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Calculator Community => Other Calculators => Topic started by: noelthebest on February 26, 2013, 06:05:40 am

Title: TI-Concours - last days to subscribe !
Post by: noelthebest on February 26, 2013, 06:05:40 am
Hello world !

I create this new topic, since the other one is now old and thus nobody sees it.  :P

Also, the TI-Concours 2013 (http://www.ti-concours.com) is about to start soon ! If you haven't subscribed yet, and if you program in one of these languages :

TI-Basic (z80)
Axe
Asm (z80)
TI-Basic (68k)
Lua Nspire

Do not hesitate to register (http://www.ti-concours.com/registration.php) ! You can enter in as many categories as you want.  ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
Even if you already entered last year or two years ago, you still have to register again.

For those who don't know what the TI-Concours is, it is an international programming contest for TI calculators programmers, who was created in 2011. At the beginning, you have two round (one in Asm and Lua) with an imposed subject that will be send to you. You have to submit your program in one week (two in asm and Lua). You will then have a score out of 200 points. Then, the bests programmers will be able to enter the final. They will then have a three hour programming period (18th or 19th of May) and an oral of 20 minutes long (with Skype, or Google Hangout, of stuff like that) with one of the judges, in the first part of May.

The calendar is available here (http://www.ti-concours.com/content/dates.png). ;)

I hope many will enter ! :D

Noël.

EDIT : there will be many Nspires to win, like last year. ;)
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on February 26, 2013, 06:37:06 am
Hehe, I am getting anxious! I have a vacation from the 9th to the 17th, so hopefully I can get much done for TI-BASIC (68K and z80).
Title: Re: TI-Concours - last days to subscribe !
Post by: Adriweb on February 26, 2013, 06:51:24 am
(btw, edit your post to put "register" instead of "subscribe" ;) )
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on February 26, 2013, 12:51:31 pm
Lol at the calendar. The second Axe period is exactly the week before the beginning of my exams XD
I am not very disappointed though if there are only Nspires to win (already have a CX CAS).
Title: Re: TI-Concours - last days to subscribe !
Post by: DJ Omnimaga on February 26, 2013, 02:03:01 pm
Question: Is the oral part of the contest open to public? Although it's not directly in front of a class but rather hidden behind a computer screen, I know that most people in the TI community tend to be particularly introverted and if the oral part isn't privately held this might discourage many people from participating :P

There's also the issue with parents who might be scared of seeing them talk to "strangers" on the Internets. D:
Title: Re: TI-Concours - last days to subscribe !
Post by: pimathbrainiac on February 26, 2013, 02:07:41 pm
Question: Is the oral part of the contest open to public? Although it's not directly in front of a class but rather hidden behind a computer screen, I know that most people in the TI community tend to be particularly introverted and if the oral part isn't privately held this might discourage many people from participating :P

There's also the issue with parents who might be scared of seeing them talk to "strangers" on the Internets. D:

yeah... like my parents...

Is it possible to do it over IM or an IRC room?
Title: Re: TI-Concours - last days to subscribe !
Post by: Sorunome on February 26, 2013, 07:00:45 pm
Awesome!
Can we enter a program that we started before the contest but no code publishing yet? (only screenies)
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on February 26, 2013, 09:03:53 pm
I believe you will be given what type of program to create at the start of each section.
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on February 27, 2013, 03:13:43 am
DJ_O : that's a good question, actually I didn't plan to open them to public. I will rather be private.
Title: Re: TI-Concours - last days to subscribe !
Post by: Matrefeytontias on February 27, 2013, 08:20:51 am
There's a very small chance I participate so, even if I already registered... I'm also disappointed : why always Nspires ?
Title: Re: TI-Concours - last days to subscribe !
Post by: Sorunome on February 27, 2013, 09:13:22 pm
Mhmm, i signed up but I didn't get a email within 24h....
Title: Re: TI-Concours - last days to subscribe !
Post by: pimathbrainiac on February 27, 2013, 09:16:06 pm
There was not conformation email... I see you're participating in AXE...

/me sees more competition and tries to find shelter from the awesomeness...
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on February 28, 2013, 01:18:27 am
There's a very small chance I participate so, even if I already registered... I'm also disappointed : why always Nspires ?
It is true that it is disappoiting to win a calc you already have. But that is not worse than giving a TI 76.fr, as the zContest ;)
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on March 01, 2013, 10:43:17 am
Actually I cannot really decide on this point... :( If it was only my responsibility, I would have given TI-84 PCSE. ;)
By the way, first round starting on monday !  (ti-basic z80 only).
Title: Re: TI-Concours - last days to subscribe !
Post by: Matrefeytontias on March 01, 2013, 04:32:15 pm
Actually I'd be very happy with a 84+ SE ... At least being able to play thep's games *_*
Title: Re: TI-Concours - last days to subscribe !
Post by: Stefan Bauwens on March 01, 2013, 04:38:43 pm
Hey, guys. Cheer up!
You should be happy with any calc you get. Eventually you probably could sell it and buy another one?
Title: Re: TI-Concours - last days to subscribe !
Post by: Matrefeytontias on March 01, 2013, 04:51:22 pm
Yeah you're right. But if I sell a calc, my parents will never let me have another one ;D in fact they won't even let me gain one. I seriously think of aborting my participation.
Title: Re: TI-Concours - last days to subscribe !
Post by: Sorunome on March 01, 2013, 09:17:24 pm
What, your parantes control you so much that they wouldn't allow you to get a calc form your own money? D:
I hate it when parents do that, my parents never forbid me stuff, but they always explained their view if they thought something was unnecessary (just as buying 20lbs of knex shourlty before going to the us what I didn't end up doing)
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on March 02, 2013, 01:12:09 am
Hey, guys. Cheer up!
You should be happy with any calc you get. Eventually you probably could sell it and buy another one?
Lolnope. An Axe programmer has at least a 83+ so there is no point giving him/her a 76.fr, which is somewhat included in the 83+. And selling a 76.fr is hard, no one wants to buy it. And even in the case you manage to crook someone into buying that crap, you would not make enough money to buy another better one.
At least, yeah, Nspires can be sold back, so this is why I said that it was not worse than 76.fr.
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on March 04, 2013, 08:27:26 am
matrefeytontias : there is always a possibility to exchange a calc and its value in cash. But first, try to win something. ;D
Title: Re: TI-Concours - last days to subscribe !
Post by: TIfanx1999 on March 04, 2013, 08:59:04 am
Yeah you're right. But if I sell a calc, my parents will never let me have another one ;D in fact they won't even let me gain one. I seriously think of aborting my participation.
The prize is nice, but if you choose to enter, it should be for the challenge. :)
Title: Re: TI-Concours - last days to subscribe !
Post by: pimathbrainiac on March 04, 2013, 09:54:20 am
/me reminds himself that he is opting out of taking the prize if he wins
Title: Re: TI-Concours - last days to subscribe !
Post by: DJ Omnimaga on March 06, 2013, 03:51:57 am
And selling a 76.fr is hard, no one wants to buy it.
I want one but nobody who sell them ship to Canada. :P

