Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
[Axe] Link Port Pong
« previous
next »
Print
Pages: [
1
]
2
Go Down
Author
Topic: [Axe] Link Port Pong (Read 5858 times)
0 Members and 1 Guest are viewing this topic.
ClrDraw
LV7
Elite (Next: 700)
Posts: 627
Rating: +61/-2
[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
»
Logged
+2/-0 karm for this message
Visit
my GitHub
for all my TI programs as well as other projects.
Also check out
my website
.
Axenntio
LV3
Member (Next: 100)
Posts: 41
Rating: +3/-0
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
»
Logged
[Game]Split It
[Tool]Snoud
ClrDraw
LV7
Elite (Next: 700)
Posts: 627
Rating: +61/-2
Re: [Axe] Link Port Pong
«
Reply #2 on:
July 05, 2014, 12:21:53 am »
Thank you
and that's not a bad idea.
Logged
Visit
my GitHub
for all my TI programs as well as other projects.
Also check out
my website
.
Sorunome
Fox Fox Fox Fox Fox Fox Fox!
Support Staff
LV13
Extreme Addict (Next: 9001)
Posts: 7920
Rating: +374/-13
Derpy Hooves
Re: [Axe] Link Port Pong
«
Reply #3 on:
July 05, 2014, 02:01:10 am »
Ah, this is looking awesome!
Logged
THE GAME
Also, check out
my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!
Matrefeytontias
Axe roxxor (kinda)
LV10
31337 u53r (Next: 2000)
Posts: 1982
Rating: +310/-12
Axe roxxor
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
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] Link Port Pong
«
Reply #5 on:
July 05, 2014, 05:38:01 am »
Yup, nice job !
Logged
aeTIos
Nonbinary computing specialist
LV12
Extreme Poster (Next: 5000)
Posts: 3915
Rating: +184/-32
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.
Logged
I'm not a nerd but I pretend:
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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?
Logged
ClrDraw
LV7
Elite (Next: 700)
Posts: 627
Rating: +61/-2
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.
Logged
Visit
my GitHub
for all my TI programs as well as other projects.
Also check out
my website
.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: [Axe] Link Port Pong
«
Reply #9 on:
July 05, 2014, 09:21:03 pm »
Cool to hear thatthis trick is getting implemented
Logged
ClrDraw
LV7
Elite (Next: 700)
Posts: 627
Rating: +61/-2
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
»
Logged
Visit
my GitHub
for all my TI programs as well as other projects.
Also check out
my website
.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
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?
Logged
willrandship
Omnimagus of the Multi-Base.
LV11
Super Veteran (Next: 3000)
Posts: 2953
Rating: +98/-13
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.
Logged
Eiyeron
Urist McEiyolobster
LV10
31337 u53r (Next: 2000)
Posts: 1430
Rating: +130/-10
(-_(//));
Re: [Axe] Link Port Pong
«
Reply #13 on:
July 07, 2014, 08:08:25 am »
Now add hundreds of balls. Oh and powerups.
Logged
Xeda112358
they/them
Moderator
LV12
Extreme Poster (Next: 5000)
Posts: 4704
Rating: +719/-6
Calc-u-lator, do doo doo do do do.
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.
Logged
My pastebin
|
Pokémon Amber
|
Grammer Programming Language
|
BatLib Library
|
Jade Simulator
|
Zeda's Hex Opcodes
|
FileSyst Library
|
CopyProg
|
TPROG
|
GroupRead
|
Lbl Read/Write
|
Z80 Floating Point Routines
(
z80float on GitHub
)|
Z80 Optimized Routines Repository
Print
Pages: [
1
]
2
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
[Axe] Link Port Pong