Omnimaga
Calculator Community => Major Community Projects => Jumpman 68K => Topic started by: Ranman on October 22, 2010, 04:20:45 am
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I have begun a new project called Jumpman for the TI-89.
Jumpman is a platform game written by Randy Glover and released by Epyx in 1983. Originally developed for the Atari 400/800, versions were also released for the Commodore 64, Apple II, and IBM PC.
Wikipedia - Jumpman (http://en.wikipedia.org/wiki/Jumpman)
Here is a link (http://www.c64sets.com/jumpman.html) to the Commodore 64 boxed set.
Here are a few Youtube videos of the Commodore 64 version of Jumpman Jr.
And finally... here are a few screenshots of TI-89 Jumpman in action.
(http://tifreakware.net/ranman/Jumpman/JM0028.gif) (http://tifreakware.net/ranman/Jumpman/JM0035.gif)
(http://tifreakware.net/ranman/Jumpman/JM0056.gif) (http://tifreakware.net/ranman/Jumpman/JM0060.gif) (http://tifreakware.net/ranman/Jumpman/JM0067.gif)
Edit: Added Jumpman titlescreen screenshot. Also, removed Youtube videos of Jumpman -- they were removed by their author.
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That looks pretty fun to play, I hope to see more progress on this soon :)
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I need to create at least one level before I can proceed any further.
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Wow that looks pretty awesome! And doing some research it seems like this would be an excellent calc game since it has so much replayability due to the originality of each level.
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Ya looks good so far. Cant wait to see how it is going to look once a level is in place.
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Looks great! Is this for the Nspire?
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It will be TI-89... possibly ti-92+.
I don't have an Nspire yet. So... No Nspire version.
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Ah, I got confused by the screenshot because I've never seen one for an 89. What emulator do you use?
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Maybe Apcalc or Bwang could port this to the Nspire afterward, assuming this is all C
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That looks neat. :) Good luck with it. ;D
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i've seen projects announced on far less than that :P
good luck! it looks delicious already!
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Thanks for the comments guys!
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Wow, I just noticed this!
Great job, Ranman! :)
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Looks good as always Ranman. :) How have you been?
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I'm doing well Art. Thanks for asking. I am recovering nicely from my recent neck surgery. I'm reducing my pain meds everyday... should be off of them in a couple of days. And I'll start physical therapy in one week. Hurray!
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I'm glad you are recovering well ranman :)
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So here is a screenie of a Jumpman level. Unfortunately if I want to exactly replicate the original Jumpman levels while maintaining the physics of the game, I would need to pan the screen by 30 pixels. I really don't like scrolling the screen with this type of platform arcade game. So, I will create slightly modified versions of the original levels (or completely new levels) compensating for the absence of the 30 vertical pixels.
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Looks great Ranman...I wouldnt like scrolling either, takes away from the arcade feel.
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Here is a slightly modified version of the above level... faithfully redesigned to support the shorter height of the TI-89 screen.
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That looks great Ranman! Keep up the good work!
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Been working on Jumpman's interaction with the girders, ladders, ropes, and chains as well as the falling, bouncing, and death sequence.
Here is a screenie...
(http://tifreakware.net/ranman/Jumpman/JM0006.gif)
What do y'all think? Still needs a bit of perfecting... but it's getting close. :)
Edit: tifreak asked about the flickering... I'm being a lazy coder right now. I am clearing and redrawing the screen every frame -- which slows everything down quite a bit. I'll be working on correcting that soon.
Edit #2: In fact... I think i'll go ahead and fix that tonight before I go any further.
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Ranman, this looks great! :)
I can't wait to play this on my calculator! :D
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I'm always amazed by how fast you work. Looking nice! ^^
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As always looks like it's coming along good.
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Wow I love when the character falls. Nice job!
Btw the flickering seems to happen in almost every 68K screenshots I see on ticalc.org.
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Yep, the death stuff looks great!
By the way, what emu do you use?
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Wow, that looks great! Nice job! ;D
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Wow, that is great! To bad I won't be able to play this :( But oh well, it still looks phenomenal! Also, glad to hear you're recovering well :) Good luck on this!
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Thanks for all of the responses to Jumpman. :)
Here is some more eye candy...
(http://tifreakware.net/ranman/Jumpman/JM0011.gif)
Note: This level will eventually have magically appearing girders and ladders upon the collection of specific bombs.
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Awesome! I wonder if like the Donkey Kong Jr game (well, I think it was that game) if the platforms will get tilted by themselves during certain levels?
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Man it looks good. Coming along quick.
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Wow, looks nice. Great job so far!
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That looks great! I wish I could play it though. :-\
Wonderful job. ;D
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Here is the same level with collectible bombs implemented...
(http://tifreakware.net/ranman/Jumpman/JM0013.gif)
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Nice :D
/me wonders if they are nukes :P
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Nice :D
/me wonders if they are nukes :P
Hmmm... No nukes. But then again, this is my remake so it could be possible.
There is a level called "Hotfoot" where every time you jump, you generate an explosion under your feet. The explosion causes damage to girders and ladders. Enough damage can render the girder and ladders useless. Pretty cool.
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I was kidding although this would be funny if there was one bomb that you must not touch easter egg and that bomb was a nuke :P. And that Hotfoot level seems interesting. I can't wait to try that game on my 89T when it comes out :)
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That looks great, and the "Hotfoot" level sounds pretty cool. Keep up the great work. ;D
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Again... Here is the same level with scriptable collectible bombs implemented. You may notice that some of the ladders, girders, ropes, and chains are missing. ;)
When you pick up a scriptable bomb the script is executed. Scripts can make ladders, girders, ropes, and chains either visible or invisible as well as active or inactive.
(http://tifreakware.net/ranman/Jumpman/JM0016.gif)
Edit: The entire level is defined utilizing 420 bytes including the scripts.
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oooh, that looks really cool and nice :D
Keep up the great work! :D :D :D
EDIT: If I had a 89T or even just a 89, I would SOO be wanting this game SOO bad...
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Wow that is pretty cool. I like how it handles that scripting.
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For such a simple design, I must say this game looks really awesome! Speed appears to be excellent as well, nice job! Do all levels take place on a single screen?
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That is looking amazing! Is the occasional flicker due to the scripts or is that just an occasional side effect of the gray or something? I don't know how things work on a 89 so that's why I'm asking. Keep up the great work though, looking phenomenal ;D
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I think the flicker is due to his screen capture software/emu. I was meaning to ask him if he knows how Lachprog gets his beautiful screenies.
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Ah ok, that was another of my theories but forgot to add it.
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Yeah this is VTI/Tiemu fault. As for the game it is really promising, those levels looks really fun to play :)
This is certainly gonna be feature-worthy material on ticalc.org.
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As always... I appreciate everyone's comments.
I don't know what the heck is up with the flickering. It only seems to happen on VTI when I am holding a (directional) key down. It doesn't show up on a real calc. I have discussed this with Lachprog and we seem to have very similar coding implementations in this regard. I'll keep looking into it though.
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Don,t worry about it. It will look fine on calc I am sure. I wish there was an emulator that emulated the screen more accurately, though, like Wabbitemu for z80 calcs.
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I was just excited about getting scriptable bombs to work. :)
For such a simple design, I must say this game looks really awesome! Speed appears to be excellent as well, nice job! Do all levels take place on a single screen?
Thanks Art... Yes, all levels fit on one screen. There is no sidescolling in Jumpman -- but in my opinion that is the beauty of this type of platformer game.
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Wow this is a very nice project! and the platformer should play fine on just 1 screen. a different style of platforming!!!
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@Ranman: Yea I agree. Scrolling isn't necessary for this type of game. The beauty is in the simplicity. :)
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Wow this is a very nice project! and the platformer should play fine on just 1 screen. a different style of platforming!!!
Call it "Old School" if you will. ;)
Cuz I'm old and still in school -- joking. Well actually, I am.
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I think I see one more issue for your level-making (not trying to be discouraging)
It looks like you're developing this on a 92+, right? An 89 will not have the width of a 92+, so does that just mean 2 levelsets? just thought I'd bring it up.
This looks like the sort of game I could get obsessed with beating. :P
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I think I see one more issue for your level-making (not trying to be discouraging)
It looks like you're developing this on a 92+, right? An 89 will not have the width of a 92+, so does that just mean 2 levelsets? just thought I'd bring it up.
