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Omnimaga
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TI Z80
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Tunnel - by ClrDraw
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Topic: Tunnel - by ClrDraw (Read 9874 times)
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ClrDraw
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Tunnel - by ClrDraw
«
on:
November 02, 2013, 02:34:42 pm »
Check out the screenshots for my Tunnel game! Made with Axe 1.2.2. The tunnel gets smaller by one pixel every few seconds until it is about twenty pixels wide. Game is completely random every time you play.
File is attached if you want to download.
«
Last Edit: November 07, 2013, 08:13:58 pm by ClrDraw
»
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mdr1
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Re: Tunnel - by ClrDraw
«
Reply #1 on:
November 02, 2013, 03:16:25 pm »
Good start !
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AssemblyBandit
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~AssemblyBandit~
Re: Tunnel - by ClrDraw
«
Reply #2 on:
November 02, 2013, 04:00:41 pm »
Damn ClrDraw! It was like just yesterday when you signed up! Nice job on getting stuff out so quick and nice game! +1
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TheCoder1998
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my art is written in code, not in graphite
Re: Tunnel - by ClrDraw
«
Reply #3 on:
November 02, 2013, 04:01:49 pm »
looks great, i'm gonna try to program that myself too.
as a kind of exercise ya know
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ClrDraw
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Re: Tunnel - by ClrDraw
«
Reply #4 on:
November 02, 2013, 04:10:43 pm »
Lol, thanks!!!
I'm adding a few projects I finished a few months before I joined!
«
Last Edit: November 02, 2013, 04:24:15 pm by ClrDraw
»
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Sorunome
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Re: Tunnel - by ClrDraw
«
Reply #5 on:
November 02, 2013, 04:38:25 pm »
Sweet, tunnel games are always fun
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THE GAME
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ClrDraw
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Re: Tunnel - by ClrDraw
«
Reply #6 on:
November 02, 2013, 10:37:40 pm »
They are, and it was surprisingly easier to program than many other things I've made!
Spoiler
For
how it works
:
It's one loop, looping through...
the draw subroutine
1. moves everything one pixel to the left
2. random integer 0 or 1, if 0 then the tunnel will move up one and if 1 than the tunnel will move down 1
3. draws the tunnel on the last column (96)
4. every 400 frames makes the Tunnel size one pixel smaller
5. displays graph
6. removes sprite of triangle
the key subroutine
1. if up or down arrows are pressed, moves triangle up or down
2. if clear is pressed, exits
3. pauses the program if on key is pressed, show pause screen
the check subroutine
if there is a pixel where the triangle sprite will be, then gotoEND (player loses, shows high score)
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Keoni29
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Re: Tunnel - by ClrDraw
«
Reply #7 on:
November 03, 2013, 09:19:44 am »
Yeah a tunnel game is a good way to try out a new programming language. It kinda is a benchmark here in the calculator community
The HP Prime's basic was compared with the CSE one by writing a tunnel game for both of the calcs and playing them side by side.
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Xeda112358
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Re: Tunnel - by ClrDraw
«
Reply #8 on:
November 03, 2013, 09:48:15 am »
Scrolling up/down might actually be about 60% faster than left/right, too. (about 16000 clock cycles versus about 26000).
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ClrDraw
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Re: Tunnel - by ClrDraw
«
Reply #9 on:
November 03, 2013, 10:41:25 am »
I didn't include left and right. Is that normal to have in a tunnel game?
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Keoni29
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Re: Tunnel - by ClrDraw
«
Reply #10 on:
November 03, 2013, 11:38:19 am »
No he is talking about scrolling the screen vertically vs horizontally
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ClrDraw
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Re: Tunnel - by ClrDraw
«
Reply #11 on:
November 03, 2013, 12:58:23 pm »
OH is it really faster? That's really good to know, cause the game is a little slow and I want to speed it up.
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Xeda112358
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Re: Tunnel - by ClrDraw
«
Reply #12 on:
November 03, 2013, 01:04:56 pm »
It is indeed
Here, check
this
out and click the little button thing at the bottom to show speed/size for various outputs.
It turns out my estimates were off, though, and it is actually even faster than I predicted
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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
ClrDraw
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Posts: 627
Rating: +61/-2
Re: Tunnel - by ClrDraw
«
Reply #13 on:
November 03, 2013, 01:11:33 pm »
Wow that's nce, I'd never paid attention to the size/speed numbers on the right before! I wonder why it's so much faster though?
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Xeda112358
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Re: Tunnel - by ClrDraw
«
Reply #14 on:
November 03, 2013, 01:18:32 pm »
Internally, the calculator stores the screen buffer as a 768 byte array. Each byte corresponds to 8 pixels (8 bits per byte) and the screen is horizontally aligned, meaning the first 12 bytes (96 pixels) correspond to the top row and it works down the screen from there.
To scroll the screen down or up, we only need to shift 12 bytes which is pretty easy to do-- there is an instruction that lets us copy a number of bytes from one location to another, removing a lot of overhead code.
To scroll the screen left or right, we need to shift by 1 pixel and there is no easy instruction to do that. In fact rotating or shifting bits requires an extension of the instruction set, which makes it even slower to rotate by bits. (shifting by 8 pixels left or right is much easier as that becomes once again, shifting the buffer by a byte, which is easy)
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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
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Tunnel - by ClrDraw