Also I hate when parents won't let students buy or get a calc with his own money with the excuse that calc programming won't get us anywhere and is useless. I can understand if their finances are limited and if they don't want you to spend too much, but otherwise you should be allowed to buy what you enjoy.
Title: Re: TI-Concours - last days to subscribe !
Post by: Stefan Bauwens on March 06, 2013, 05:00:32 am
I got an email, by the way, that tonight the "object" for 68K basic(tour 1, I presume) will be let known.
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on March 06, 2013, 07:46:24 am
yeah, this should be fun o.o I should also email my BASIC z80 entry later >.>
Title: Re: TI-Concours - last days to subscribe !
Post by: Stefan Bauwens on March 06, 2013, 10:21:01 am
I know I only have 3 competers, but I'm scared of them D:
Hopefully the subject isn't something I never heard about.
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on March 14, 2013, 11:06:31 am
We got 18 entries in TI-Basic z80 and (only ?) 2 programs in TI-Basic 68k.
titi63 said that he may enter for the 2nd round, but I don't now anything concerning Bendl.
Title: Re: TI-Concours - last days to subscribe !
Post by: Stefan Bauwens on March 14, 2013, 11:09:31 am
Wait, those 2 programs aren't just mine and Xeda's(if you can call that an entry :P ) right?

EDIT:Else I will try to contact Bendl...
Maybe he forgot or so?
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on March 14, 2013, 11:13:39 am
Was one of those entries mine? If so, Stefan won unless you all have a cruel sense of humor XD My entry just said "This program does nothing. C'est tout. Tchüss!"

EDIT: Also, Mr. Bendl was working on it (he is from TI-Basic Developer)
Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on March 14, 2013, 11:34:39 am
Hayleia > Originally there was no prizes to win with the zContest (it was purely honorific), but Contra kindly managed to find us sponsors that agreed to gives us free ones. So I'm sorry if you don't really appreciate the TI 76.fr, but keep in mind it was better than nothing.
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on March 14, 2013, 11:41:05 am
Hayleia > Originally there was no prizes to win with the zContest (it was purely honorific), but Contra kindly managed to find us sponsors that agreed to gives us free ones. So I'm sorry if you don't really appreciate the TI 76.fr, but keep in mind it was better than nothing.
Of course it is better than nothing, but I still found strange to give a z80 with no Flash to someone who already owns a z80 with Flash (an Axe coder usually have a z80 with Flash :P). It will just be for collection but most likely unused ;)
Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on March 14, 2013, 11:45:21 am
The choice was made by TSP promotion, and come on, I'm sure it can still be useful to anyone in your entourage :p
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on March 14, 2013, 11:53:24 am
The choice was made by TSP promotion, and come on, I'm sure it can still be useful to anyone in your entourage :p
Do you really think I don't push everyone I know to get at least a 83+ ? :P
But yeah, if the sponsor made the choice themselves, I understand they choose the cheapest calc they had in stores :P

I only had one use for it when it still had batteries: give games to people with 82 Stats.fr and no SilverLink in my class. But, I mean, why didn't they buy at least a 83+ ? :P
Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on March 14, 2013, 12:01:09 pm
The TI 83-like aren't that bad (unless you're only programming in Axe, which unfortunatly seems to be the case). I started programming with a TI 82 STATS and I keep try to cross-compile my asm projects so they can run on both 83&83+.

Maybe it's time to switch to asm ;D
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on March 14, 2013, 12:12:24 pm
The TI 83-like aren't that bad (unless you're only programming in Axe, which unfortunatly seems to be the case). I started programming with a TI 82 STATS and I keep try to cross-compile my asm projects so they can run on both 83&83+.
Tell me when you manage to fit Pokemon Topaze on a 82 Stats.fr :P
It is a shame that they have so few memory and all RAM, everything goes away in one RAM Clear.
At least, TI-Connect doesn't need a lot of time to check everything on the calc. It takes ages to refresh the list on a 84+SE but it is quasi instantaneous on my 76.fr :P

Maybe it's time to switch to asm ;D
Well in fact, I tried ASM before Axe, but failed miserably so I chose Axe instead.
Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on March 14, 2013, 12:42:11 pm
Optimised ASM programs can be much smaller than Axe ones, further more if you uses some compression (RLE etc...).

