, you can express it by
giving me one more Internet (>^_^)>
chickendude
LV8
Addict (Next: 1000)
Posts: 817
Rating: +90/-1
Pro-Riot Squad
Re: [Axe] Worms - name subject to changes
«
Reply #115 on:
June 06, 2014, 09:24:04 am »
Yep, i didn't even notice that they'd changed my +. About the keys, i figured that you'd made it that way on purpose, but i thought it'd be nice to have a slight delay (like when holding the arrows down with _GetKey) before moving the angle again as i like to just use the two buttons when i'm already relatively close
Logged
Runer112
Moderator
LV11
Super Veteran (Next: 3000)
Posts: 2289
Rating: +639/-31
Re: [Axe] Worms - name subject to changes
«
Reply #116 on:
June 06, 2014, 12:21:26 pm »
One thing that bugged me slightly about the aiming system is that multiple angles produce the same aim guide line. This could be remedied by using a custom line drawing routine that, instead of taking integer inputs, takes fixed-point inputs. Such a routine written in Axe would possibly be in the ballpark of 3-5x slower than the standard line routine, but since the line being drawn isn't very long and you're not doing much other computation, the extra time consumed shouldn't be a problem.
Alternatively, you could probably just play with the length of the guide line and find the minimum length that gives a different endpoint for every allowed angle (of which I believe there are 64, so 16 per quadrant?).
Logged
Matrefeytontias
Axe roxxor (kinda)
LV10
31337 u53r (Next: 2000)
Posts: 1982
Rating: +310/-12
Axe roxxor
Re: [Axe] Worms - name subject to changes
«
Reply #117 on:
June 06, 2014, 12:28:55 pm »
Well that's because the 83+ has fat pixels
one thing I also thought of was drawing the hypothetic bullet's trajectory if it was shot, but then I thought it would be too easy (and it's not Worms's way to do, too).
The problem is that to have different aiming lines for each angles you need a very long line. And that's not possible because it would quickly get clipped off the screen by Axe's line routine. A solution I found is saying "haha, that takes a bit of getting used to" and letting it that way
Also yeah, there are 64 angles per quadrant, but only 128 are accessible anyway (you can't fire under yourself).
Logged
/\ >< [- |_| _\~ [- /?
All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
Always
. If you find that unbelievable, you should check the last link of my sig
Nerdiness
Projects :
[Ndless3.1] nKaruga
,
[Axe] Worms (yes !)
,
[Ndless 3.1] F-Zero TrackSpire (dropped)
,
[Ndless 3.1] nSpeedX 3D (paused)
,
[Ndless 3.1] nRayC, an easy-to-use raycasting (3D) engine in C for your Nspire ! (paused)
Proud author of :
[TI-8x] Jetpack 8x+
,
[TI-8x+] Gravity Walls
,
[ASM for Axe] AxeDCS axiom for Axe programmers
,
[TI-8x+] WiredWorks : a SolidWorks on your Ti-83+/84+ !
,
[TI-8x+] Super Crate Box
,
[Axe] IkarugaX, an awesomely challenging danmaku/shoot-them-up for your TI-83+/84+ !
,
[ASM for Axe] AxeJh3D axiom, a very fast 3D ASM library for Axe coders !
If at a certain moment you think that I'm awesome, you can express it by
giving me one more Internet (>^_^)>
Runer112
Moderator
LV11
Super Veteran (Next: 3000)
Posts: 2289
Rating: +639/-31
Re: [Axe] Worms - name subject to changes
«
Reply #118 on:
June 06, 2014, 04:54:40 pm »
When I tested it, it seemed like you only allowed 16 different angles per quadrant. You could easily get 16 unique lines out of that by either extending the line a bit or using a custom fixed-point coordinate line routine.
EDIT: Apparently the number is 32. Still might be feasible.
«
Last Edit: June 06, 2014, 04:56:31 pm by Runer112
»
Logged
Matrefeytontias
Axe roxxor (kinda)
LV10
31337 u53r (Next: 2000)
Posts: 1982
Rating: +310/-12
Axe roxxor
Re: [Axe] Worms - name subject to changes
«
Reply #119 on:
June 06, 2014, 05:08:01 pm »
Oh oops I meant 64 possible angles at all
so yeah, 32 per quadrant (you move by a minimum of 2° between 0 and 128 °). Extending the line doesn't seem to be the good solution, and I can't see how a custom line routine would do better than Axe's one given that the size of pixels really is the limitation.
Logged
/\ >< [- |_| _\~ [- /?
All of the TI-z80 screenshots that I will post, unless I specifically mention that it's not the case, will run at 6 MHz.
Always
. If you find that unbelievable, you should check the last link of my sig
Nerdiness
Projects :
[Ndless3.1] nKaruga
,
[Axe] Worms (yes !)
,
[Ndless 3.1] F-Zero TrackSpire (dropped)
,
[Ndless 3.1] nSpeedX 3D (paused)
,
[Ndless 3.1] nRayC, an easy-to-use raycasting (3D) engine in C for your Nspire ! (paused)
Proud author of :
[TI-8x] Jetpack 8x+
,
[TI-8x+] Gravity Walls
,
[ASM for Axe] AxeDCS axiom for Axe programmers
,
[TI-8x+] WiredWorks : a SolidWorks on your Ti-83+/84+ !
,
[TI-8x+] Super Crate Box
,
[Axe] IkarugaX, an awesomely challenging danmaku/shoot-them-up for your TI-83+/84+ !
,
[ASM for Axe] AxeJh3D axiom, a very fast 3D ASM library for Axe coders !
If at a certain moment you think that I'm awesome, you can express it by
giving me one more Internet (>^_^)>
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[Axe] Worms - name subject to changes