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Author Topic: Correlation: Correlific Mode! -  (Read 3927 times) Bookmark and Share
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« Reply #30 on: 26 February, 2011, 10:07:56 »
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Cool, no problem I guess. I also thought about hex, but then this makes data much harder to edit.
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« Reply #31 on: 26 February, 2011, 15:31:20 »
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This sounds really sweet. I'm looking forward to seeing this in action! =)
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« Reply #32 on: 28 February, 2011, 10:52:16 »
+1

I needed a study break, so I put a list of scripting commands I have so far (meaning more to come).  Remember, this topic is up in case anyone has ideas or thoughts.

By default, the 10 strings, Str1-Str0, are treated as sprites with Correlation in Correlific Mode.  However, you can place a map (tilemap) in Str0, and use Str9 for a sprite that will be displayed several times on the screen, such as for firing a weapon.  You MUST pick ONE sprite method (XOR, OR, etc.) for each string.

During Correlific Mode, you assign a list of commands to each string.  Correlation will read each list, one element at a time for each list (and then repeating the process) to make things happen to the sprites.  Here's my list of commands so far:

Move a sprite (or a map) in one of eight directions a number of pixels
Check for Collision with the map
Check for Collision with other sprites
If Collision, Goto spot in List
If no Collision, Goto spot in List
If Certain Key pressed/held, goto spot in list
If Certain Key not pressed/held, goto spot in list
Change String (To modify a sprite or a map)
Goto Label in program.  The label must be a number, and this is done when you want to do something that the Correlific game engine cannot do

By the way, animated tiles and other stuff work normally in Correlific Mode, except that you cannot assign Word Wrap, Map Mode, Clip or Wrap.  These are done automatically.
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« Reply #33 on: 02 March, 2011, 08:54:25 »
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Interesting. I wonder how the commands will look like, especially the ones requiring arguments?
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« Reply #34 on: 02 March, 2011, 09:00:45 »
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So, will Correlific use the Correlation fonts for sprites, or will it have hex sprites? Also, with all that extra space in the app, any chance for an on-calc font editor? Cheesy

BTW love the sound of this. There's a point where a project is just too big for me to remember all my pointers in axe, and I need something that's not BASIC Tongue will it be semi-stable, or crash if you type wrong?
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« Reply #35 on: 02 March, 2011, 09:03:28 »
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Perhaps they'll look like dim(29,46,3,1,54/"4C4C4F2057",23,"H./5G4870",/*/+.ABC./\4F*52_4C_44,48,69 ,45

By the way, that should print "Hello World" Tongue
« Last Edit: 02 March, 2011, 09:03:54 by Qwerty.55 » Logged

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« Reply #36 on: 02 March, 2011, 09:25:29 »
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Perhaps they'll look like dim(29,46,3,1,54/"4C4C4F2057",23,"H./5G4870",/*/+.ABC./\4F*52_4C_44,48,69 ,45

By the way, that should print "Hello World" Tongue

I hope not shocked
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« Reply #37 on: 02 March, 2011, 09:33:32 »
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@willrandship All sprites will use the fonts and strings used for a normal correlation game.  The only difference is that you are limited to the 10 Strings rather than having temporary strings in quotation marks.  About the on-calc font editor, I don't have time to make one, but two other people are. 

Also, I'm pretty sure games will run quite stabely unless you try to crash the calculator on purpose.  This is because Correlific Mode runs on a should-be-stable game engine.

@DJ and Qwerty.55 I haven't finalized everything, but I know that I'm going to provide a table of values for scripting commands, using DECIMAL values from 00 to 99.  A small portion of a list (without commands as to which data goes to which sprite) might look something like this:

00050001039901020304

The Correlific Manual is going to highly recommend that you plan your game on paper (writing events in English) so that when you put the program on your calculator it will be easily to look at the table and punch in numbers.
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« Reply #38 on: 02 March, 2011, 09:37:09 »
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I see. There will definitively be a need for a table of all commands and maybe some sort of list editor to make list editing more user-friendly.

As for planning on paper, no problem, as this is what I did with large games starting in 2003.
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« Reply #39 on: 02 March, 2011, 09:46:01 »
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I see. There will definitively be a need for a table of all commands and maybe some sort of list editor to make list editing more user-friendly.

A list editor will be a definite must for a program aimed at creating Correlific games, but trust me when I say it won't be necessary for making games directly on your calculator.
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« Reply #40 on: 02 March, 2011, 10:10:43 »
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Hmm I am confused. You say it will be a must to create games, but then you say it won't be necessary. Does it means you will have to use a computer to use Correlefic mode? Huh?
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« Reply #41 on: 02 March, 2011, 10:13:40 »
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Ugh, I'm not doing a good job explaining *slaps hand into forehead*

Okay, if you want to make Correlific games using nothing except for a calculator, you will not need a list editor, it will be very easy to enter lists in the program editor.  If you want to make Correlific games using a potential computer aid, list editors are a big help.
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« Reply #42 on: 02 March, 2011, 10:14:53 »
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No problem. Cheesy There's also the fact english is not my native language Tongue

And I see now. Cheesy
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« Reply #43 on: 04 March, 2011, 04:15:04 »
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Is there any chance matrices could be used as well? lists are great, but adding matrices gives you 6-7 (can't remember Tongue) more vars to use.
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« Reply #44 on: 04 March, 2011, 05:04:12 »
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Is there any chance matrices could be used as well? lists are great, but adding matrices gives you 6-7 (can't remember Tongue) more vars to use.

We're not talking standard Ti-83+ lists.  We're talking another kind of list.
« Last Edit: 04 March, 2011, 05:04:37 by Hot_Dog » Logged

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