I'm pretty sure Pokémon Topaze can fit in 27ko (the original Pokémon Blue fits in only 1Mo, using lot of compressions methods (http://translate.googleusercontent.com/translate_c?depth=1&hl=en&ie=UTF8&prev=_t&rurl=translate.google.com&sl=auto&tl=en&twu=1&u=http://www.magicstone.de/rhwiki/article/Grafikkomprimierung_PKMN_RGBY&usg=ALkJrhjF3ncwmpp5IhZF2R2wSniktQx4eA), even if the GB hardware help to handle sprites and such).

In fact I started my own adaptation of pokémon to the TI 83/83+ : Pokémon Monochrome (http://code.google.com/p/pokemon-monochrome/), it's not as developped as Pokémon Topaze but with the tilemapper, menus and battles almost finished, I'm currently at ~10ko (and without using any compression). By the way, I think I'm using one or two tiles/sprites from your project, I hope you don't mind... :-[
(It's a bit off-topic but I haven't planned to start topics everywhere about it unless I'm sure to finish it...)

Well in fact, I tried ASM before Axe, but failed miserably so I chose Axe instead.

Did you tried asking some help ? ASM is kind of hard when all you've ever programmed in are high-level langages (basic), but once you understood some concepts (pointers...) and learned how to use the main instructions, it becomes way easier. There are also a lot of libs to help you making some nice games fairly quickly (I'm using GBA Lib 2 (http://www.mirari.fr/emAP) (which looks a lot like GBA Lib 1 (http://www.omnimaga.org/index.php?topic=-719.0)), mainly because its mapper is way better than mines).
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on March 14, 2013, 01:11:40 pm
Optimised ASM programs can be much smaller than Axe ones, further more if you uses some compression (RLE etc...).

I'm pretty sure Pokémon Topaze can fit in 27ko (the original Pokémon Blue fits in only 1Mo, using lot of compressions methods (http://translate.googleusercontent.com/translate_c?depth=1&hl=en&ie=UTF8&prev=_t&rurl=translate.google.com&sl=auto&tl=en&twu=1&u=http://www.magicstone.de/rhwiki/article/Grafikkomprimierung_PKMN_RGBY&usg=ALkJrhjF3ncwmpp5IhZF2R2wSniktQx4eA), even if the GB hardware help to handle sprites and such).
Nope, It has too much data -.-°
Even the map itself already takes more than 10 000 bytes.

In fact I started my own adaptation of pokémon to the TI 83/83+ : Pokémon Monochrome (http://code.google.com/p/pokemon-monochrome/), it's not as developped as Pokémon Topaze but with the tilemapper, menus and battles almost finished, I'm currently at ~10ko (and without using any compression). By the way, I think I'm using one or two tiles/sprites from your project, I hope you don't mind... :-[
(It's a bit off-topic but I haven't planned to start topics everywhere about it unless I'm sure to finish it...)
This artwork is really great :D
And no, I don't mind you using some of my sprites, I stole some from tifreak (with his permission) so I won't say anything to anyone using mine :P

Did you tried asking some help ? ASM is kind of hard when all you've ever programmed in are high-level langages (basic), but once you understood some concepts (pointers...) and learned how to use the main instructions, it becomes way easier. There are also a lot of libs to help you making some nice games fearly quickly (I'm using GBA Lib 2 (http://www.mirari.fr/emAP) (which looks a lot like GBA Lib 1 (http://www.omnimaga.org/index.php?topic=-719.0)), mainly because its mapper is way better than mines).
Well I understood pointers (that helped for Axe ;)) and know what the main instructions do but I don't know how to do what I want then :-\
There is absolutely no command for nothing. That is of course an advantage, but it is also a drawback sometimes. At least, thanks to the basic knowledge I acquired in ASM, Axe became very easy to pick up :)
Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on March 14, 2013, 01:38:24 pm
Nope, It has too much data -.-°
Even the map itself already takes more than 10 000 bytes.

All maps are grouped together ? I think you could gain a lot a space by dividing it into smaller parts and/or using some compression (the easiest one is RLE (http://fr.wikipedia.org/wiki/Run-length_encoding)).

And no, I don't mind you using some of my sprites, I stole some from tifreak (with his permission) so I won't say anything to anyone using mine :P

Thanks :)

Well I understood pointers (that helped for Axe ;)) and know what the main instructions do but I don't know how to do what I want then :-\
There is absolutely no command for nothing. That is of course an advantage, but it is also a drawback sometimes. At least, thanks to the basic knowledge I acquired in ASM, Axe became very easy to pick up :)

There are many rom calls which are very useful and aren't that slow (in my case I'm mainly using maths rom calls so I can stick to the originals formulas during battles). I think the only thing you really have to understand is how to interact with the LCD (using pre-existant routines or not, such as _ionfastcopy). Once you know how to draw sprites, that's pretty much it, you're ready to program great games.
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on March 14, 2013, 02:11:57 pm
Nope, It has too much data -.-°
Even the map itself already takes more than 10 000 bytes.
All maps are grouped together ? I think you could gain a lot a space by dividing it into smaller parts and/or using some compression (the easiest one is RLE (http://fr.wikipedia.org/wiki/Run-length_encoding)).
Yeah, the map is in one block. Why would dividing it in small parts take less space ? And how to use RLE on a map that takes values between 0 and 170 ? :P

