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Omnimaga
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TI Z80
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[Axe] Link Port Pong
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Topic: [Axe] Link Port Pong (Read 5996 times)
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ClrDraw
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[Axe] Link Port Pong
«
on:
July 03, 2014, 05:15:56 pm »
Here is my first game using the link port
(if the screenshots get out of sync, that's just me sucking at wabbitemu, the program doesn't do that)
Calc 1:
Calc 2:
You can download from
clrdraw.weebly.com
!
«
Last Edit: July 05, 2014, 02:10:31 pm by ClrDraw
»
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Axenntio
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Re: Link Port Pong
«
Reply #1 on:
July 03, 2014, 05:31:22 pm »
Ho I like the loading screen!
You can make the P1 and P2 smooth dissapear after 2 or 3 seconds
«
Last Edit: September 06, 2023, 09:00:09 am by Axenntio
»
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ClrDraw
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Re: [Axe] Link Port Pong
«
Reply #2 on:
July 05, 2014, 12:21:53 am »
Thank you
and that's not a bad idea.
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Sorunome
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Derpy Hooves
Re: [Axe] Link Port Pong
«
Reply #3 on:
July 05, 2014, 02:01:10 am »
Ah, this is looking awesome!
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Matrefeytontias
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Re: [Axe] Link Port Pong
«
Reply #4 on:
July 05, 2014, 05:14:05 am »
Oh cool, that's nice-looking, and good work on making a link-play game, having made one I know it's usually a PITA to get things working
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Streetwalrus
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Re: [Axe] Link Port Pong
«
Reply #5 on:
July 05, 2014, 05:38:01 am »
Yup, nice job !
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aeTIos
Nonbinary computing specialist
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Re: [Axe] Link Port Pong
«
Reply #6 on:
July 05, 2014, 05:50:14 am »
Wow, that looks so simple, yet so nice! My eyes love it
And cool that you managed to get link play working. There aren't many games with link play.
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DJ Omnimaga
Clacualters are teh gr33t
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Re: [Axe] Link Port Pong
«
Reply #7 on:
July 05, 2014, 12:12:38 pm »
Awesome. Just wondering, though: How well does it play when you link an original 84+ hardware (that was about 13.9-14.5 MHz) with a 2007 or later model (slightly over 15 MHz) or a regular 83+? Does the game wait for the other calc to respond back and forth or does it just go out of sync like ZTetris?
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ClrDraw
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Re: [Axe] Link Port Pong
«
Reply #8 on:
July 05, 2014, 01:16:51 pm »
Thank you everyone
And I haven't tested it on anything other than two ti 84+ calculators (yet), but the game has several repeat loops to insure that the calcs are always in sync. I also made it user-proof so that if someone quits early or unplugs the cable at a random time, the calcs go back to the connecting screen instead of freezing.
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DJ Omnimaga
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Re: [Axe] Link Port Pong
«
Reply #9 on:
July 05, 2014, 09:21:03 pm »
Cool to hear thatthis trick is getting implemented
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ClrDraw
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Re: [Axe] Link Port Pong
«
Reply #10 on:
July 06, 2014, 09:27:31 pm »
Thanks
What should I make next (using link port)?
edit:
500th post!
«
Last Edit: July 06, 2014, 11:15:23 pm by ClrDraw
»
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DJ Omnimaga
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Re: [Axe] Link Port Pong
«
Reply #11 on:
July 06, 2014, 10:08:59 pm »
Starcraft.
Just kidding, but I wonder if a 2D racing game would be easy to do? Maybe just a game with obstacles but instead of dying you just slow down when hitting them. The one to reach finish line first wins.
Would the Pong game above be feasible using CalcNet?
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willrandship
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Insert sugar to begin programming subroutine.
Re: [Axe] Link Port Pong
«
Reply #12 on:
July 06, 2014, 10:18:56 pm »
Calcnet already has such a pong game, only it uses multiple screens. Using a single screen is actually easier, since it just mirrors what the other calcs have and only one needs to handle any physics.
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Eiyeron
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(-_(//));
Re: [Axe] Link Port Pong
«
Reply #13 on:
July 07, 2014, 08:08:25 am »
Now add hundreds of balls. Oh and powerups.
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Xeda112358
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Re: [Axe] Link Port Pong
«
Reply #14 on:
July 07, 2014, 09:04:58 am »
Okay, something I always wanted to do: Make an RPG game where multiple users can plug in and play on the same map, and when users enter the same area, they show up on each other's screens. Players can talk to each other, trade, battle, et c etera.
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[Axe] Link Port Pong