This looks like the sort of game I could get obsessed with beating. :P
It is being developed for a TI-89, but I also own a TI-92+ so there is a good chance I will port it to the 92+ as well. However, I am not planning on using the entire screen resolution of the TI-92+.
btw... Jumpman is still my all-time favorite game. So, I can relate to your potential obsession. :)
For those interested... I edited the first post (http://ourl.ca/7549) of this topic now that Jumpman is an officially announced project of mine.
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Bullets in action... 8)
(http://tifreakware.net/ranman/Jumpman/JM0019.gif)
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Bullets in action... 8)
(http://tifreakware.net/ranman/Jumpman/JM0019.gif)
Great! Bullets!
Keep on working
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Ooooh! scary! will you be able to script bullets to bombpresses? trap bombs would be cool.
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Ooooh! scary! will you be able to script bullets to bombpresses? trap bombs would be cool.
What are bombpresses? I like the trap bombs idea... that would be cool!
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I think I see one more issue for your level-making (not trying to be discouraging)
It looks like you're developing this on a 92+, right? An 89 will not have the width of a 92+, so does that just mean 2 levelsets? just thought I'd bring it up.
This looks like the sort of game I could get obsessed with beating. :P
It is being developed for a TI-89, but I also own a TI-92+ so there is a good chance I will port it to the 92+ as well. However, I am not planning on using the entire screen resolution of the TI-92+.
btw... Jumpman is still my all-time favorite game. So, I can relate to your potential obsession. :)
For those interested... I edited the first post (http://ourl.ca/7549) of this topic now that Jumpman is an officially announced project of mine.
Aren't 89 games compatible with the 92+ without modifying them anyway? I remember putting the 89 version of Zenith Saga on a 92+ ROM and it worked fine, except for the obvious display glitches caused by the different screen size.
Bullets in action... 8)
(http://tifreakware.net/ranman/Jumpman/JM0019.gif)
Woah, it really gets better and better as it progresses, and quite progressing fast, too. This will sure be true to the original.
I am fairly certain this will get featured on ticalc.org. POTY 2011/CROTY 2011 candidate, or maybe even POTY 2010?
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Aren't 89 games compatible with the 92+ without modifying them anyway? I remember putting the 89 version of Zenith Saga on a 92+ ROM and it worked fine, except for the obvious display glitches caused by the different screen size.
Well... Technically, at the very least, it has to be compiled to run on the 92+. And if the program utilizes any 89 specific routines from Extgraph, then some minor modifications would have to be made -- of which I am not using any 89 specific calls. Then Jumpman would run on a 92+ without any mods.
However, the game screen would be in the upper left hand corner of the 92+ LCD... so I need to make some minor mods to center the game screen. Also, I may have to remap at least one key press (the "Jump" key) in order to play nicely.
Woah, it really gets better and better as it progresses, and quite progressing fast, too. This will sure be true to the original.
I am fairly certain this will get featured on ticalc.org. POTY 2011/CROTY 2011 candidate, or maybe even POTY 2010?
Thanks DJ. I really appreciate your comments. I am hoping to finish the game soon. I just don't know if I can make the Dec 1st deadline for 2010 consideration.
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Ah ok. Maybe it just applies to ASM games then. I really remember running Zenith Saga 89 version on a 92+ ROM before.
And I see, I wasn't too sure how much left you needed to complete, but the cutoff date for POTY 2010 was soon, (December 1st, most of the time), so I wasn't sure if you would finish for this year's POTY.
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Ooh, bullets! They look very nice :D
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Ooh, bullets! They look very nice :D
I'd never seen bullets in calcs , though
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Yeah, I have, but still never in a platformer before, which is a great innovation :D
P.S. also scoutdavid, why do you have -3 respect when you had +4 yesterday ???
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Ooh, bullets! They look very nice :D
I'd never seen bullets in calcs , though
Oh there is, a lot. Check out CaDan. I think that's about 100 per frame. ;D
Also even my BASIC game Metroid II Evolution does have bullets. ;D
P.S. also scoutdavid, why do you have -3 respect when you had +4 yesterday ???
2 posts that sounded pretty offensive in the Space Impact thread
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Here is a screenshot showing hailstones, jumping blocks, and zig-zag bullets in action:
(http://tifreakware.net/ranman/Jumpman/JM0028.gif)
I love the hailstones!
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I may have to buy myself a 89 just so I can play this game. :D
It looks wonderful! Great job Ranman. ;D
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Nice, that level looks hard. :D
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wow...all the stuff going on. This is gonna be great Ranman. I just bought some new batteries for my 89T...So I'll be ready to go whenever this comes out.
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Here is a screenshot showing hailstones, jumping blocks, and zig-zag bullets in action:
(http://tifreakware.net/ranman/Jumpman/JM0028.gif)
I love the hailstones!
Oh wow, that's really awesome! Def. waiting for this. =D
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This game looks like it's getting to be quite difficult to play. I don't think I could dodge that many hailstones :P
Looking great, though!
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This game looks like it's getting to be quite difficult to play. I don't think I could dodge that many hailstones :P
Looking great, though!
Thanks willrandship and everyone else. :)
In the end, this level will actually only have 4 hailstones to worry about. I added the zig-zag bullets and jumping blocks in order to get one screenie with all of the remaining bullet type objects in action.
I'm working on enemies now. :)
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Ah right I see why it looked so hard. You should maybe include this version of the level as bonus level, though, for challenge purposes. :P
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Ah right I see why it looked so hard. You should maybe include this version of the level as bonus level, though, for challenge purposes. :P
That is actually a GREAT idea! And to add to that...after completing all 30 (or so) levels, I could give the option of replaying all levels again with more bullets, zig-zag bullets, hailstones, and jumping blocks to every level. Basically, increasing the overall difficulty of every level.
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Mhmm... level editor might be cool ;D
I also like your idea. :D
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Ah right I see why it looked so hard. You should maybe include this version of the level as bonus level, though, for challenge purposes. :P
That is actually a GREAT idea! And to add to that...after completing all 30 (or so) levels, I could give the option of replaying all levels again with more bullets, zig-zag bullets, hailstones, and jumping blocks to every level. Basically, increasing the overall difficulty of the every level.
I second both ideas. ;D A level editor could be fun too.
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I second both ideas. ;D A level editor could be fun too.
Definitely a level editor. It sucks putting these levels together manually.
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Read: Ranman is too lazy to do it manually and is leaving the entire work to others.
Just kidding, it will be cool to create our own levels I think. Just make sure if you implement a level editor to keep it separate so people who don't want to create levels don't need to install it and also make sure it remains user-friendly.
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Wow, those screenies look awesome...
And yeah, level editor!
/me wishes he had a TI-89
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As always, I appreciate everyone's comments and support.
I have a doctor's appointment tomorrow. I expect my doctor will release me to go back to work. So, Jumpman progress will slow down a bit when that happens.
I still have enemies, enemy waypoints, moving bombs, moving platforms, falling girders, moving ladders, triggers (that cause an action to occur), doors, gunfiring & arrow shooting by Jumpman to implement before the engine is complete.
I am considering releasing a beta with a subset of levels before I get all of the above items completed.
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As always, I appreciate everyone's comments and support.
I have a doctor's appointment tomorrow. I expect my doctor will release me to go back to work. So, Jumpman progress will slow down a bit when that happens.
Hope you're well, though.
And a beta sounds awesome, especially with all those things you mentioned. Good luck!
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Ah ok, I hope things goes well. Hopefully you might find a bit of time to work on it from time to time afterward. Good luck Ranman!
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Just when you thought it is was tough enough... How about some runaway bombs:
(http://tifreakware.net/ranman/Jumpman/JM0031.gif)
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And just when I thought...
Nice! And I think someone already said this before, but you work really fast :o
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Wow we will have to watch out in those levels about stuff coming from everywhere. Nice job!
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Great :)
I hope that all those kinds of bombs and enemies don't end up all together in the same level, because such a level would be really hard :D
(I miss the first version of Grav, whose learning curve was gentler than the final version - to my tastes, the final version was too hard and thus, frustrating)
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Great :)
I hope that all those kinds of bombs and enemies don't end up all together in the same level, because such a level would be really hard :D
(I miss the first version of Grav, whose learning curve was gentler than the final version - to my tastes, the final version was too hard and thus, frustrating)
If you are able to save games at a certain state, it would be cool to have a tremendously hard level
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Great :)
I hope that all those kinds of bombs and enemies don't end up all together in the same level, because such a level would be really hard :D
(I miss the first version of Grav, whose learning curve was gentler than the final version - to my tastes, the final version was too hard and thus, frustrating)
Jumpman offers a perfect level of difficulty for all players. In general, the higher the level, the more difficult it is. That is one thing that makes it so much fun!
