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Author Topic: [Axe parser] : projet worms -  (Read 10818 times) Bookmark and Share
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mdr1
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« Reply #30 on: 22 January, 2011, 15:59:04 »
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Salut kindermoumoute ! je te souhaite bien du courage pour ton jeu : comptes-tu mettre à disposition le code source ?
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« Reply #31 on: 22 January, 2011, 17:40:51 »
0

Oui, je met seulement ceux de la map, des tiles et du programme principale, car je n'ai pas encore fini l'éditeur de map :

La map :

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:.INIMAP
:[000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000]→GDB1
:[000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000]
:[000038888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888884]
:[000063888888888888888888888888888888438888888888888888888888888888888888888888888888888888888888888845]
:[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
:[000066BCA00000000000000000000000000955A000000000000000000000000000000000000000000000000000000000000955]
:[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
:[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
:[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
:[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
:[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
:[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
:[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
:[000066BC0000000000000000000000000000550000000000000000000000000000000000000000000000000000000000000055]
:[000062777777777777777777740000000000550000000000340000000000388888888888888888888888888884000000000055]
:[000063888888888888888888810000000000550000000000560000000000288888888888888888888888888845000000000055]
:[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
:[000066A0000000000000000000000000000055000000000056000000000000000000000000000000000009BC55000000000055]
:[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
:[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
:[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
:[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
:[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
:[00006600000000000000000000000000000055000000000056000000000000000000000000000000000000BC55000000000055]
:[000066000000000377777777777777777777150000000000527777777777777777777777777777777777777715000000000055]
:[000066000000000277777777777777777777710000000000538888888888888888888888888888888888888881000000000055]
:[00006600000000000000000000000000000000000000000055BC00000000000000000000000000000000000000000000000055]
:[00006600000000000000000000000000000000000000000056BCA0000000000000000000000000000000000000000000000055]
:[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
:[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
:[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
:[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
:[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
:[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
:[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
:[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
:[00006600000000000000000000000000000000000000000056BC00000000000000000000000000000000000000000000000055]
:[000062777777777777777777777777777777777777777777127777777777777777777777777777777777777777777777777715]
:[000027777777777777777777777777777777777777777777777777777777777777777777777777777777777777777777777771]
:[000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000]
:[000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000]
:vMAP"→Str1
:If GetCalc(Str1)
: DelVar Str1
:End
:UnArchive Str1
:If GetCalc(Str1)
: DelVar Str1
:End
:GetCalc(Str1,1989)→A
:conj(GDB1,A,1989)
:Archive Str1


Les tiles (NB : j'enlèverai le code en surplus, c'était pour les 4 grayscales que je mettait au début) :

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:.INITILE
:.Pour le buffer
:[0000000000000000→GDB1
:.Angle bas droite
:[DBDB1BFBFB03FFFF]
:.Angle bas gauche
:[DBDBD8DFDFC0FFFF]
:.Angle haut gauche
:[FFFFC0DFDFD8DBDB]
:.Angle haut droite
:[FFFF03FBFB1BDBDB]
:.Vertical
:[DBDBDBDBDBDBDBDB]
:[DBDBDBDBDBDBDBDB]
:.Horizontal
:[FFFF00FFFF00FFFF]
:[FFFF00FFFF00FFFF]
:.Hide droit
:[FF7F3F1F0F070301]
:.Hide gauche
:[FFFEFCF8F0E0C080]
:.Walls
:[CCCC666633336666]
:[CCCC666633336666]
:
:
:
:.Pour le back buffer
:[0000000000000000]
:.Angle bas droite
:[DBDB1BFBFB03FFFF]
:.Angle bas gauche
:[DBDBD8DFDFC0FFFF]
:.Angle haut gauche
:[FFFFC0DFDFD8DBDB]
:.Angle haut droite
:[FFFF03FBFB1BDBDB]
:.Vertical
:[DBDBDBDBDBDBDBDB]
:[DBDBDBDBDBDBDBDB]
:.Horizontal
:[FFFF00FFFF00FFFF]
:[FFFF00FFFF00FFFF]
:.Hide droit
:[FF7F3F1F0F070301]
:.Hide gauche
:[FFFEFCF8F0E0C080]
:.Walls
:[CCCC666633336666]
:[CCCC666633336666]
:
:vTILE"→Str1
:If GetCalc(Str1)
: DelVar Str1
:End
:UnArchive Str1
:If GetCalc(Str1)
: DelVar Str1
:End
:GetCalc(Str1,208)→A
:conj(GDB1,A,208)
:Archive Str1

Programme principale :

