Author Topic: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire  (Read 62015 times)

0 Members and 2 Guests are viewing this topic.

Offline apcalc

  • The Game
  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1393
  • Rating: +120/-2
  • VGhlIEdhbWUh (Base 64 :))
    • View Profile
Re: Trapped for TI-Nspire
« Reply #15 on: August 09, 2010, 11:38:31 pm »
I think I am also going to make this game for the TI-89.  It is not too hard at all to port the code to 89 C and the 68k community could use some activity!  I will be working on both version simultaneously, so that might slow down updates/release.  The 89 version will not have grayscale or the animations present in the Nspire version to same me some time.  Also, I have decided to restart the game engine from scratch as it does not take too long to write and it will be easier that making a ton of changes to the current version (actually, the drawing engine was much harder to write than the game engine).

EDIT:  Also, I doubt I will get any work on this until early September because I have a ton of work I have to do for school. :( (I have 3 weeks--it is going to be very close for me :()  I will pick up work once I have free time when school starts (which will still be limited). :(
« Last Edit: August 09, 2010, 11:59:02 pm by apcalc »


Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #16 on: August 10, 2010, 12:28:20 am »
I was actually wondering how easy it would be to port stuff from 68k C to Nspire C or vise versa. It would be pretty nice to have this game available for the TI-89 since it don't own a Nspire yet. :)

Offline TC01

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 344
  • Rating: +9/-0
    • View Profile
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #17 on: August 10, 2010, 09:56:55 am »
I'm glad to see another 68k project on Omnimaga besides mine.  :) Good luck!



The userbars in my sig are links embedded links.

And in addition to calculator (and Python!) stuff, I mod Civilization 4 (frequently with Python).

Offline Lionel Debroux

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2135
  • Rating: +290/-45
    • View Profile
    • TI-Chess Team
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #18 on: August 11, 2010, 10:46:02 am »
Quote
I was actually wondering how easy it would be to port stuff from 68k C to Nspire C or vise versa. It would be pretty nice to have this game available for the TI-89 since it don't own a Nspire yet. :)
With the right level of abstraction, porting games between TI-68k C and Nspire C should be rather easy. But the set of Nspire libraries/programs is currently far from the depth and density of the set of TI-68k programs (TIGCCLIB, ExtGraph, etc.).
Member of the TI-Chess Team.
Co-maintainer of GCC4TI (GCC4TI online documentation), TILP and TIEmu.
Co-admin of TI-Planet.

Offline apcalc

  • The Game
  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1393
  • Rating: +120/-2
  • VGhlIEdhbWUh (Base 64 :))
    • View Profile
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #19 on: August 11, 2010, 11:13:59 am »
At this point, it is much easier to port games from the Nspire to 68k calcs than it is to port games from 68k to the Nspire.  The 68k series already has just about everything the Nspire has (I can't think of anything it dosen't), so it really just a matter of making some slight syntax changes. (For example, the sprite function is different for both calcs).  Right now, we don't have all of the functions for the Nspire as we do for the 89.  Hopefully in the future we will have all of the functions the 89 has for the Nspire and the job of porting games to the Nspire should be quite easy!


Offline Hot_Dog

  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3006
  • Rating: +445/-10
    • View Profile
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #20 on: August 11, 2010, 11:25:02 am »
Looking good, apcalc!

Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #21 on: August 11, 2010, 11:48:00 am »
@Lionel Debroux & apcalc: Ah, ok. Very cool guys. Thanks for the info! :)

Offline Lionel Debroux

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2135
  • Rating: +290/-45
    • View Profile
    • TI-Chess Team
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #22 on: August 12, 2010, 04:50:08 am »
Documenting Nspire OS functions is an even more dauting task than documenting TI-68k OS functions, for two reasons:
* TI gave a public list of names and definitions for a subset of the TI-68k functions, variables and data structures (with some oddities: some purely internal stuff is exported in the ROM_CALL table while other useful stuff isn't);
* the Nspire (CAS) OS is much larger than the TI-68k OS is.
Member of the TI-Chess Team.
Co-maintainer of GCC4TI (GCC4TI online documentation), TILP and TIEmu.
Co-admin of TI-Planet.