If you are able to save games at a certain state, it would be cool to have a tremendously hard level
I'm sure I will implement some sort of save feature. However, since each Jumpman level can be completed in less than one minute, I'm not sure it would be worth the programming effort to save in the midst of a level.
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How about some falling bombs with explosions and disappearing girders. 8)
(http://tifreakware.net/ranman/Jumpman/JM0035.gif) 8)
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WOW.
The amount of things you could do with *this engine alone* is incredible...but I get the feeling you're not done yet ;D
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Wow, looks incredible. Nice job! ;D
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Thanks ztrumpet and JustCause for your encouraging comments! :)
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Wow! How are you coding all of this? Is it hardcoded or are you using some sort of fiendish scripting engine?
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Wow! Looks great! Those bombs look like they are hard to avoid...
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Wow, if I had a TI-89 this would definitly be on it when your done with it. Amazing job with all of the interactive items in the game.
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Thanks apcalc, guy6020665, and BuilderBoy! :)
Wow! How are you coding all of this? Is it hardcoded or are you using some sort of fiendish scripting engine?
Thanks for the question BuilderBoy.
A little bit of both BuilderBoy. I treat all bullets as one type of object; collectable bombs as another type; and enemies as another type. Within each type of object, all of the similar functionality is common and the special abilities are hard-coded. Each object is defined by 6 bytes including platform objects in the level definition data structure. Bullets and triggers are scriptable... each script can perform one action and is also 6 bytes. Scripts can be daisy chained if more than one action is needed.
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That is genious! bravo for a well coded engine!
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That is genious! bravo for a well coded engine!
Thank you sir. It took a lot of thought (and a little bit of luck) as to how I was going to implement all of the features and store all of the data.
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Wow there are indeed so many features in this game. It's really amazing and it still runs pretty fast too. Nice job so far! :thumbsup:
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Five words: this is amazing :o
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Wow
WOW.
Wow
Wow!
... =D
seriously, though, i'm considering buying an 86T just so i can test this out!
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That looks very nice. The splash animation is perfect. I know its an explosion, but I usually refer to it as Splash
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Wow
WOW.
Wow
Wow!
... =D
seriously, though, i'm considering buying an 86T just so i can test this out!
You love collecting those, don't you ^-^
But ... wow.
But I agree. I don't have an 89T, but I'll definitely suggest this to the people who do :D
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I also wish I had an 89T. Great job Ranman! :) (I do believe I haven't congratulated him yet)
(I would like there to be a TI-86 Titanium, presumably with Flash ROM. That'd be awesome ;D)
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Hey... Thanks everyone for the comments! :)
Currently, I'm working on the UFO level... The first level where Jumpman gets to shoot bullets -- haha something other than jump.
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Wait, do you mean a mini-game that is kind of a shoot-em-up, that you sometimes play in Jumpman?
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Wait, do you mean a mini-game that is kind of a shoot-em-up, that you sometimes play in Jumpman?
Not really... it is an actual level where you get to shoot down UFOs for 50pts a piece. Only 1 bomb to collect on this level.
There's another level called "Gunslinger" where Jumpman gets to shoot a few cowboy enemies.
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Ah ok I see. Sounds promising by the way. :)
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Time for a little UFO hunting. 8)
(http://tifreakware.net/ranman/Jumpman/JM0039.gif)
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UFOs! :O
/me runs!
Seriously, excellent job Ranman! I can't wait to try this!
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This is kind of late but I really love the dying animation :)
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Awesome and epic work! Love the UFO's ^^ Lol is the dying animation where he bounces around the screen or are you still alive at that point?
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I like it. :D
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Thanks everyone! ;)
Awesome and epic work! Love the UFO's ^^ Lol is the dying animation where he bounces around the screen or are you still alive at that point?
Technically you are still alive until the bouncing completes. However, it doesn't make much difference... death is imminent. :)
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Thanks everyone! ;)
Awesome and epic work! Love the UFO's ^^ Lol is the dying animation where he bounces around the screen or are you still alive at that point?
Technically you are still alive until the bouncing completes. However, it doesn't make much difference... death is imminent. :)
Great animation :D
And the UFOs are great! This is looking really good...
Just wait for the feature.
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This is wonderful. Great job! ;D
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Well... Unfortunately progress on Jumpman has slowed tremendously .
My stepdad of 25 years had a heart attack this past Saturday. He appointed me Medical Power of Attorney; which means it would be up to me to make any medical decisions on his behalf. On Tuesday I had to make the decision to take him off life support -- which I did. I will miss him dearly but I know he is in a better place.
If that is not enough, this past Monday my grandma had stroke. She is still in the hospital recovering from it. She is stable but not able to eat food.
Now I have many legal battles ahead to probate my stepdad's estate. If you recall, my mom passed away 4 months ago. Neither one of them had a will -- which only compounds the difficulty of just about everything. My mom was 60 and my stepdad was 62... much much too young.
I just want a reset button for this year. :(
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Ranman - I am so very sorry for your losses. I hope you and your family are making it through ok. My dad passed away about a month ago--I know what you are going through. Don't worry about your projects during this hard time (I have been behind on progress on mine, too :(), just worry about making it through these hard times with your family. Again, I wish you the best! :)
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I'm sorry to hear Ranman :(. This must have been an hard decision to make, too, especially with how opinionated some people are about that stuff. :/
I hope your grandmother recovers soon and that things gets better. I also hope you don't have too much troubles with the legal stuff. :/
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Thanks guys.
Sorry to hear about your dad apcalc. It is a tough thing to lose your parents!
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Some titlescreen action...
(http://tifreakware.net/ranman/Jumpman/JM0050.gif)
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That looks great Ranman! Glad to see this back into development!
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Wow that title screen is epic! It even has personality :]
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Wow that title screen is epic! It even has personality :]
Thanks! I tried to keep it as close to the original C64 version as possible.
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I like it a lot :) Is it made using the scripting engine?
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I like it a lot :) Is it made using the scripting engine?
All the moves for Jumpman and the letters are scripted. I just created a simple list of moves for each and synced them up.
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The title screen is pretty sweet! It had me grinning watching some old school title screen shenanigans. ;D
*edited some sloppy grammar*
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Some titlescreen action...
Amazing. I really like that title screen!
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Question for anyone following the development of Jumpman...
The original Jumpman allowed up to 4 players to play... not simultaneously though. Rather they take turns playing. When player 1 dies, player 2 gets his chance to player and so on. When the last player dies, player 1 will start with his next man.
Would this be a desired feature to implement? How many people would actually swap their calculator with a friend to play a round of Jumpman?
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It doesn't seem likely that this feature we be used very much, so I'd say don't bother. A two player simultaneous mode (with special two player level sets perhaps?) might be interesting though...
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I don't think that this mode has to be added. In school, I know that there is a near-zero possibility that I would ever be able to do this (this is really the only time I have my calculator and am with other people at the same time). I think it would be better to focus on making the single player version better than working on a multiplayer version that would rarely be used. :)
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Thanks Art and apcalc. I appreciate your input.
Anyone else?
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yeah, I don't think its needed...
anyway, nice title screen, but is there a way tp skip it? I'd watch it at first, but then it might get kinda longish...
although I don't have an 89 anyway, so... :P
great work!
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I think I'd use the multiplayer option, but I only have 83 series calculators, so...
That is one epic title screen! ;D
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yeah, I don't think its needed...
anyway, nice title screen, but is there a way tp skip it? I'd watch it at first, but then it might get kinda longish...
although I don't have an 89 anyway, so... :P
great work!
Thanks for your input yunhua98 and ztrumpet.
Yes... The titlescreen will be preemptive; meaning you can start a game at anytime. No need to wait for the titlescreen to complete. :)
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Not sure if that mode needs to be added, since in most school only one person out of 1000 students usually care about calcs, but we never know, it might actually be used by more people than we think.
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Some Jumpman action and updates...
(http://tifreakware.net/ranman/Jumpman/JM0051.gif)
Updates include:
- Rewrite of main game loop
- Titlescreen now loops infinitely until a timeout occurs or user input
- Added an intermediate title screen for each level
- Can now actually complete a level (by collecting all bombs)
- Can transition from a completed level to the next level
- 5 levels currently implemented
- Speed can be adjusted before a level actually begins (5 speeds)
- Contrast can be adjusted at any time
- Implemented bonus points based upon how fast a level is completed
- Jumpman can now shoot diagonally
- Implemented reset button to go back to main titlescreen
- Jumpman can now shoot up to 3 bullets at a time
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Wow! This is certainty starting to look very amazing! I am confident my friends in school (who have all resorted to calc gaming during homeroom :P) will want to try this when they see it! :)
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Wow nice Ranman! I cant try, but its very good i think!
