Author Topic: Tank Vs Gremlin  (Read 4233 times)

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Offline lordofthegeeks

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Tank Vs Gremlin
« on: April 07, 2009, 05:38:12 pm »
Well I am making a clone of a random game I made a while ago for pc onto the ti 86... I will be using asm.

the game can be found here...

tank Vs Gremlin
Short and sweet. :)

Offline noahbaby94

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Re: Tank Vs Gremlin
« Reply #1 on: April 07, 2009, 09:24:39 pm »
Huh sounds cool too bad I don't have a ti-86
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Offline DJ Omnimaga

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Re: Tank Vs Gremlin
« Reply #2 on: April 08, 2009, 01:48:06 am »
Ooh nice game you have there. I can't wait to try the 86 version, I didn't knew you did ASM. Are you planning to make a 83+/84+ version too as well for the non-86 owners?

Offline lordofthegeeks

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Re: Tank Vs Gremlin
« Reply #3 on: April 08, 2009, 12:17:21 pm »
i am working on it. :) I actually am getting it this time. guess the third time is the charm or maybe its just the experimantion...


yeah once i get the 86 asm down I'll work on the ti 83/84 asm...


Short and sweet. :)

Offline DJ Omnimaga

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Re: Tank Vs Gremlin
« Reply #4 on: April 08, 2009, 06:36:17 pm »
I am happy you returned too, I was getting worried because you had like 200 posts on the old board (or more?) then we returned and you went inactive here for half a year, even thought you were still regulary active on UTI during the entire time. On top of that you didn't seemed to do anymore calc related stuff x.x

Offline lordofthegeeks

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Re: Tank Vs Gremlin
« Reply #5 on: April 08, 2009, 09:43:24 pm »
well I was busy a bit... and lost my interest in my ti 84 for a while.
since I got my 86 i have picked them both up.
and since I can do the assembey on my pc odds are I will be able ot do it more often.

my little bro is using my ti 84 most of the time also.

who knows? (not to make any promises) once I get the asm down really well maybe animal crossing may be recrafted into asm... it would benefit greatly from the speed increase...
Short and sweet. :)

Offline kalan_vod

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Re: Tank Vs Gremlin
« Reply #6 on: April 08, 2009, 10:23:31 pm »
well I was busy a bit... and lost my interest in my ti 84 for a while.
since I got my 86 i have picked them both up.
and since I can do the assembey on my pc odds are I will be able ot do it more often.

my little bro is using my ti 84 most of the time also.

who knows? (not to make any promises) once I get the asm down really well maybe animal crossing may be recrafted into asm... it would benefit greatly from the speed increase...
Hehe, like the GS april fools joke was :P.

Offline DJ Omnimaga

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Re: Tank Vs Gremlin
« Reply #7 on: April 08, 2009, 10:57:53 pm »
Lol that would be extreme lol XD

(in case Lordofthegeeks never knew about it, Kalan refers to Omnimaga 2005 april fools prank, which announced a complete port of Zelda The Minish Cap for the TI-83+SE/84+SE nearing completion. It was believable by some people because the screenshot was animated and slow framerate. It would have been even more realistic if it showed motion blurring effect though)

Offline lordofthegeeks

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Re: Tank Vs Gremlin
« Reply #8 on: May 09, 2009, 09:52:04 pm »
what would one of you propose to do for bullets?
i am plannign on using a group of vairiables for the bullets each will be 1 label holding the location,direction
I also am planning on having a i byte variable to tell the program what bullets ar eactive and need to be moved.
if the bullets are all full then to skip making a new one.
my only problem is I can not get it to work right. is it posibble one of you has had this problem in the past and has a elegant or simple solution?
Short and sweet. :)

Offline noahbaby94

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Re: Tank Vs Gremlin
« Reply #9 on: May 09, 2009, 09:52:41 pm »
Talk to iambain he's been dealing with bullets.
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Offline Halifax

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Re: Tank Vs Gremlin
« Reply #10 on: May 11, 2009, 08:00:42 am »
Well I played the original, lordofthegeeks, and judging from that this aims to be a very good game for the z80 calculators. Also, just as a note, 83/84+ assembly is the same as 86 assembly, the only thing that differs are the ROM calls and where some memory is placed, etc. You will be able to pick it up easily. Then the only other thing, if I remember correctly, is a screen size difference?

At any rate, your plan for the bullets seems quite fine. Also, you could store the active flag right along with the bullet data so that you would have the following: location, direction, and active. I would make the 'active' flag 1 bit in a byte so that maybe you could expand upon it later. (Maybe including flags for such things as super crazy insane bullets or something. :D )

But yeah, my general algorithm would be to store it with those three things. Then any time you want to add a new bullet, you iterate over the list looking at the 'active' value (which should be the first byte in the structure so you can easily increment to the location and direction data), and if you find a bullet that is inactive, you simply insert the new bullet there, otherwise nothing is inserted. Then, in your rendering routine, you iterate over the list as well, and any bullets that are active you update by one frame, or however you want to do it.

If you would like me to take a look at the code, then feel free to PM. I hope you get this working!
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Offline DJ Omnimaga

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Re: Tank Vs Gremlin
« Reply #11 on: May 11, 2009, 01:53:17 pm »
Yeah screen size is the difference... well... sort of. 128x64 pixels on TI-85 and 86, like Casio calcs. The only thing I hate though is that the pixels are vertical rectangles because instead of making a smaller screen like on Casio or bigger calc, they squished it horizontally so with some games it looks a bit weird and distorted. It's easy to get used to it, though