Offline bwang

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 634
  • Rating: +30/-11
    • View Profile
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #23 on: August 12, 2010, 05:03:03 am »
At this point, it is much easier to port games from the Nspire to 68k calcs than it is to port games from 68k to the Nspire.  The 68k series already has just about everything the Nspire has (I can't think of anything it dosen't), so it really just a matter of making some slight syntax changes. (For example, the sprite function is different for both calcs).  Right now, we don't have all of the functions for the Nspire as we do for the 89.  Hopefully in the future we will have all of the functions the 89 has for the Nspire and the job of porting games to the Nspire should be quite easy!
What's the 68k sprite function syntax? I'll change mine to match it, if I can.
« Last Edit: August 12, 2010, 05:03:26 am by bwang »

Offline Lionel Debroux

  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2135
  • Rating: +290/-45
    • View Profile
    • TI-Chess Team
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #24 on: August 12, 2010, 05:43:39 am »
Besides TI-68k libraries, there are also interesting things in HP-GCC ;)


Here go the TI-68k libraries:
* TIGCC/GCC4TI multi-mode sprite functions:
Code: [Select]
void Sprite8 (short x, short y, short height, const unsigned char *sprite, void *vm_addr, short mode);
void Sprite16 (short x, short y, short height, const unsigned short *sprite, void *vm_addr, short mode);
void Sprite32 (short x, short y, short height, const unsigned long *sprite, void *vm_addr, short mode);

* ExtGraph single-mode sprite functions, more drawing modes and sizes, compile-time library: see the ExtGraph SVN repository, http://opensvn.csie.org/ExtGraph , in the lib folder.

* the Genlib library, the other surviving library of graphical functions for TI-68k calculators, run-time dynamic library which needs PreOS: see http://www.yaronet.com/t3/?id=20
« Last Edit: August 12, 2010, 05:47:29 am by Lionel Debroux »
Member of the TI-Chess Team.
Co-maintainer of GCC4TI (GCC4TI online documentation), TILP and TIEmu.
Co-admin of TI-Planet.

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #25 on: August 15, 2010, 06:32:40 pm »
A 68k port would be awesome. I assume it would just be trapped, right? (I think there's already a Block Dude 68K port)

Offline TC01

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 344
  • Rating: +9/-0
    • View Profile
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #26 on: August 15, 2010, 07:43:45 pm »
There are actually two ports for the 89 (written in C, anyway), Block Dude 89 and Dudeman. Both are nostub and Titanium compatible.

Although there might be more written in Basic.



The userbars in my sig are links embedded links.

And in addition to calculator (and Python!) stuff, I mod Civilization 4 (frequently with Python).

Offline apcalc

  • The Game
  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1393
  • Rating: +120/-2
  • VGhlIEdhbWUh (Base 64 :))
    • View Profile
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #27 on: August 15, 2010, 07:46:44 pm »
Yes, only Trapped will be ported.

Also, the only progress I have made on this is porting the drawing engine to TIGCC for the 89.  I have been working on 1 or 2 other Nspire projects lately, as well as getting ready for school, so progress is very slow.  I am hoping to have this released sometime around Christmas, but this is dependent on how much free time I have during the school year.


Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #28 on: August 15, 2010, 07:54:48 pm »
Good luck on those projects!

Offline apcalc

  • The Game
  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1393
  • Rating: +120/-2
  • VGhlIEdhbWUh (Base 64 :))
    • View Profile
Re: Block Dude 2: Trapped for TI-89 Titanium and TI-Nspire
« Reply #29 on: August 17, 2010, 09:51:27 am »
Ok, I got a little time to work on this last night, and I made some progress on the Nspire part.  Most of the things I added were internal modifications to the game engine, but I never posted the little walking animation I did (which was done about a week ago).  It is not final yet, and the animation is only 2 frames, but I think it looks kindof nice! Also, there is still no animation on up/down movements.  Only left and right.  The up/down animation is coming soon.