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Oh my, this is looking great! I especially like the titlescreen's antics with the "n," the UFOs, and the intermediary level transitions are great as well! Keep up the great work! ;D
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Thanks for the encouraging comments! :)
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I love it Ranman, great job! :thumbsup:
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That titlescreen is epic. I love it Ranman
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Are you the one who controls the guy in the main screen?
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Are you the one who controls the guy in the main screen?
Thanks for the question. By "main screen" do you mean the titlescreen where "Jumpman" is spelled out one letter at a time? If so, you do not control the Jumpman during the titlescreen... It is all done automagically via a set of scripted moves.
For the title screen, I have two independent lists of moves -- one list for Jumpman and one list for the letters. Each list is an array of the following user defined data type:
typedef struct
{
uint1 count;
uint1 direction;
uint1 action;
} SCRIPTED_MOVE_Type;
Where 'count' is the total number of steps in the specified 'direction. I use the 'action' field for Jumpman jumping and for the switching to the next letter. When the total number of steps reaches the 'count', I move to the next element in the array of moves.
This is kind of a brute force method that utilizes a relatively small amount of RAM. It took a few attempts to get the letter movement's synced up to the Jumpman's movements. T'was a fun task to implement.
For those interested, here is the lists of moves:
SCRIPTED_MOVE_Type* scripted_jumpman_move;
SCRIPTED_MOVE_Type scripted_jumpman_move_list[] =
{
// go get the "J"
{38, DIR_Right, false},
{74, DIR_Left, false},
// go get the "u"
{74, DIR_Right, false},
{64, DIR_Left, false},
// go get the "m"
{64, DIR_Right, false},
{54, DIR_Left, false},
// go get the "p"
{54, DIR_Right, false},
{44, DIR_Left, false},
// go get the "m"
{44, DIR_Right, false},
{34, DIR_Left, false},
// go get the "a"
{34, DIR_Right, false},
{24, DIR_Left, false},
// go get the "n"
{24, DIR_Right, false},
{14, DIR_Left, false},
{14, DIR_None, false},
{14, DIR_Up, true},
{14, DIR_Right, false},
{14, DIR_Left, false},
{14, DIR_None, false},
{14, DIR_Up, true},
{14, DIR_Right, false},
{39, DIR_Left, false},
{39, DIR_Right, false},
{14, DIR_Left, true},
{25, DIR_Left, false},
{99, DIR_None, false},
{14, DIR_Up, true},
{0,0,0},
};
SCRIPTED_MOVE_Type* scripted_letter_move;
SCRIPTED_MOVE_Type scripted_letter_move_list[] =
{
// "J"
{38, DIR_None, false},
{72, DIR_Left, false},
{17, DIR_Down, false},
{ 1, DIR_None, true},
// "u"
{58, DIR_None, false},
{62, DIR_Left, false},
{17, DIR_Down, false},
{ 1, DIR_None, true},
// "m"
{48, DIR_None, false},
{52, DIR_Left, false},
{17, DIR_Down, false},
{ 1, DIR_None, true},
// "p"
{38, DIR_None, false},
{42, DIR_Left, false},
{17, DIR_Down, false},
{ 1, DIR_None, true},
// "m"
{28, DIR_None, false},
{32, DIR_Left, false},
{17, DIR_Down, false},
{ 1, DIR_None, true},
// "a"
{18, DIR_None, false},
{22, DIR_Left, false},
{17, DIR_Down, false},
{ 1, DIR_None, true},
// "n"
{ 8, DIR_None, false},
{14, DIR_Left, false},
{14, DIR_Right, false},
{28, DIR_None, false},
{14, DIR_Left, false},
{14, DIR_Right, false},
{28, DIR_None, false},
{49, DIR_Left, false},
{37, DIR_Right, false},
{17, DIR_Down, false},
{ 1, DIR_None, true},
{0,0,0},
};
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Yeah, it is quite good Ranman, and it makes me laughe ;D
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Looks great Ranman! Love the little animations of him :)
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Is this close to done? Or do you still have some "special" things to add?
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To tell the truth I haven't seen Ranman for a few days. Maybe something's going on IRL for him, hope not (because usually if something's going on it's bad)
Too bad I don't have a 68K calc... I really would love to help test this and eventually play the 1.0.
Maybe once that 68K emu for Nspire becomes complete-ish, I'll buy to test on that ;D
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Well, it says he was last active only 4 hours ago :P
Anyway, good luck with this project and all that; it looks great so far...
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orly? Maybe it's me who has some catching up to do :P even though I'm on all the time, maybe I just missed him today. :P
and all week :(
Well, my bad. But yeah, this project looks insanely awesome :D If I had a 68K calc I would totally play this all the time
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Thanks for wondering about me... I'm doing well. Jumpman is progressing at a decent pace considering I'm back to work full time once again.
I have been working on the details at the end of the game.
* Fixed a bug that sometimes caused Jumpman to immediately fall to his death upon respawning
* Freezing the screen and Jumpman for about 4 seconds when you complete a level in order to accumulate bonus points
* Added in the ability to select and change games speeds
* The timing and sequence of events that lead up to high scores
* Counting down the number of remaining Jumpman and converting them to bonus points
* Top 10 high scores (partially complete)
* Top 10 high bonuses (partially complete)
I'll get some new screenies up this weekend -- maybe sooner. :)
Thanks to DJ and the Omnimaga staff for moving Jumpman to the Major Projects section. :)
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Glad to hear this is progressing! :)
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me too and congrats on the subforum :D definitely well earned ^^
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Glad to see new progress :D
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New Jumpman screenie...
(http://tifreakware.net/ranman/Jumpman/JM0056.gif)
Note: I modified the Hailstones level so that picking up a single bomb ended the level as well as the game.
Here you will hopefully see a more polished game. You will see bonus points racking up for finishing a level early and also for having Jumpmen remaining at the end of the game. You will also see a top 10 high scores for the game score and bonus points.
Enjoy.
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Wow! This looks really great! I still can't wait to try it! :)
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Here is a similar Jumpman screenie to the above post...
(http://tifreakware.net/ranman/Jumpman/JM0060.gif)
You will notice that I added the ability to skip through the sequences for racking up bonus points. I added this for the people that may get impatient waiting for the sequence of events to complete -- just press the '2nd' key to zoom through them.
You will also notice a difference in the High Scores screen -- the leading zeroes ('0') are missing.
(http://tifreakware.net/ranman/Jumpman/jm_hs_before_after.PNG)
Question: Which do you like better: with or without the leading zeroes?
Thanks for your help!
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Looks great! I like it without the leading zeros. :)
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Same here; it makes the higher scores stand out more
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I prefer it without the zeros also! :)
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I love the zeros! It makes me think I can get to 999999 xD
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I like without as well, but really it could go either way. It really looks great Ranman. My 89T is getting anxious.
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By leading zeroes do you mean the ones before the score, such as 0090000 instead of 90000? I prefer without them if that's what you mean, although to display the score in game I find it cooler when all of them are displayed, since it makes it look more old-skool. :)
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I actually like the leading zeros, but As most people think its better without, I guess my thoughts aren't really in the majority lol.
anyway, I haven't seen this in a while, and its made a lot of progress! Subforum definitely well deserved. ;)
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I like them without, only because it's easier to read. Looks cool with the zeros, though.
anyway, I haven't seen this in a while, and its made a lot of progress! Subforum definitely well deserved. ;)
Agreed. Epic. The graphics are amazing (as always), and it looks really fun! If only I had a TI-89 (or a working emu)...
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Thanks to all that have offered your comments and feedback -- it has not gone unnoticed and is always welcome.
I think I'll keep the leading zeroes during game play and leave them off when displaying the high scores.
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Ok ^^
I can't wait to see more progress. :D
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Just wanted to let everyone know that I haven't forgot about Jumpman. Things have been a little hectic around our house: medical, lawyer, job, and the kiddos.
I'm still working on Jumpman... just mainly optimizations and fixing some quirks.
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Ouch sorry to hear, I hope the lawyer thing isn't something too bad, same for medical x.x
Good luck man!
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^^Same, good luck with opts/quirks as well as stuff IRL :)
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Good luck with life things! I know it can be hard sometimes, but I hope everything turns out okay :)
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Yep, good luck with life :) And glad Jumpman's still there. Good luck with everything!