Well I understood pointers (that helped for Axe ;)) and know what the main instructions do but I don't know how to do what I want then :-\
There is absolutely no command for nothing. That is of course an advantage, but it is also a drawback sometimes. At least, thanks to the basic knowledge I acquired in ASM, Axe became very easy to pick up :)
There are many rom calls which are very useful and aren't that slow (in my case I'm mainly using maths rom calls so I can stick to the originals formulas during battles). I think the only thing you really have to understand is how to interact with the LCD (using pre-existant routines or not, such as _ionfastcopy). Once you know how to draw sprites, that's pretty much it, you're ready to program great games.
Well I found a routine somwhere to draw sprites, and I managed to get a tilemapper with it (scrolling map, not smooth). But I mainly ran into two problems:
The multiplication routine I created only handled 8-bit numbers as entries. That is not a big deal, I could have changed it to use 16-bit numbers. The real problem was that the routine I found (don't remember where) that handles the keyboard was a pain (used groups of keys or I don't know what) :(

edit Aww man, I just looked around in my ASM folder, reading some old code, and it brought back so many memories, when I was full of hope, thinking about coding Pokemon Topaze in ASM :)
And I just ran that scrolling-map program again, it really works well and all :D
I think I should try ASM again some day, I just need to find a proper routine to handle keys ;)
Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on March 14, 2013, 03:23:30 pm
Yeah, the map is in one block. Why would dividing it in small parts take less space ? And how to use RLE on a map that takes values between 0 and 170 ? :P

Because I believe you've filled the space between maps with 0 just to make sure that when we scroll near the border of a map we don't see another one, no ? Also, you're really using 170 different tiles ? :o I don't remember seeing such a diversity on maps ???

The real problem was that the routine I found (don't remember where) that handles the keyboard was a pain (used groups of keys or I don't know what) :(

That's direct input, which is fairly well explained in a lot of tutorials (for example : http://tift.tuxfamily.org/asmpourlesnuls.html ). It's not that hard to understand, the thing is that the keyboard is divided into parts, and you have to specify it to the keyboard port (http://www.mworld.fr/html/projects/calc/ti-82/tutoriel/progasm/guide/lesson16.html#moreinfo) before reading a key state.

Aww man, I just looked around in my ASM folder, reading some old code, and it brought back so many memories, when I was full of hope, thinking about coding Pokemon Topaze in ASM :)
And I just ran that scrolling-map program again, it really works well and all :D
I think I should try ASM again some day, I just need to find a proper routine to handle keys ;)

You still can, just to be able to play it on a TI 76.fr :P

Also, you should try to read other's code, it helps a lot (you can look at mine (http://code.google.com/p/pokemon-monochrome/source/browse/#svn%2Ftrunk), but it sure isn't as commented as it should be). And don't hesitate to ask for help here or on french forums, it's always good to help people join the restrained circle of asm z80 programmers :)
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on March 14, 2013, 03:45:33 pm
Yeah, the map is in one block. Why would dividing it in small parts take less space ? And how to use RLE on a map that takes values between 0 and 170 ? :P
Because I believe you've filled the space between maps with 0 just to make sure that when we scroll near the border of a map we don't see another one, no ? Also, you're really using 170 different tiles ? :o I don't remember seeing such a diversity on maps ???
Yeah, it is true that I have a lot of zeroes in fact. But since no part of the map is a perfect rectangle, there would still be some waste even with divisions. And in fact, I even have tiles using numbers up to 229 :P
Each trainer that you have to beat (those who block the road) have an associated number. This way, when you bet them, you don't have to beat them again. Maybe there is a better way to code it but for now, I have a lot of numbers :P

The real problem was that the routine I found (don't remember where) that handles the keyboard was a pain (used groups of keys or I don't know what) :(
That's direct input, which is fairly well explained in a lot of tutorials (for example : http://tift.tuxfamily.org/asmpourlesnuls.html ). It's not that hard to understand, the thing is that the keyboard is divided into parts, and you have to specify it to the keyboard port (http://www.mworld.fr/html/projects/calc/ti-82/tutoriel/progasm/guide/lesson16.html#moreinfo) before reading a key state.
Yeah, it was well explained in the tuto I read, so I managed to get the movement with arrow keys. But my program only used arrow keys, which are all in the same group so it was not hard yet. But I knew that going further into programming would have brought some more difficulties, of course not unbeatable but still :)

Aww man, I just looked around in my ASM folder, reading some old code, and it brought back so many memories, when I was full of hope, thinking about coding Pokemon Topaze in ASM :)
And I just ran that scrolling-map program again, it really works well and all :D
I think I should try ASM again some day, I just need to find a proper routine to handle keys ;)
You still can, just to be able to play it on a TI 76.fr :P

Also, you should try to read other's code, it helps a lot (you can look at mine (http://code.google.com/p/pokemon-monochrome/source/browse/#svn%2Ftrunk), but it sure isn't as commented as it should be). And don't hesitate to ask for help here or on french forums, it's always good to help people join the restrained circle of asm z80 programmers :)
Lol, why would I play on a 76.fr when I have a 83+ and a 84+SE ? :P
And I am not sure that reading other's codes would help a lot seeing how hard it already was to understand and debug mine when I made it :P
But yeah, if you know some overcommented code that I could read, that could be useful for me or others :)
And yeah, if I ever try again, I won't forget to ask for help whenever I need it ;D
Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on March 14, 2013, 04:08:12 pm
Yeah, it is true that I have a lot of zeroes in fact. But since no part of the map is a perfect rectangle, there would still be some waste even with divisions. And in fact, I even have tiles using numbers up to 229 :P
Each trainer that you have to beat (those who block the road) have an associated number. This way, when you bet them, you don't have to beat them again. Maybe there is a better way to code it but for now, I have a lot of numbers :P

You could use the same tile for every trainers, then just check which one it is when the player walk by (by comparing the coordinates of the "sight length" with the player's ones). This way RLE would be more efficient.

