Author Topic: TI-84+ CSE: BTetris  (Read 6875 times)

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Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #15 on: October 19, 2013, 11:52:19 am »
lol Thanks Sorunome. :)
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Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #16 on: October 30, 2013, 09:39:00 pm »
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Offline AssemblyBandit

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Re: TI-84+ CSE: BTetris
« Reply #17 on: October 31, 2013, 01:04:36 am »
I like the way the bricks fall when you get rid of some lines!

Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #18 on: October 31, 2013, 04:08:37 am »
Thanks! It was the only sane way I could come up with to make them fall down. :) Sticking strictly with BASIC, that is.
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Offline Eiyeron

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Re: TI-84+ CSE: BTetris
« Reply #19 on: October 31, 2013, 04:32:52 am »
Idea : use stat plots

Offline Sorunome

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Re: TI-84+ CSE: BTetris
« Reply #20 on: October 31, 2013, 07:37:18 am »
Is the refresh better on-calc?

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Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #21 on: October 31, 2013, 08:22:34 am »
Sorunome: Yeah, screenshot program is a bit sluggish for color calcs, was designed to deal with the black and white. It's on Kerm's to fix list.

Eiyeron: I've never used stat plots before, so I'd have to learn how to use them in this context and rebuild the game around that. I'm not sure it's really worth the effort, as the game is pretty fast as it is, and it was an experiment that I'm deeming fairly successful. :)

Edit:



Back ported to the 83+/84+ :) What do you think?

And this is what it looks like on the normal 83:



Kerm took the core of BTetris and turned it into a hybrid game:



I'll be packaging the 83 and 83+ versions up and submitting them shortly.
« Last Edit: October 31, 2013, 02:32:52 pm by tifreak »
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Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #22 on: October 31, 2013, 06:09:22 pm »
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Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #23 on: June 05, 2014, 03:01:29 pm »



Soooo I got this far Very Happy Sadly, it's a bit slow, going to have to see what I can do to potentially increase the speed. But for now, we have downward movement!

The error is stemming from the fact I've not moved from the matrix line checking to a list setup as of yet. Oddly enough, the T character normally used for matrix flipping, I think.

I know not a lot of people will care too much about this particular port, doing it more for fun than anything, now.
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Offline DJ Omnimaga

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Re: TI-84+ CSE: BTetris
« Reply #24 on: June 06, 2014, 02:48:17 am »
This looks nice, but I wonder what is causing the slowdown (unless the slowdown is what you mean by error and that it's caused by matrix line checking?)? That said, if you can manage to make it run faster it would be interesting to see how it compares in terms of gameplay with other popular Tetris clones. :)

Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #25 on: June 06, 2014, 07:22:26 am »
Probably more to do with lists and the fact the 73 is fairly slow. I'm not really sure much can be done to speed things up, but I shall sure try!

Also, the pieces flip perfectly already, so that's awesome :D I just have to set it up so the pieces land and stack properly and clear out as needed.
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Offline DJ Omnimaga

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Re: TI-84+ CSE: BTetris
« Reply #26 on: June 06, 2014, 12:05:44 pm »
Oh wait it's a 73 version? I didn't realize. That probably explains the slower speed.

Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #27 on: June 06, 2014, 01:57:17 pm »
That's my mistake, I had made mentions on Cemetech about porting to the 73, but never on here. So yeah, this is a thing. lol

It's a challenge because the 73 has no matrices. So I'm using lists for everything, and it's not making it happy.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%