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Good luck! We are all looking forward to progress on this great game!
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Looks great! Congratulations.
I'm looking forward to trying it.
I have a question: Is there any difference between the 'chains' and 'ropes'?
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Well... sorry for being so quiet the last 3 months. Every spare minute I had was spent working on a graduate course I was taking and getting my house ready to sell.
I finished that awful class (Software Safety & Reliability Engineering) and my house is on the market.
I can finally get back to work on Jumpman. Look for some updates soon.
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Glad to see you back, Ranman! :) (Also, I am happy to hear your course is done!)
I hope to see some Jumpman progress soon! My 89 is waiting! :)
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Well... sorry for being so quiet the last 3 months. Every spare minute I had was spent working on a graduate course I was taking and getting my house ready to sell.
I finished that awful class (Software Safety & Reliability Engineering) and my house is on the market.
I can finally get back to work on Jumpman. Look for some updates soon.
Good to know you can come back to calculator coding :) Awaiting updates ;)
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I would be waiting for a demo if I had an 89... :P
nevertheless, I'm looking forward to another screenie. ;)
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Hey Ranman!
Its very nice to see you back, as your programs are awesome!
I can't wait to see updates :D
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Welcome back Ranman! Can't wait to see what you're gonna do this time, as always :D
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Heya Ranman, I am glad you returned. I was worried you left the community D:
I can't wait for more progress on this :)
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Ditto what DJ said. It's good to see you still around. =) Are you moving within the same city or further away?
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Some of you may know that we have been trying to sell our house. Well... about 2 weeks ago someone decided to buy our house -- woo hoo! They told us we need to be out of our house by Wednesday June 22nd.
So, we have been been packing the house to get moved as well trying to find our new home. We found a new home about a week ago but we wont be able to move in to it until late this month. Yeah... we are going to be homeless for a week or two. I'm not looking forward to 2 independent moves though.
At some point, my life will slow down a bit. Then I will be able to finish up Jumpman.
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Its nice to hear from you again, Ranman! :)
Glad to hear things are going pretty well for you; I hope all will slow down after a while and more Jumpman progress will come! :)
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Some of you may know that we have been trying to sell our house. Well... about 2 weeks ago someone decided to buy our house -- woo hoo! They told us we need to be out of our house by Wednesday June 22nd.
So, we have been been packing the house to get moved as well trying to find our new home. We found a new home about a week ago but we wont be able to move in to it until late this month. Yeah... we are going to be homeless for a week or two. I'm not looking forward to 2 independent moves though.
At some point, my life will slow down a bit. Then I will be able to finish up Jumpman.
I hope it turns all right and wish you good luck :)
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@Ranman: I hope everything goes well, and the whole moving process goes as smoothly as possible for you.
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Hello everyone. I apologize for being so quiet this past year.
My neck feels almost like new -- Amazing! We sold our house and purchased a new one. We LOVE our new home! I have a man cave in the backyard; it is awesome. I've been grudgingly trying to complete my masters in software engineering -- 1 course to go. I finish in March 2012. My family and I are still trying to finalize all of the estate issues with my mom & stepdad both passing away in 2010. Boy... what a year.
So... You may be wondering about Jumpman. This is one of my favorite games of all time! I fully plan on finishing this project; but cannot devote any time to it until I finish this degree. This masters degree has made me a miserable person for the last year -- or maybe I'm no longer a model student.
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Welcome back! Glad your neck feels better now, and
I have a man cave in the backyard; it is awesome.
Pictures? ;DMy family and I are still trying to finalize all of the estate issues with my mom & stepdad both passing away in 2010. Boy... what a year.
Wow... Sorry to hear.So... You may be wondering about Jumpman. This is one of my favorite games of all time!
Mine too! :w00t:I fully plan on finishing this project; but cannot devote any time to it until I finish this degree. This masters degree has made me a miserable person for the last year -- or maybe I'm no longer a model student.
Okay, I guess those are important, too :) Can't wait for March, then.
Again, good luck Ranman!
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Nice to see ya still around Ranman. I'm glad life is going well for you even if getting your masters has been a bit trying. Things really have been busy for you with all that going on huh? At least you are almost finished with getting your masters now. =)
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Great to hear from you Ranman! :D
I hope everything works out for you! Good luck with completing Jumpman, it still looks amazing! ;D
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Well... I know it's been a looooong time since I've made any progress on Jumpman. I intend on finishing this game. And last night I dusted off this relic.
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You could have made that post sound far more dramatic.
Like this:
Do you still remember this game? Last night, I found this relic lying in the darkest corner of my file system's dungeon. I picked it up and dusted it off. Yes guys, I'm working on it again :D
Or something like that :P
Great to hear you're back!
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Ooooh... I like that very much!
What he said ;)
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Ranman! I was just thinking about you yesterday when I spotted the package you send to me (TIFW T-Shirt). I've kept it all along :3
How's life?
Back on topic: glad you're picking this project back up! It's great to see stuff like this get finished :)
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Ranman! I was just thinking about you yesterday when I spotted the package you send to me (TIFW T-Shirt). I've kept it all along :3
How's life?
Back on topic: glad you're picking this project back up! It's great to see stuff like this get finished :)
Hi Jim. I still wear my TIFW shirt all the time. Not literally "all the time." Well... You know what I mean. :D
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Nice to see you again Ranman :D
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You too DJ. Glad to be back.
Already making progress on Jumpman once again.
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Very nice. :)
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Finally... A new screenshot of some Jumpman development.
Here is the Vampire Bats level:
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Whoa, looking nice :D
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This is looking nice, great work there :D
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Thanks guys.
I got back to work on it about 2 weeks ago. I spent some time fixing some bugs due to speed optimizations that I made a year ago. Then I spent some time modifying the game engine in preparation for invisible and moving platforms.
Mostly level design and enemy movements are left. And of course, a level editor. I'm shooting to have it finished before the end of 2013.
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Another new Jumpman screenie...
(http://tifreakware.net/ranman/Jumpman/JM0070.gif)
This level is called Figurit's Revenge and was originally a part of the Jumpman Junior level set. It is a challenging puzzle type level where almost every bomb either removes or adds platform girders and/or ladders.
So be careful, that bomb you pick up may remove the platform that you are standing on. ;)
And another new screenie...
(http://tifreakware.net/ranman/Jumpman/JM0073.gif)
This level is called Hellstones and was originally a part of the Jumpman Junior level set with some slight modifications. Watch out for those bouncing stones -- they hurt!
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Wow! That's cool!
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Haha, very cool. This game kind of Reminds me of Donkey Kong JR. but it looks like it has more variety. :)
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Wow! That's cool!
Haha, very cool. This game kind of Reminds me of Donkey Kong JR. but it looks like it has more variety.
Thanks for the encouragement guys! :)
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This is pretty epic! :D
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Great to see progress again. :D
Long live the 68k community!
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Great to see progress again. :D
Long live the 68k community!
Indeed. And ere's a Jumpman screenie showing dynamic platform illumination...
(http://tifreakware.net/ranman/Jumpman/JM0076.gif)
Be careful. Don't move too fast; you might just fall!
Edit: updated screenie to hide the ropes & chains and to introduce fire.
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I saw the screenshots in comparison to the Commodore version, and it's amazing how close to the original C64 version it is. Great job :)
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Oh wow, that's scary! O.O @The appearing platforms.
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Really good ! :D
This would be a great present if you could finish it in time for Christmas :D
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Really good ! :D
This would be a great present if you could finish it in time for Christmas :D
Hmmm... That is a great idea! ;)
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Hi David ;)
Great work, as usual.
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Hi David ;)
Great work, as usual.
Could not have done it with out you et al. ;)
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Another level completed -- it's called Fire! Fire!. Here's a screenie:
(http://tifreakware.net/ranman/Jumpman/JM0078.gif)
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Wow, how many levels do you have already?
You're adding these features as you make the levels, right? Are you going to have some levels with several of these new features combined?
Really glad to see some old projects progressing and some activity in the 68K zone :)
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Wow! I wish I'd looked at this sooner, I own the original Jumpman cart for C64 and this looks very accurate!
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Haha, very cool. This game kind of Reminds me of Donkey Kong JR. but it looks like it has more variety. :)
Actually Seeing the screens of the Commodore version (and seeing more gameplay) I'm going to have to revise that statement. Jumpman is much faster paced and more action oriented. O.O Have you tested speed on hardware yet? I notice that in the video of the Commodore version of the game jumpman moves like he's on speed. ;D Not that' he looks slow on the 68k version mind you, but slower comparatively when seen beside his brother on the Commodore.