But my program only used arrow keys, which are all in the same group so it was not hard yet.

Well, you'll just have to change the key group (see this (http://code.google.com/p/pokemon-monochrome/source/browse/trunk/engine.inc) for example).

Lol, why would I play on a 76.fr when I have a 83+ and a 84+SE ? :P

I don't know, just to make it less useless ? :P

And I am not sure that reading other's codes would help a lot seeing how hard it already was to understand and debug mine when I made it :P
But yeah, if you know some overcommented code that I could read, that could be useful for me or others :)

Contra has recently started an excellent serie of code review on his website : http://www.ti-84-plus.com/ti-84-plus-code-review.php , and there's plenty of code explaination over yN (http://www.yaronet.com/forum.php?s=493).
Title: Re: TI-Concours - last days to subscribe !
Post by: chickendude on March 14, 2013, 11:39:34 pm
Speaking of which, when does the z80 assembly portion start?

Btw, with RLE it doesn't matter how many tiles you use, what's more important is the repetition of those tiles. Even if you have hundreds of tiles, there are likely places where you use one tile maybe ten or fifteen times (or more). In some of my maps, 3700 byte maps were compressed into just over 1000 bytes. So 29000 bytes of map data were compressed into just over 10000 bytes. If there's lots of repetition in your maps, RLE can be very effective. You can also play around with vertical RLE and horizontal RLE to see which way your maps compress best. For example, a map like this:
.db 1,1,1,1,1
.db 0,0,0,0,0
.db 1,1,1,1,1
.db 0,0,0,0,0
would have horrible vertical compression but decent horizontal compression, whereas a map like this:
.db 1,0,1,0,1
.db 1,0,1,0,1
.db 1,0,1,0,1
.db 1,0,1,0,1
would compress really well vertically but not horizontally. If your maps didn't use more than 127 tiles, then you could use bit 7 to mark that it's just one tile. Normally you would do something like .db 1,tileNumber, which actually adds a byte. I do: .db tileNumber+$80, which is the same as the uncompressed size. That way your RLE-compressed maps will never be larger than the uncompressed versions.

Also, for a game with very well-documented code, check out Robot War: Project Darkstar (http://www.ticalc.org/archives/files/fileinfo/380/38065.html). I've also got lots of little code/programs i've written that are commented that i'd be more than happy to share/discuss with you or anyone.
Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on March 15, 2013, 04:14:30 am
If your maps didn't use more than 127 tiles, then you could use bit 7 to mark that it's just one tile. Normally you would do something like .db 1,tileNumber, which actually adds a byte. I do: .db tileNumber+$80, which is the same as the uncompressed size. That way your RLE-compressed maps will never be larger than the uncompressed versions.

That's pretty clever ! Using the sign flag this way would definitely save a lot of bytes, thanks for the tip :)
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on March 15, 2013, 05:42:57 am
If your maps didn't use more than 127 tiles, then you could use bit 7 to mark that it's just one tile. Normally you would do something like .db 1,tileNumber, which actually adds a byte. I do: .db tileNumber+$80, which is the same as the uncompressed size. That way your RLE-compressed maps will never be larger than the uncompressed versions.
That's pretty clever ! Using the sign flag this way would definitely save a lot of bytes, thanks for the tip :)
Indeed, that is a very smart way of saving space O.O
However, that won't apply for my map since I use more than 127 tiles :-\
Or I could use a special treatment for tiles above 127 since those are quite rare.

Also, I just remember a reason that made me use no compression for my map: I can keep it always archived and still read it.
Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on March 15, 2013, 06:55:24 am
You can still read it from the archive, while uncompressing it to ram, no ? Or even read the tiles to draw or check for events from the compressed archived map on the fly.

And I'm sure you can use another method to handle trainers, one where you don't have to assign a specific tile to each trainer.
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on March 15, 2013, 08:46:40 am
You can still read it from the archive, while uncompressing it to ram, no ?
Well the problem is that al the RAM is taken by the executable :P
Except for free RAM areas, but those are used by the executable -.-°

Or even read the tiles to draw or check for events from the compressed archived map on the fly.
Woah, I don't think I'll manage that :P

And I'm sure you can use another method to handle trainers, one where you don't have to assign a specific tile to each trainer.
There surely is, but I didn't find any way to do it without modifying the map.
Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on March 15, 2013, 10:21:11 am
If you're planning to do it in asm, space won't be an issue I think.

Woah, I don't think I'll manage that :P

You just need to know 3 things : the uncompressed map width and x/y offsets. Then you can do something like this (can be a lot optimised, though) :

Code: [Select]
counter = 0
for x=0 to screen_width/tile_width
for y=0 to screen_height/tile_height
tile_number = offset_x+x+(offset_y+y)*map_width
while tile_number-compressed_map(counter) > 0 ; substract the current length of same tiles to our tile ID until zero or less
counter+2 ; to get the next length of tiles
end
counter+1 ; to get the tile number
draw_tile(x, y, counter)
end
end

However with chickendude's tip you'll have to check the sign flag first, and if it's on, only increase the counter to 1, unless that's the tile we want (if so, reset it).

There surely is, but I didn't find any way to do it without modifying the map

Why won't you want to modify it ? That's the only way to optimise it :P

I think you can still use the same system (each trainer = a tile) if you divide the map into smaller ones, this way you can reuse some tiles for different trainers, and to check who it is just compare with the map ID (you'll have of course to save it with the list of beaten trainer, but it would just take one more byte and will allow you to use less than 127 different tiles).
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on March 15, 2013, 11:23:45 am
If you're planning to do it in asm, space won't be an issue I think.

