Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => Casio PRIZM => Topic started by: flyingfisch on February 23, 2013, 09:32:57 pm

Title: [LuaZM] Aspirin
Post by: flyingfisch on February 23, 2013, 09:32:57 pm
I have made a port of Aspirin (http://community.casiocalc.org/topic/3151-fx-9860-aspirin/) for the PRIZM in LuaZM.

Objective:
Use arrow keys to manoeuvre to the target without hitting the obstacles.

Bugs:
None, of course. Then again, if you happen to notice any random features, please let me know!

Download (http://dl.dropbox.com/u/63621708/calcs/progs/luaZM/aspirin.zip)
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on February 23, 2013, 09:51:54 pm
Any screenshot? I would like to try it but I don't know where I put my batteries and if it works on the emulator.

Glad you posted this, though. I'm glad to see more PRIZM games and this one is a nice addition :)
Title: Re: [LuaZM] Aspirin
Post by: Sorunome on February 23, 2013, 09:52:58 pm
Sounds cool, but any chance of screenies?
Title: Re: [LuaZM] Aspirin
Post by: TIfanx1999 on February 24, 2013, 07:28:56 am
This reminds me of a flash game I played with a similar concept. I can't remember what it was called for the life of me though.
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on February 24, 2013, 07:54:27 am
Any screenshot?

I wish.

As soon as Kerm releases the new version of LuaZM I will have screenies for everything, my contest entry, chesstimer, this. But for now, the only way to do it is with a camera, which I don't have. If someone would like to take a pic for me, I would be obliged. :)
Title: Re: [LuaZM] Aspirin
Post by: blue_bear_94 on February 24, 2013, 08:51:19 am
/me wants to port to 68k
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on February 24, 2013, 12:42:07 pm
New version, same link.

Changelog:

Download (http://dl.dropbox.com/u/63621708/calcs/progs/luaZM/aspirin.zip)





/me wants to port to 68k

That's fine with me, feel free to look at my code ;)


EDIT: if someone could take a screenshot with a camera for me, I would be really happy. :D

EDIT2:

I just did a few bug fixes in the last few minutes, so redownload the game if you have weird stuff happening. ;)
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on February 24, 2013, 03:07:51 pm
Major Update:

Changelog:
Download (same link) (http://dl.dropbox.com/u/63621708/calcs/progs/luaZM/aspirin.zip)

Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on February 24, 2013, 04:38:20 pm
Surprise! Screenshots!

I discovered a workaround. (http://www.cemetech.net/forum/viewtopic.php?p=200542#200542)

MLP1:
(http://img.removedfromgame.com/imgs/0-aspirin1.png)

My personal fav:
(http://img.removedfromgame.com/imgs/0-aspirin2.png)


Note: colors look better on calc.
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on February 24, 2013, 11:13:56 pm
Oh nice that you found a way. :D Also the game looks cool to play. You should use PNG files, though, since BMP are huge :P
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on February 24, 2013, 11:17:17 pm
changed to PNG. :)

Hope everyone likes the pretty pics, and also suggest new color schemes if you want them... they are very easy to implement.
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on February 24, 2013, 11:29:27 pm
Does the game support animated screenshots? (Camstudio/CalcCapture/etc)
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on February 24, 2013, 11:31:36 pm
I may try eventually, but the workaround pauses the game with a blocking getkey, so it will take a while to get enough frames...
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on February 25, 2013, 12:02:17 am
oh ok I thought it could actually be real-time. I guess for animated screenshots a camera will be needed then. Thanks for the PNG files, though. :)
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on February 25, 2013, 12:04:44 am
oh ok I thought it could actually be real-time. I guess for animated screenshots a camera will be needed then. Thanks for the PNG files, though. :)
yes, but i could do a 2 or 3 second animation, i suppose. It would just be pause, play, pause play... i can have windows record that area of the screen, and then get an animated (but choppy) screenshot.
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on February 25, 2013, 12:18:38 am
yeah true. That's the common practice in the Casio community. I really wish someone released an emulator. I know some were in the works since 2011 but the calc came out in 2010 and we're now in 2013 x.x, yet the 84+CSE has a community emulator out before the calc even comes out.

The same problem happened to the TI-83 Plus Silver Edition: It took 4 years before it's finally emulated properly.