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Haha, very cool. This game kind of Reminds me of Donkey Kong JR. but it looks like it has more variety. :)
Actually Seeing the screens of the Commodore version (and seeing more gameplay) I'm going to have to revise that statement. Jumpman is much faster paced and more action oriented. O.O Have you tested speed on hardware yet? I notice that in the video of the Commodore version of the game jumpman moves like he's on speed. ;D Not that' he looks slow on the 68k version mind you, but slower comparatively when seen beside his brother on the Commodore.
I here ya Art. The C64 Jumpman Youtube videos are running at "speed 2" -- whereas speed 1 is the fastest and speed 8 is the slowest. The TI-89 version will also allow variable speed settings. And currently (which you don't see in my screenies) if I set the speed to speed 1, the Jumpman moves at an extremely fast paced.
I gave tifreak a demo... and he claimed speed 3 was too fast for him. LOL
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Wow, how many levels do you have already?
You're adding these features as you make the levels, right? Are you going to have some levels with several of these new features combined?
Really glad to see some old projects progressing and some activity in the 68K zone :)
My apologies Deep Thought... I thought I had answered your question. I just now realized that I hadn't.
I have about 10 levels complete. Yes... I'm adding new features for each new level I create. I think I have about 10 more level features to implement. Then, I'll just focus totally on the levels creation; and I should really start flying through them at that point. Yes... they'll be some levels with combinations of features.
I'm hoping to have a demo ready for download before the end of the year -- with at least 10 levels to play and comment on. :)
Wow! I wish I'd looked at this sooner, I own the original Jumpman cart for C64 and this looks very accurate!
Awesome BrownyTCat and thank you for the compliment! T'is always nice to see fellow C64'ers around.
I also own the C64 cartridge as well as the floppy and cassette versions.
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Haha, very cool. This game kind of Reminds me of Donkey Kong JR. but it looks like it has more variety. :)
Actually Seeing the screens of the Commodore version (and seeing more gameplay) I'm going to have to revise that statement. Jumpman is much faster paced and more action oriented. O.O Have you tested speed on hardware yet? I notice that in the video of the Commodore version of the game jumpman moves like he's on speed. ;D Not that' he looks slow on the 68k version mind you, but slower comparatively when seen beside his brother on the Commodore.
I here ya Art. The C64 Jumpman Youtube videos are running at "speed 2" -- whereas speed 1 is the fastest and speed 8 is the slowest. The TI-89 version will also allow variable speed settings. And currently (which you don't see in my screenies) if I set the speed to speed 1, the Jumpman moves at an extremely fast paced.
I gave tifreak a demo... and he claimed speed 3 was too fast for him. LOL
Ah, that's awesome Ranman! ;D Does the speed setting affect the scoring at all or just the gameplay?
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Great update!
Nice to hear from you again Ranman! :D
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Wow, nice level! I'm just amazed at the graphics...
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Thanks for the encouraging comments!
With that said... Here's another new Jumpman screenie:
(http://tifreakware.net/ranman/Jumpman/JM0081.gif)
This level is called HereThereEverywhere and was originally a part of the Jumpman Junior level set. It is a challenging puzzle type level where every bomb instantly transports Jumpman to the location of the transporter (flashing square).
So be careful, that bomb you pick up may land you where no platform exists. ;)
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Stop making it so awesome, i don't have a 68K calc :P
BTW, doe sit also have a map editor?
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Stop making it so awesome, i don't have a 68K calc :P
BTW, doe sit also have a map editor?
Not yet... I'm doing all maps right now by brute force.
But a level editor is in the plans! :)
EDIT: Another new Jumpman screenie...
(http://tifreakware.net/ranman/Jumpman/JM0085.gif)
This level is called Hurricane and was originally a part of the Jumpman Junior level set.
New features added to support this level:
- wind: jumpman moves fast when walking/jumping with the wind... very slowly against the wind
- wrap mode: jumpman going off the screen in the X direction brings him to the opposite side
- birds
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Nice, i like the wind and the birds :D
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A multitude of Jumpman screenies...
(http://tifreakware.net/ranman/Jumpman/JM0087.gif) (http://tifreakware.net/ranman/Jumpman/JM0090.gif)
(http://tifreakware.net/ranman/Jumpman/JM0091.gif) (http://tifreakware.net/ranman/Jumpman/JM0092.gif)
4 new levels: Nothing To It, Jumping Blocks, Zig-Zag, and Blackout.
Note: Jumping blocks will make Jumpman jump. I promise I did not hit the jump key.
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wait, the lower right one: you don't see the level and you have to find it? O.o epic! :D
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wait, the lower right one: you don't see the level and you have to find it? O.o epic! :D
That is exactly right.
If you have a TI-89, you should try out the demo. It has 12 fully playable levels.
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unfortunaltey I only have a lousy ti 84+ (non-se) :(
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Lookie here... another screenie:
(http://tifreakware.net/ranman/Jumpman/JM0093.gif)
This level is called Look Out Below. When jumpman picks up a bomb, girders begin to fall.
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looking nice, I like the idea of the falling :D
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looking nice, I like the idea of the falling :D
If you like falling girders, you'll love moving ladders:
(http://tifreakware.net/ranman/Jumpman/JM0094.gif)
This level is called Sreddal (ladders spelled backwards). You've got to jump on the moving ladders to reach all of the bombs.
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O.o
that is awesome! Reminds me a bit of mario :D
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O.o
that is awesome! Reminds me a bit of mario :D
Did you know Mario's original name was Jumpman?
Now for some moving girders:
(http://tifreakware.net/ranman/Jumpman/JM0095.gif)
This level is called Ride Around. You've got to jump on the moving girders to reach some of the bombs.
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O.o
that is awesome! Reminds me a bit of mario :D
Did you know Mario's original name was Jumpman?
It was? O.o
And it is looking to awesome, the screenie :P
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Let's play some "Follow the leader":
(http://tifreakware.net/ranman/Jumpman/JM0096.gif)
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Oh wow, that looks crazy! :o
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This is amazing for sure.. How many hours/days/weeks have you been working on that? It is totally worth all the good critics :)
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It definitively needs to be released on ticalc.org as well so they might feature it :)
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Let's play some "Follow the leader":
(http://tifreakware.net/ranman/Jumpman/JM0096.gif)
Oh wow, that looks crazy! :o
Thanks Art! :) It is crazy. Plan your movements well so you don't get jammed up.
This is amazing for sure.. How many hours/days/weeks have you been working on that? It is totally worth all the good critics :)
Thanks Nick! :) I've been working on this for a total of about 6 months now. I started it in back in Oct 2010. However, I took some time off for personal reasons. Been working steadily once again since Nov 2012.
It definitively needs to be released on ticalc.org as well so they might feature it :)
I plan on releasing on Ticalc in a few months. I will also be posting Pyramid Solitaire to Ticalc as well. :)
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Quick update:
Took a break from creating levels to work on other aspects of the game.
- removed the levels from the main program
- created an external "level pack" file
- compressed the external level pack
- modified main program to open, decompress, and read the level pack
- added capability to save high scores to a file in archive memory
- modified main program to open & read high scores file
To do in this area:
- add a screen to select one of many level packs to play
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It's been a while but here's another screenie:
(http://tifreakware.net/ranman/Jumpman/JM0097.gif)
This level is called Robots 1. It was originally part of the Jumpman level set. When Jumpman picks up a scriptable bomb, the script instructs the Robots to move to their next position defined by a list of waypoint vectors.
You will also see a rudimentary level pack selection screen. This list is populated during game initialization. Any file on the calc with a file extension "jml" along with a certain magic number embedded within the file is considered to be a level pack.
High score saving is also working. In the screenshot you may notice that a file called jms.jms is created and archived. This file is the high score file. This file is opened (or created and opened if it does not exist) at game initialization. The file is updated and archived when the user exits the game.
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w00t, this is awesome, i'll maybe be even able to play it as soon as I get a silverlink as I have a 89 now :D
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Looks awesome! I might get an 89Ti soon, so I'll try this if I do.
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w00t, this is awesome, i'll maybe be even able to play it as soon as I get a silverlink as I have a 89 now :D
Thanks Sorunome! TI-89 is a great calculator even to this day. If you are adventurous, you could always attempt to make your own link cable. I think Ticalc has some schematics.
Looks awesome! I might get an 89Ti soon, so I'll try this if I do.