Woah, I don't think I'll manage that :P

You just need to know 3 things : the uncompressed map width and x/y offsets. Then you can do something like this (can be a lot optimised, though) :

Code: [Select]
counter = 0
for x=0 to screen_width/tile_width
for y=0 to screen_height/tile_height
tile_number = offset_x+x+(offset_y+y)*map_width
while tile_number-compressed_map(counter) > 0 ; substract the current length of same tiles to our tile ID until zero or less
counter+2 ; to get the next length of tiles
end
counter+1 ; to get the tile number
draw_tile(x, y, counter)
end
end

However with chickendude's tip you'll have to check the sign flag first, and if it's on, only increase the counter to 1, unless that's the tile we want (if so, reset it).
Yeah, I figured out that it would look like something like that, and it took me an entire week to code the tilemapper in ASM, hence why I said that I could not manage to code another piece of code with two "for loops" one in another :P
Or there might be a way to get it with only one "for loop" by putting x and y in one number (like a=y*256+x or something).
Or maybe you were not thinking about me making this in ASM but in Axe ? That would work :P

There surely is, but I didn't find any way to do it without modifying the map
Why won't you want to modify it ? That's the only way to optimise it :P
But how do you start a new game ? You have to restore the map, and "the only way" to do that is to have a copy of an untouched map somewhere, so I thought that instead of having 2 different maps, one untouched, the other one being the map for the current game, I'd only deal with one map that never moves.

I think you can still use the same system (each trainer = a tile) if you divide the map into smaller ones, this way you can reuse some tiles for different trainers, and to check who it is just compare with the map ID (you'll have of course to save it with the list of beaten trainer, but it would just take one more byte and will allow you to use less than 127 different tiles).
That could work to optimize the map, but for all the methods, there is to choose between compressing the map and adding code to uncompress it, or saving code with an uncompressed map, and for this method, I feel like keeping track of all maps and get to know which one the player must go to would add more code than it saves space :P
Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on March 15, 2013, 11:47:16 am
Yeah, I figured out that it would look like something like that, and it took me an entire week to code the tilemapper in ASM, hence why I said that I could not manage to code another piece of code with two "for loops" one in another :P
Or there might be a way to get it with only one "for loop" by putting x and y in one number (like a=y*256+x or something).
Or maybe you were not thinking about me making this in ASM but in Axe ? That would work :P

You can do it in both asm and axe, and if you need help to do it in asm, you can create a topic and post your current code.

But how do you start a new game ? You have to restore the map, and "the only way" to do that is to have a copy of an untouched map somewhere, so I thought that instead of having 2 different maps, one untouched, the other one being the map for the current game, I'd only deal with one map that never moves.

Oh you mean modifying the map datas from the game ? Yeah that's not a good solution since you may have to restore it. I don't know how you handle trainers right now, but for my part I think I'm just going make a list of them (within the players datas), and modify it when they are beaten. When the player will past by the trainer's tile (the same for all), I'll just check from the coordinates who it is.

That could work to optimize the map, but for all the methods, there is to choose between compressing the map and adding code to uncompress it, or saving code with an uncompressed map, and for this method, I feel like keeping track of all maps and get to know which one the player must go to would add more code than it saves space :D

Yeah in axe maybe, but in asm I'm sure you'll gain space even with some more code to handle different compressed maps. 10ko only for maps is kind of huge, and as far as I remember Pokémon Topaze maps weren't that vast, no ?
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on March 15, 2013, 01:25:06 pm
Yeah, I figured out that it would look like something like that, and it took me an entire week to code the tilemapper in ASM, hence why I said that I could not manage to code another piece of code with two "for loops" one in another :P
Or there might be a way to get it with only one "for loop" by putting x and y in one number (like a=y*256+x or something).
Or maybe you were not thinking about me making this in ASM but in Axe ? That would work :P
You can do it in both asm and axe, and if you need help to do it in asm, you can create a topic and post your current code.
Yeah, I always forgot about the possibility of asking for help in ASM because when I coded in ASM, I didn't know about Omnimaga. As soon as I discovered Omnimaga (because of a problem with TI-Boy :P), I learnt about Axe and switched to it. But yeah, I'll ask for help whenever I need it now :P

I don't know how you handle trainers right now, but for my part I think I'm just going make a list of them (within the players datas), and modify it when they are beaten. When the player will past by the trainer's tile (the same for all), I'll just check from the coordinates who it is.
But how will you check with coordinates ? because I guess that you won't have a "If X=... and Y=..." for every trainer, will you ?
Or maybe having with another data list with the form "x1,y1,x2,y2,...,xn,yn", and for every trainer, finding the k so that X=xk and Y=yk would be possible, but once again, wouldn't adding a data list be in opposition with the aim of saving space ?

That could work to optimize the map, but for all the methods, there is to choose between compressing the map and adding code to uncompress it, or saving code with an uncompressed map, and for this method, I feel like keeping track of all maps and get to know which one the player must go to would add more code than it saves space :D
Yeah in axe maybe, but in asm I'm sure you'll gain space even with some more code to handle different compressed maps. 10ko only for maps is kind of huge, and as far as I remember Pokémon Topaze maps weren't that vast, no ?
Depends on what you call "vast" :P
Its dimensions are 119x92 (which takes a bit more than 10000 bytes uncompressed as you see), counting all the filling "zeroes" which are in fact "19" in hex :P

Spoiler For The map:

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Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on March 15, 2013, 02:35:26 pm
But how will you check with coordinates ? because I guess that you won't have a "If X=... and Y=..." for every trainer, will you ?
Or maybe having with another data list with the form "x1,y1,x2,y2,...,xn,yn", and for every trainer, finding the k so that X=xk and Y=yk would be possible, but once again, wouldn't adding a data list be in opposition with the aim of saving space ?