When I manage to install the game, I might try my new PSVita camera :P
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on February 25, 2013, 12:50:29 am
Yeah its a shame.

However, even if an emulator doesn't come out, someone could make a simulator to run LuaZM programs on a PC. It shouldn't be too hard.

Also, IkariTari was making an emulator about a month ago, don't know how that's going.
Title: Re: [LuaZM] Aspirin
Post by: Juju on February 25, 2013, 12:51:18 am
However, even if an emulator doesn't come out, someone could make a simulator to run LuaZM programs on a PC. It shouldn't be too hard.
I'm working on it, actually :)
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on February 25, 2013, 12:52:18 am
However, even if an emulator doesn't come out, someone could make a simulator to run LuaZM programs on a PC. It shouldn't be too hard.
I'm working on it, actually :)

Really! :D

How far are you into it, and what language are you writing it in?

Oh, I'm so excited :3
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on February 25, 2013, 12:53:21 am
Well, the thing is does LuaZM relies on some OS routines and data such as the fonts? Because making a perfect port might be problematic in such case, unless you include the fonts.
Title: Re: [LuaZM] Aspirin
Post by: Juju on February 25, 2013, 01:37:15 am
However, even if an emulator doesn't come out, someone could make a simulator to run LuaZM programs on a PC. It shouldn't be too hard.
I'm working on it, actually :)

Really! :D

How far are you into it, and what language are you writing it in?

Oh, I'm so excited :3
I'm using Javascript with HTML5. Right now, I have Lua working and some functions and I'm working on implementing the zmg object. And of course I'm including fonts.

http://juju2143.ca/lua
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on February 25, 2013, 02:24:43 am
That's cool to hear. You should really make a topic, though, explaining what you plan to support (Nspire, PRIZM, ClassPad, Windows, etc)
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on February 25, 2013, 09:21:51 am
However, even if an emulator doesn't come out, someone could make a simulator to run LuaZM programs on a PC. It shouldn't be too hard.
I'm working on it, actually :)

Really! :D

How far are you into it, and what language are you writing it in?

Oh, I'm so excited :3
I'm using Javascript with HTML5. Right now, I have Lua working and some functions and I'm working on implementing the zmg object. And of course I'm including fonts.

http://juju2143.ca/lua

Wow, juju, that's great!

Like DJ said, why don you make a thread about it?
Title: Re: [LuaZM] Aspirin
Post by: Juju on February 25, 2013, 10:24:32 am
<quote pyramid snipped>

I already did, actually. (http://ourl.ca/18359)
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on February 25, 2013, 11:53:13 am
Oh, ok, cool.

how long will it take you to get the zmg libs integrated? (I realize that things like life get in the way, but i'm curious) :D
Title: Re: [LuaZM] Aspirin
Post by: Juju on February 25, 2013, 12:58:24 pm
I dunno, I didn't estimated any ETA yet, might be this week or so.
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on February 25, 2013, 01:53:07 pm
Oh, wow, that's sooner than I was hoping for, so, good luck and thanks! :D
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on February 25, 2013, 03:32:08 pm
By the way, that is still not 100% back on-topic, but any idea why Aspirin and Bloxorz both use transparent shapes rather than sprites? Is it because LuaZM has no sprite support?

Also I made a video of the game

Title: Re: [LuaZM] Aspirin
Post by: Spenceboy98 on February 25, 2013, 05:50:36 pm
By the way, that is still not 100% back on-topic, but any idea why Aspirin and Bloxorz both use transparent shapes rather than sprites? Is it because LuaZM has no sprite support?

Also I made a video of the game



It does support sprites, but for Bloxorz, the original code called for filled polygons, but there is no filled polygons, so I just did the outlines. Also, for space. :P
Title: Re: [LuaZM] Aspirin
Post by: blue_bear_94 on February 25, 2013, 06:10:44 pm
By the way, that is still not 100% back on-topic, but any idea why Aspirin and Bloxorz both use transparent shapes rather than sprites? Is it because LuaZM has no sprite support?