Thanks TheNlightenedOne! As I told Sorunome, the TI-89 is a great calculator you will love it!
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Wow, glad to see you working on this Ranman! These screenies look better than ever. I might have to go out and get some fresh AAAs.
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How about some Robots 2:
(http://tifreakware.net/ranman/Jumpman/JM0098.gif)
This level was originally included in Jumpman. It features robots enemies that make "smart" random movements rather than the use of waypoints.
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Wow, that is looking too awesome >.<
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Wow, glad to see you working on this Ranman! These screenies look better than ever. I might have to go out and get some fresh AAAs.
Thanks so much Madskillz!! I hope you enjoy it. :)
Wow, that is looking too awesome >.<
Thanks for your support Sorunome!
I managed to complete a few more levels:
(http://tifreakware.net/ranman/Jumpman/JM0099.gif) (http://tifreakware.net/ranman/Jumpman/JM0100.gif) (http://tifreakware.net/ranman/Jumpman/JM0101.gif)
All of these levels were originally included in the Jumpman level set. In Robots III, the enemies make even smarter movements. In Runaway, the bombs get up and move. And Jungle is just plain ol' hard!
I now have 23 levels completed.
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It's awesome, but since my calc got reseted at my exam I haven't yet put it back on. (The farthest I got was level 8 or 9 iirc).
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Good news, i ordered a silverlink and amazon says it will arrive on Wednesday, so i'll be able to try it out! :D
EDIT: Oh, and did you program it in asm or TIGCC?
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He usually programs in GCC4TI ;)
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It's awesome, but since my calc got reseted at my exam I haven't yet put it back on. (The farthest I got was level 8 or 9 iirc).
I hope you put it back on your calc. By the way... I will be releasing a new demo within a week. It will have at least 24 levels divided up into 2 or 3 level packs. ;)
I hope you pick up Cyanoid again and find those pesky bugs. Looks like a great game!
Good news, i ordered a silverlink and amazon says it will arrive on Wednesday, so i'll be able to try it out! :D
EDIT: Oh, and did you program it in asm or TIGCC?
Awesome!
It is coded in C and assembly. I use GCC4TI as my development environment.
He usually programs in GCC4TI ;)
GCC4TI rocks!!!
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Interesting. I'll try to download it asap then. :D
Yeah, about Cyanoid, I think the main reason for the bug was that I used a piece of code I didn't quite understand. And since I didn't know any replacement for that code, also not knowing what exactly caused it, I decided to leave it, since solving it was "beyond my knowledge". However, I think that if I make a fresh start on it(reprogram it completely) I may be able to fix the problem.
However, I'm currently not running any z80, and I'm looking into making something on my (trusty) TI-89. :)
Thanks for the compliments by the way. :D
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Why do you prefer GCC4TI over TIGCC? (and is there a IDE for GCC4TI?)
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Interesting. I'll try to download it asap then. :D
Yeah, about Cyanoid, I think the main reason for the bug was that I used a piece of code I didn't quite understand. And since I didn't know any replacement for that code, also not knowing what exactly caused it, I decided to leave it, since solving it was "beyond my knowledge". However, I think that if I make a fresh start on it(reprogram it completely) I may be able to fix the problem.
However, I'm currently not running any z80, and I'm looking into making something on my (trusty) TI-89. :)
Thanks for the compliments by the way. :D
You are welcome! I sure hope you decide to finish it at some point (nudge... nudge...). I'm excited to see that you want to do another project for your TI-89. ;)
Why do you prefer GCC4TI over TIGCC? (and is there a IDE for GCC4TI?)
GCC4TI and TIGCC look and function nearly identical (they are based off the same code base). As far as I know, TIGCC is no longer being updated. The lead maintainer of the code also removed support for auto sending images to VTI.
GCC4TI continues to support the VTI emulator and has the latest updates (thanks Lionel Debroux!)
Here is what the GCC4TI & TIGCC IDE look like:
(http://tifreakware.net/ranman/Jumpman/gcc4ti_screenie.png)
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erm, where is it available? And does it run on linux?
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Look at Lionel's signature.
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Right, https://github.com/debrouxl/gcc4ti is the location where the most recent source code is.
GCC4TI contains an eclectic range of:
* bugfixes: for instance, several crasher bugs, examples which have failed to compile for years in TIGCC, a compiler bug on 64-bit hosts, a bsearch routine which has never worked correctly since before 2001;
* additions: for instance, a subset of the new functionality contributed to TIGCC in 2002, 2003 and 2005. Yes, that's how contributions from multiple persons have been treated in TIGCC, leaving users out in the cold for functionality added up to 10 years ago;
* speed and/or size improvements in the static library linked with programs, for instance -16 bytes on the SAVE_SCREEN code, basically the most frequently used piece of startup code, making the Sprite* routines smaller and faster while adding the RPLC drawing mode, or using a better algorithm for qsort and rewriting to assembly for a speed gain;
* maintainability improvements: build automation in GCC4TI is much better than in TIGCC, whose scripts require a fair amount of hand holding. The GCC4TI build scripts supports cross-compilation of Windows executables;
* portability improvements: care has been taken to make the GCC4TI build scripts work on FreeBSD, MacOS X, OpenSolaris, while the TIGCC build scripts only care about Linux (and badly so, see below);
* other user-visible improvements, such as, but not limited to, not replacing the host system's gcc / as if $TIGCC/bin is put into the PATH before the rest of the path, or explicitly aborting the build upon the first error instead of silently leaving users with broken, incomplete builds, or even supporting building right out of SVN/Git (as any well-behaved open source project does). TIGCC does all three blunders and more.
You'll definitely want to build from the sources available in Git, after checking out the "experimental" branch (whose name sucks - it was experimental for several days, and I never renamed it). GCC4TI 0.96 Beta 10 is pretty outdated by now, though nowhere near as much as TIGCC 0.96 Beta 8.
No release of GCC4TI was produced since I became the maintainer of libti*/gfm/tilp & skinedit/tiemu: tilp clearly has more users than GCC4TI, so I've spent more time on TILP because it makes more sense for the community of users :)
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I tried now to install gcc4ti from the arch AUR and when validating the md5 checksums it gives me an error on this file:
binutils-2.16.1.tar.bz2 ... FEHLGESCHLAGEN
(sorry for german)
And yeah, i9 tried re-downloading->same issue.
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The Git repository contains suitable tarballs in /pool :)
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Hatchlings is complete:
(http://tifreakware.net/ranman/Jumpman/JM0102.gif)
All I can say is... you better not stand around.
24 levels complete
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Looks awesome as always. :)
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The Git repository contains suitable tarballs in /pool :)
Git repro?
(i know what a repro is :P)
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"Git repo", not "Git repro" :)
https://github.com/debrouxl/gcc4ti.git , git://github.com/debrouxl/gcc4ti.git .
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Grand Puzzle 1 is complete:
(http://tifreakware.net/ranman/Jumpman/JM0103.gif)
In this level you can build ladders and earn bonus points!
25 levels complete
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with which button do you jump? D: I downloaded it now but can't figure out D:
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with which button do you jump? D: I downloaded it now but can't figure out D:
Thanks for downloading. I hope you like it.
The readme file states the following ;)
- 2ND key is the action key (you will get very familiar with this key)
- used to start a new game from the titlescreen
- used to fast forawrd through game over routine
- used to fast forward through level title
- used to make Jumpman jump
- NOTE: jumping always requires a direction key (Up, Right, and Left)
- at times may be used to allow Jumpman to execute a special ability
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Oh, the thing in bold, that makes sense then >.<
BTW, i love the greyscale :D
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Oh, the thing in bold, that makes sense then >.<
BTW, i love the greyscale :D
Thanks Sorunome! A new demo is coming soon... Hopefully this weekend. :)
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Awesome, I will so download it! :D
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Created a new font based off the 1990s Apogee font:
(http://tifreakware.net/ranman/Jumpman/JM0104.gif)
Grand Puzzle 1 (last screenie) makes use of this new font when collecting a bonus bomb:
(http://tifreakware.net/ranman/Jumpman/JM0103.gif)
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Cool, what do you plan to use the font for?
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Cool, what do you plan to use the font for?
The answer to your question is a level called Spellbound...
(http://tifreakware.net/ranman/Jumpman/JM0105.gif)
Spell the word or phrase correctly for additional bonus points! :)
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Man, I really going to have to put it back on my calc(Sorry, I haven't had really the time yet to do so).
EDIT:Done 8) (With done I don't mean I finished the game, I just mean I put it on my calc) :P
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Those screenies look too beautiful.