How are you handling that right now ? When the player has beaten a trainer, you have to save it somewhere, right ? Not by modifying the map itself I guess.

That said, using a single tile for all trainer may not be the most optimised thing to do whereas using differents one per trainers and per maps might be better (and takes less than 127 different ones)...

I'll try to encode your map just to see how many bytes you can gain.
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on March 15, 2013, 02:41:58 pm
But how will you check with coordinates ? because I guess that you won't have a "If X=... and Y=..." for every trainer, will you ?
Or maybe having with another data list with the form "x1,y1,x2,y2,...,xn,yn", and for every trainer, finding the k so that X=xk and Y=yk would be possible, but once again, wouldn't adding a data list be in opposition with the aim of saving space ?

How are you handling that right now ? When the player has beaten a trainer, you have to save it somewhere, right ? Not by modifying the map itself I guess.

That said, using a single tile for all trainer may not be the most optimised thing to do whereas using differents one per trainers and per maps might be better (and takes less than 127 different ones)...

I'll try to encode your map just to see how many bytes you can gain.
For now, every trainer has a tile number, let's say from 1 to 50 for example (in fact, I think it starts at 171 or some other ugly number :P). So when you walk on a number between 1 and 50, if the number saved in {TrainerNumber} (smart name isn't it ?) is lower than the tile number you walked in, well battle, and when you beat the trainer, {TrainerNumber} increases. And if {TrainerNumber} is greater than the tile, then you already beat the trainer and there is no more battle ;)
Title: Re: TI-Concours - last days to subscribe !
Post by: Stefan Bauwens on March 15, 2013, 02:45:15 pm
Aren't you guys drifting a bit offtopic? :P
Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on March 15, 2013, 03:46:57 pm
Yeah sorry, let's continue on the proper topic (http://ourl.ca/12441/341758;topicseen#new) :P
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on March 18, 2013, 12:11:25 pm
Also, this is the last day to submit your Axe program. And the first round has started in Lua Nspire and z80 asm categories.
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on March 18, 2013, 01:02:09 pm
D: I just checked my email. Cool! The first game is like Whack-a-mole (in English) though the rules might be a little different. I will try to finish it soon!
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on March 22, 2013, 07:39:08 am
Good luck anyway ;)
Yesterday I finished to look at the 18 Mastermind programs that we got. The best score is 97, the worst score is 35, the average score is 77.5, and the median score (do we say like that ?) is 82. But anyway, this doesn't include Neo's scores (he hasn't finished yet) and also some will lose several points because they were late.
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on March 22, 2013, 01:33:14 pm
Good luck anyway ;)
Yesterday I finished to look at the 18 Mastermind programs that we got. The best score is 97, the worst score is 35, the average score is 77.5, and the median score (do we say like that ?) is 82. But anyway, this doesn't include Neo's scores (he hasn't finished yet) and also some will lose several points because they were late.
I hope I got a 36, then >.> Also, yes, it is 'median' in English :)
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on March 26, 2013, 11:52:34 am
Lua Nspire Round finishing on sunday, the asm one on monday. :)
TI-Basic z80 results (round 1) will be published on the 8th or 9th of april. The second round starts on the 1st !
TI-Basic 68k results (round 1) will be published on the 11th or 12th of april. The second round starts on the 4th !
Title: Re: TI-Concours - last days to subscribe !
Post by: Spenceboy98 on March 26, 2013, 04:20:15 pm
Lua Nspire Round finishing on sunday, the asm one on monday. :)
TI-Basic z80 results (round 1) will be published on the 8th or 9th of april. The second round starts on the 1st !
TI-Basic 68k results (round 1) will be published on the 11th or 12th of april. The second round starts on the 4th !


Exciting!

Good luck anyway ;)
Yesterday I finished to look at the 18 Mastermind programs that we got. The best score is 97, the worst score is 35, the average score is 77.5, and the median score (do we say like that ?) is 82. But anyway, this doesn't include Neo's scores (he hasn't finished yet) and also some will lose several points because they were late.

I'm expecting mine to be in between the lowest and highest. I'm fairly sure I didn't get too high of a score though I did follow the guidelines the best I could. I'm also fairly sure that I didn't get the lowest because I did follow the guidelines. Even if I did get a low score, I'm proud of what I did and am willing to accept whatever score I get(although a high score would be cool ;)).
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on April 08, 2013, 08:03:15 am
Allright, we've got the Lua results !
We got 4 entrise, I guess three will the qualified for the final but I need to get Adrweb's confirmation first.
Best score : 97.75
Worst score : 38.5
Average : 81.25
Median score : 94.25

Adriweb told me that  the three first entries were really great, and when you see the score you understand that there wasn't much difference between it...
Title: Re: TI-Concours - last days to subscribe !
Post by: pimathbrainiac on April 08, 2013, 02:22:37 pm
Hey, when will we get the Axe results?
Title: Re: TI-Concours - last days to subscribe !
Post by: Spenceboy98 on April 09, 2013, 08:35:15 pm
TI-Basic z80 results (round 1) will be published on the 8th or 9th of april.