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:.AWA
:identity(07E00810300C24244C329C3980018181818180019C394C322424300C081007E0)
:"<fonct>v</fonct>MAP"→Str1
:"<fonct>v</fonct>TILE"→Str2
:ClrHome
:0→N→Θ
:sub(NOG)
:[00→Pic8N
:Repeat getKey(9)
:getKey(10) and (N<7)-(getKey(11) and (N>0))+N→N
:If getKey(14)
:{Pic8N}→N
:1→Θ
:Goto 8N
:End
:sub(NOG)
:Text(0,0,"Nbre Joueur :",N+1►Dec
:End
:N→{Pic8N}
:Lbl 8N
:sub(NOG)
:
:If GetCalc(Str1)→D
:Goto DA
:End
:UnArchive Str1
:If GetCalc(Str1)→D
:Goto DA
:End
:Text(10,16,"PAS DE LICENCE
:Repeat getKey(9)
:End
:Return
:
:Lbl DA
:If GetCalc(Str2)→E
:Goto DB
:End
:UnArchive Str2
:If GetCalc(Str2)→E
:Goto DB
:End
:Text(10,16,"PAS DE LICENCE
:Repeat getKey(9)
:End
:Return
:
:Lbl DB
:[788CD4D4864B613E→Pic1
:[78DCD484CA62211F00788CD4D785493E]
:
:[7088DCDA8E4E4830→Pic2
:[7088DCDA8E4E4A30]
:[7088DCDB8F4E4A30]
:[7088DCDB8F4E4830]
:
:[003E539696533E00→Pic3
:[F08C92B14143261D]
:
:
:0→W→J→Z→H+1→T
:8→O
:40→U
:32→V
:∆List(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)→GDB0
:!If Θ
:For(Θ,0,N)
:rand^94+7→{Θ*3+GDB0}
:rand^33+5→{Θ*3+GDB0+1}
:Repeat sub(GN,5+{Θ*3+GDB0},4+{Θ*3+GDB0+1})=0
:rand^94+7→{Θ*3+GDB0}
:rand^33+5→{Θ*3+GDB0+1}
:End
:0→{Θ*3+GDB0+2}
:End
:End
:ClrDraw
:ClrDraw<sup>r</sup>
:FnOff
:N+1→M
:0→N
:Repeat getKey(15)
:If getKey(12)
:N+1→N
:!If N<M
:0→N
:End
:sub(NOG)
:0→J
:End
:If getKey(49)
:1-J→J
:sub(NOG)
:End
:If J
:sub(AXY)
:End
:sub(AXX)
:
:.Fonction dessin
:sub(FD)
:.gravité
:sub(G)
:If J
:sub(JET)
:Else
:sub(0)
:End
:End
:Archive Str1
:Archive Str2
:Return
:
:Lbl NOG
:While getKey(0)
:Pause 2
:End
:Return
:
:Lbl G
:For(Θ,0,M)
:If sub(GN,5+{Θ*3+GDB0},5+{Θ*3+GDB0+1})=0 and (getKey(4)=0
:{Θ*3+GDB0+1}+1→{Θ*3+GDB0+1}
:End
:End
:Return
:
:Lbl DS
:!If J
:If 1-H→H
:sub(0)
:Else
:!If 1-Z→Z
:sub(8)
:Else
:sub(16)
:End
:End
:End
:Return
:
:Lbl SE
:sub(GR)
:DispGraph
:sub(GR)
:Return
:
:Lbl GR
:For(Θ,0,M)
:{Θ*3+GDB0}-{N*3+GDB0}*8+40→U
:{Θ*3+GDB0+1}-{N*3+GDB0+1}*8+32→V
:If U<96 and (V<64
:
:If {Θ*3+GDB0+2}
:Pt-Change(U,V,r<sub>1</sub>
:Else
:Pt-Change(U,V,ShadeϜ(r<sub>1</sub>)
:End
:End
:End
:40→U
:32→V
:Return
:
:Lbl 0
:sub(SE,Pic1)
:Return
:Lbl 8
:sub(SE,Pic1+8)
:Return
:Lbl 16
:sub(SE,Pic1+16)
:Return
:Lbl SN
:sub(SE,ShadeNorm(Pic1))
:Return
:Lbl S
:sub(SE,Shadeχ²(Pic1))
:Return
:Lbl ST
:sub(SE,Shade_t(Pic1))
:Return
:Lbl JET
:sub(SE,T*8+Pic2)
:Return
:
:Lbl AXY
:If getKey(4) and (sub(GN,5+{N*3+GDB0},3+{N*3+GDB0+1})=0
:{N*3+GDB0+1}-1→{N*3+GDB0+1}
:1→T
:sub(DS,0,0,4)
:Else
:0→T
:End
:Return
:
:Lbl AXX
:If getKey(3) and (sub(GN,6+{N*3+GDB0},4+{N*3+GDB0+1})=0
:If T=1
:2→T
:Else
:3→T
:End
:!If {N*3+GDB0+2}
:{N*3+GDB0}+1→{N*3+GDB0}
:sub(DS,0,0,1)
:Else
:0→{N*3+GDB0+2}
:End
:ElseIf getKey(2) and (sub(GN,4+{N*3+GDB0},4+{N*3+GDB0+1})=0
:If T=1
:2→T
:Else
:3→T
:End
:If {N*3+GDB0+2}
:{N*3+GDB0}-1→{N*3+GDB0}
:sub(DS,0,0,2)
:Else
:1→{N*3+GDB0+2}
:End
:.Else
:.0→T
:End
:Return
:
:.Fonction de dessin
:Lbl FD
:ClrDraw
:ClrDraw<sup>r</sup>
:For(X,0,11)
:For(Y,0,7)
:sub(GN,X+{N*3+GDB0},Y+{N*3+GDB0+1})→W
:Pt-On(X*8,Y*8,W*8+E)
:End
:End
:Return
:
:Lbl GN
:r<sub>2</sub>*102+r<sub>1</sub>→r<sub>3</sub>
:{r<sub>3</sub>/2+D}→r<sub>4</sub>
:If r<sub>3</sub>^2
:r<sub>4</sub>^16
:Else
:r<sub>4</sub>/16
:End