And I like your font :D
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I just completed the last level of Jumpman Junior. It is called Walls:
(http://tifreakware.net/ranman/Jumpman/JM0106.gif)
The walls can push you around, but they are not impenetrable. You can walk or jump against the wall to push through it. :)
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Request for user input:
For the level name display screen, which do you like better -- the old smaller font or the newer Apogee style font?
(http://tifreakware.net/ranman/Jumpman/JM_level_a.gif) (http://tifreakware.net/ranman/Jumpman/JM_level_b.gif)
Edit: The larger font will limit the names of the levels to 20 characters.
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* the standard fonts of the TI-68k/AMS platform look more familiar to users than other fonts;
* the levels' names would clearly to be easier to read under F_6x8, F_8x10 or Apogee;
* as you're using program-specific data and your own drawing routine for Apogee, you might as well use it a bit more widely than just a single level - that way, less space will feel wasted :)
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* the standard fonts of the TI-68k/AMS platform look more familiar to users than other fonts;
* the levels' names would clearly to be easier to read under F_6x8, F_8x10 or Apogee;
* as you're using program-specific data and your own drawing routine for Apogee, you might as well use it a bit more widely than just a single level - that way, less space will feel wasted :)
Some very good points Lionel. If I recall correctly, the standard text drawing routines are extremely slow. But I do recall someone discovered a way to access the data of the TI fonts... but are they in an expected "sprite" data format to be easily drawn using the Extgraph libraries for speed?
I like my fixed point 4x6 font; it's fast to draw and it's width is fixed. I needed a small fixed font for the status bar at the bottom of the game screen to maximize the remaining vertical screen height for game play. I agree that TI's quasi 4x6 font looks better, but it's width varies per character. It seems there has to be some sort of table containing width information for every single character (possibly embedded in the font data itself?) -- ugh!
I do like the Apogee style font as well. I created this font based on Apogee's remake called Jumpman Lives. I only drew 64 of the 256 non-masked characters though -- to save space (512 bytes total). I could trim this down even further if necessary.
As always, thank you for your input! It is greatly appreciated.
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If I recall correctly, the standard text drawing routines are extremely slow.
Even on AMS 1.xx, but it's indeed much worse on AMS 2.xx and 3.xx, due to a stupid implementation for the very rarely used ability to redefine fonts. I "fixed" it in tiosmod+amspatch by hard-coding the fonts, which makes AMS 2.xx & 3.xx character drawing performance at least go back to approximately AMS 1.xx performance levels.
Third parties can draw characters 3-4 times faster than AMS 1.xx / patched AMS 2.xx & 3.xx can.
But I do recall someone discovered a way to access the data of the TI fonts...
That was me, indeed, as the final improvement to a method originally devised by Tom, which required a fairly slow setup phase of drawing characters into a temporary buffer :)
Most TICT programs which need to draw strings quickly have been converted to that method. The TICT eBook reader is probably the canonical implementation; that said, it does not support all font sizes, while some others do, so I'd have to check.
Fast integer to string conversion and fast font drawing routines are among the refused contributions to TIGCC, notwithstanding their clear use cases. Users never got around to benefit from them in the standard development environment, and I'm not spending time integrating them into GCC4TI either: the number of users is way too low, and the remaining ones who are interested in alternate string drawing, like you, can cope with it by themselves ;)
but are they in an expected "sprite" data format to be easily drawn using the Extgraph libraries for speed?
Third-party character / string drawing routines are just fancy sprite routines (with a bit of extra work for F_4x6, as you suspected). Usually, I didn't add a dependency on ExtGraph's sprite routines: the character sprite drawing was inlined, to save the cost of a function call and return.
I agree that TI's quasi 4x6 font looks better, but it's width varies per character.
Yup.
It seems there has to be some sort of table containing width information for every single character (possibly embedded in the font data itself?) -- ugh!
Exactly, embedded in the font data itself :)
I only drew 64 of the 256 non-masked characters though -- to save space (512 bytes total).
Yup.
I could trim this down even further if necessary.
Well, it wouldn't save that much, so I'm not convinced you should bother until you're really starved for space :)
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Darn that looks really great. :) I haven't tried it yet due to lack of time and being tired but I really need to ASAP.
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I like the Apogee style font. It's nice and legible, and I too think it'd be a shame not to make more use of it. :)
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I agree, the Apogee font looks great. I don't think 20 characters is terribly strict of a limit anyway :)
The levels you have look amazing. I didn't even realize you were doing exact clones until you mentioned that the Walls level was part of Jumpman Junior, but now that I've looked up screenshots, I have to say you did an insanely good job at replicating them!
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I agree, the Apogee font looks great. I don't think 20 characters is terribly strict of a limit anyway :)
The levels you have look amazing. I didn't even realize you were doing exact clones until you mentioned that the Walls level was part of Jumpman Junior, but now that I've looked up screenshots, I have to say you did an insanely good job at replicating them!
Thanks so much Deep Thought. I'm doing my best to recreate the levels from the original C64 versions. I have to trim a bit vertical wise -- the TI-89 LCD is effectively about 15% shorter than the C64 for my remake.
With that said... Things have been progressing (a little slower than I would like) mostly on some behind the scenes things such as the creation of all of the level packs (8 level packs in all). I can now compile/make all my levels packs with a simple double click on a single BAT file -- you gotta love BAT files.
Here are some screenies:
(http://tifreakware.net/ranman/Jumpman/JM_level_options2.png) (http://tifreakware.net/ranman/Jumpman/JM_level_options1.png)
Here is a snippet from my BAT file:
tprbuilder -v -DJM_BEGINNER_1_4 jm_levels.tpr
ttpack jm_levels.z89 jm_beg_1_4.tt
copy /b jm_level_marker.txt + jm_beg_1_4.txt + jm_pad_4.bin + jm_beg_1_4.tt jm_beg_1_4.bin
tovar -89 jml jm_beg_1_4.bin jmb1
Line 1: tprbuilder -DJM_BEGINNER_1_4 jm_levels.tpr
This line uses a command line tool called tprbuilder from the GCC4TI & TIGGC IDEs to build my project called jm_levels.tpr (tpr is the file extension for GCC4TI/TIGCC project files) The -D option passes in a macro called JM_BEGINNER_1_4 (essentially the same thing as #define JM_BEGINNER_1_4 in C source code). This macro is used by the C preprocessor; and it allows me to specify at compile time which C code (in this case, level data) will and will not be included in the output file. It outputs a file named jm_levels.z89.
Line 2: ttpack jm_levels.z89 jm_beg_1_4.tt
This line uses a tool called TTPack v1.03 in the TIGCC Tools Suite v1.31 by Thomas Nussbaumer to compress the contents of jm_levels.z89 into a file called jm_beg_1_4.tt.
Line 3: copy /b jm_level_marker.txt + jm_beg_1_4.txt + jm_pad_4.bin + jm_beg_1_4.tt jm_beg_1_4.bin
This line basically uses the DOS copy command to concatenate 4 files in binary mode. Jm_level_marker.txt contains a magic number to mark the location of the long name of the level pack. The name of the level pack is contained in jm_beg_1_4.txt. Jm_pad_4.bin contains a 4 byte padding of zeroes. This simply provides separation of the level pack name and the compressed level pack contents (it also gives me a NULL just in case the level pack name is not NULL terminated). And jm_beg_1_4.tt contains the compressed level pack from the previous line. This is all copied/concatenated into a a file called jm_beg_1_4.bin.
Line 4: tovar -89 jml jm_beg_1_4.bin jmb1
This line uses a utility called "tovar" (aka TTBin2OTH) also in the TIGCC Tools Suite by Thomas Nussbaumer to convert the binary file output from the previous line to a variable (file) that the calculator will understand. The output file will be named jmb1.89y. On the calc, the file will have the name jmb1.jml.
All of that to generate a single level pack file. I have to repeat all 4 lines for every level pack.
I hope these details will help someone in the future. :)
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For those who may want to replicate the process: ttpack and friends are now integrated in GCC4TI, where such tools have always belonged, but the integration in TIGCC "never got done", like many other things.
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For those who may want to replicate the process: ttpack and friends are now integrated in GCC4TI, where such tools have always belonged, but the integration in TIGCC "never got done", like many other things.
Hmmm... I feel silly. I've been using GCC4TI for years now, and just now noticed (thanks to your post) that those tools are included with it. :banghead: :-* ;D
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;D Silly Ranman. :P
*Edit* New demo soon?