Also I made a video of the game


Wait, port of popular TI-89 game?
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on February 25, 2013, 06:43:07 pm
There are still a bunch of 89 users, just not programmers, and back in 2005 those games were very popular and there were more programmers than for the current calcs. In fact, the 2004 POTY had close to 50 entries. The TI-83+ POTY never got above 20.
Title: Re: [LuaZM] Aspirin
Post by: blue_bear_94 on February 25, 2013, 06:49:03 pm
Well, that means that I don't have to port Aspirin to 68k, because someone has already written it...
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on February 25, 2013, 07:36:44 pm
I think there's one for the TI-83+ too, but I could be wrong. Of course a new version with more features wouldn't hurt, though. :P
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on February 25, 2013, 07:37:57 pm
By the way, that is still not 100% back on-topic, but any idea why Aspirin and Bloxorz both use transparent shapes rather than sprites? Is it because LuaZM has no sprite support?
...

It has sprite support, but the reason I didn't use them was:

1. I don't know how I would compress the sprites, and it probably would be slow, since it would not be built-in. Also, these sprites are very large. on a b&w calc you can get away with 8x8 sprites, but on this its more like 20x20. So sprite data gets very big, very fast. And there is a limit of how large the lua file can be.

2. I sort of like the retro look. However, when the new version of luazm comes out, i am planning on using filled circles.


By the way, that is still not 100% back on-topic, but any idea why Aspirin and Bloxorz both use transparent shapes rather than sprites? Is it because LuaZM has no sprite support?

Also I made a video of the game


Wait, port of popular TI-89 game?

Yeah, I didn't know about it until after I released this. Mine was based on the fx9860 version.
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on February 25, 2013, 08:36:37 pm
Ah I see. I wonder if he plans to add fast sprite support at one point in LuaZM, such as 16x16 sprites with 4 and 16 bit colors? 16x16 is pretty much standard on old consoles and we don't need much more than 16-256 colors per sprite.
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on March 09, 2013, 02:31:40 pm
Well, we have fast sprite support.

But it would be nice to be able to change the sprite's resolution, so an 8x8 doesn't look like a dot. May be I should write a routine for that and put it in a lib.
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on March 10, 2013, 11:25:55 pm
Wait 8x8 sprites are scaled down to 1x1 dots by default? O.O
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on March 11, 2013, 09:34:40 am
Wait 8x8 sprites are scaled down to 1x1 dots by default? O.O
8x8 are 8 dots by 8 dots. I don't know about you, but too many of those will start straining my eyes...

ONTOPIC:

Casimo has made a port of this in C for fx9860 calculators. It is compatible with the power graphic 2 models. ;)

http://casio.clrhome.org/2013/03/aspirin-for-fx.html
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on March 13, 2013, 01:19:15 am
Oh ok lol. And yeah for such calc 16x16 is necessary. It's also very standard on consoles like the NES, SNES, Game Boy and GBA.

Also will the 9860G version run on older models too?
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on March 13, 2013, 12:11:47 pm
Oh ok lol. And yeah for such calc 16x16 is necessary. It's also very standard on consoles like the NES, SNES, Game Boy and GBA.

Also will the 9860G version run on older models too?

9860G? isnt that the oldest 9860?
Title: Re: [LuaZM] Aspirin
Post by: DJ Omnimaga on March 13, 2013, 03:01:33 pm
There's no 9860 at all. It starts straight at 9860G and it's the first one (with no backlight screen and no string support). It can be upgraded to have every 9860GII function except backlighting, though. There are 3 version of the 9860G: The 9860G, the 9860GII and the new 9860GII Power Graphics 2 model that won't run most old programs.
Title: Re: [LuaZM] Aspirin
Post by: flyingfisch on March 13, 2013, 05:09:18 pm
There's no 9860 at all. It starts straight at 9860G and it's the first one (with no backlight screen and no string support). It can be upgraded to have every 9860GII function except backlighting, though. There are 3 version of the 9860G: The 9860G, the 9860GII and the new 9860GII Power Graphics 2 model that won't run most old programs.

OK, the wording of your previous post confused me.

Yes, Casimo's aspirin port will run on all 9860 series calcs. ;)
Title: Re: Re: [LuaZM] Aspirin
Post by: TheNlightenedOne on March 13, 2013, 11:52:32 pm
There's also the 9860GII SD models (and I think there are 9860G SD models)