PS : le "Pas de licence" est surtout pour dissuader quand quelqu'un me choure le programme sans savoir que il faut mettre les appvars en plus. Grin
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Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%
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« Reply #32 on: 22 January, 2011, 22:04:17 »
0

Nice, and wow, 8 players? shocked Does it means the game will use CALCnet?

Cool, et wow, 8 joueurs? shocked Est-ce que ça veux dire que le jeu va utiliser CALCnet?
« Last Edit: 22 January, 2011, 22:04:58 by DJ Omnimaga » Logged

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kindermoumoute
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« Reply #33 on: 22 January, 2011, 22:34:30 »
0

I think I'll ad multi-player game with link port, but I don't know exactly how CALCnet work Huh?
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Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%
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« Reply #34 on: 23 January, 2011, 00:11:32 »
0

CalcNet does not currently support axe, as far as I've heard. It definitely will eventually though, with axioms.

I take it it will use hotseat multiplayer? (share one or two calcs)
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« Reply #35 on: 23 January, 2011, 10:01:13 »
0

Ah ok, mais comment va tu faire marcher le mode 8 joueurs avec un cable TI-TI qui supporte 2 joueurs? Huh?
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kindermoumoute
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« Reply #36 on: 23 January, 2011, 14:23:23 »
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Trois possibilitées :
- Sois on ne pourra jouer qu'à 2 joueurs.
- Sois ce sera quelque chose comme 4 joueur par calculatrice.
- Sois il y aura une calculatrice "host" qui organisera la partie (comme sur le jeu original).

Bref, du boulot en perspective. Wink
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Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%
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« Reply #37 on: 23 January, 2011, 16:54:02 »
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Je préfère la dernière possibilité. Wink
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« Reply #38 on: 23 January, 2011, 17:41:51 »
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Par contre est ce qu'on pourrait m'expliquer en français ce qu'est exactement calcNET, c'est sur internet ?
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Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
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« Reply #39 on: 24 January, 2011, 10:26:36 »
0

Ah ok. calcNET est un protocol de réseau permettant à 2, 3 ou plus de calculatrices TI de se connecter ensemble avec peu de gadgets/hardwares additionels. gCn (Global CALCnet) ça permet les jeux TI en ligne. Il y a des images sur Cemetech http://cemetech.net/projects/item.php?id=33 mais c'est tout en anglais.
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« Reply #40 on: 01 April, 2011, 16:11:03 »
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Je vois qu'il n'y a pas eu de nouvelles depuis longtemps.
Où en es-tu, kindermoumoute ?
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« Reply #41 on: 01 April, 2011, 20:27:28 »
0

Je n'avance plus trop en ce moment, j'essayerai de m'y remettre pendant les vacances prochaines. Smiley
Logged

Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%
DJ Omnimaga
Retired Omnimaga founder (Site issues must be PM'ed to Netham45, Eeems, Shmibs, Deep Thought and AngelFish, not me.)
Editor
LV15 Omnimagician (Next: --)
*
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Last Login: Today at 18:03:22
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Posts: 50237


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« Reply #42 on: 07 April, 2011, 02:52:50 »
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Je n'avance plus trop en ce moment, j'essayerai de m'y remettre pendant les vacances prochaines. Smiley
Étais-ce un poisson d'avril et qu'en fait tu a avancé beaucoup? Grin
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Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

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kindermoumoute
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« Reply #43 on: 07 April, 2011, 22:29:56 »
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Non, c'est vrai, j'ai les TPE en ce moment de 1ère SSI (en gros un robot à programmer), et puis ya minecraft aussi (ce jeu est horriblement addictif :p ), donc je me remet à la programmation Axe après tout ça Smiley
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Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%
DJ Omnimaga
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« Reply #44 on: 15 April, 2011, 23:32:49 »
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Ah ok, j'espère que tu ne quittera pas la prog TI à cause de Minecraft. Tongue (C'est arrivé à beaucoup de monde avec World of Warcraft dans le passé <_<)
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Retired 83+ coder, Omnimaga/TIMGUL founder. Now doing power metal music (formerly did electronica)

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