I'm waiting... ;) :P
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on April 10, 2013, 02:18:10 am
Ok so I am going to publish TI-Basic z80 and Lua results now (I mean, in the next 30 minutes).
The Axe results will be published when the two following conditions will be fulfilled :

1) The Axe round 2 is finished (sunday)
2) nikitouzz has sent me the results (not done yet ;D )
 

EDIT : http://www.ti-concours.com/ln/classement.php :D
EDIT 2 : http://www.ti-concours.com/tz/classement.php :D
(congrats to Nick Lola and so ;) )
Title: Re: TI-Concours - last days to subscribe !
Post by: Nick on April 10, 2013, 03:18:22 am
EDIT : http://www.ti-concours.com/ln/classement.php :D
EDIT 2 : http://www.ti-concours.com/tz/classement.php :D
(congrats to Nick Lola and so ;) )
Yay, thanks, So far so good :)
Congratz to all the other ones, and who is 'TheCoderOfYesterday', it sounds kinda ironic xp
Title: Re: TI-Concours - last days to subscribe !
Post by: Stefan Bauwens on April 10, 2013, 06:05:15 am
Congrats to the qualified and the people who scored high!
Title: Re: Re: TI-Concours - last days to subscribe !
Post by: TheNlightenedOne on April 10, 2013, 11:00:24 am
Congratulations to everyone who competed! It was a blast!
Title: Re: TI-Concours - last days to subscribe !
Post by: Spenceboy98 on April 10, 2013, 04:15:23 pm
Hmmm... 8th place... is the score 87 good?

Also what is the "Status" that has the question marks underneath?
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on April 11, 2013, 06:30:19 am
Your "Status" tells you if you are qualified or not for the final. Since we don't have the second round results yet, we don't know.

And yes, 82 is a good score. ;)
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on April 12, 2013, 05:22:29 am
Sorry for double post, now assembly results are online :D

http://www.ti-concours.com/az/classement.php
Title: Re: TI-Concours - last days to subscribe !
Post by: Stefan Bauwens on April 12, 2013, 05:28:27 am
Well done to the qualified!
Also, will 68K basic tour1 results come online today?
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on April 12, 2013, 05:29:48 am
Ow yeah, I forgot to upload that :P

EDIT : http://www.ti-concours.com/t6/classement.php :D
Title: Re: TI-Concours - last days to subscribe !
Post by: Stefan Bauwens on April 12, 2013, 05:42:44 am
Oh, I'm happy with my score. I was a bit afraid I would get less since I didn't pay so much attention on size since I didn't know it was so important. :)
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on April 12, 2013, 07:02:36 am
It says TI-BASIC z80 on that page :P But I got a 13? o_o that is pretty awesome.
Title: Re: TI-Concours - last days to subscribe !
Post by: chickendude on April 12, 2013, 10:04:07 am
Xeda, what was your asm project? I'm curious what your take on it was, Contra and i both shared ours long ago :P
Title: Re: TI-Concours - last days to subscribe !
Post by: contra-sh on April 12, 2013, 12:05:23 pm
+1 :D

I'm curious too :p
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on April 12, 2013, 12:42:26 pm
Here are some screenies below (I changed the name before entering it), as well as the download. I cheated to get to the levels on the second screenie, though (WabbitEmu, 1%).
Title: Re: TI-Concours - last days to subscribe !
Post by: chickendude on April 12, 2013, 12:56:20 pm
Haha, i love the animations! What are they? They look like little mole-eating ostriches :D
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on April 12, 2013, 01:05:50 pm
They were stick figures wielding mallets, but ostriches sound fantastic XD
Title: Re: TI-Concours - last days to subscribe !
Post by: pimathbrainiac on April 14, 2013, 02:02:57 pm
Submitted my Axe round 2 entry. It's awesome, if I may say so myself.
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on April 15, 2013, 02:35:14 pm
TI-Basic z80 results online. :)
Title: Re: TI-Concours - last days to subscribe !
Post by: deeph on April 15, 2013, 02:53:50 pm
Will it be possible to download any programs from the website ? Because I'd like to test some (even some of the last year), but I can't find them anywhere else...
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on April 16, 2013, 10:38:58 am
I answered on Yaronet. :)
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on April 20, 2013, 04:59:31 am
By the way, if you are qualified for the final please answer to me by mail.
Title: Re: TI-Concours - last days to subscribe !
Post by: Hayleia on April 20, 2013, 07:20:17 am
By the way, if you are qualified for the final please answer to me by mail.
"mail" meaning sending you a letter, right ?
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on April 20, 2013, 11:03:29 am
e-mail *
Title: Re: TI-Concours - last days to subscribe !
Post by: Stefan Bauwens on April 20, 2013, 01:08:44 pm
Alright I did it. I think the reason why I didn't get an email was, because I only participated in 68k Basic and voting isn't done yet.

I presume however that I am qualified. :)
I replied now to your e-mail.
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on April 21, 2013, 05:37:27 am
Ok, thanks. I still didn't get any answer from mathieu41, Nick and Lola.
Title: Re: TI-Concours - last days to subscribe !
Post by: Nick on April 21, 2013, 09:07:30 am
Ok, thanks. I still didn't get any answer from mathieu41, Nick and Lola.
I didn't see the mail, now I did, so I finally answered :)
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on April 22, 2013, 04:52:35 pm
Ok, so I got an answer from everyone, I will try to fix the schedule tomorrow. :)
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on April 23, 2013, 03:00:07 pm
I've sent an e-mail concerning the oral test. :)
Title: Re: TI-Concours - last days to subscribe !
Post by: Nick on April 23, 2013, 03:34:49 pm
thanks a lot for doing all this effort for this contest, that's really nice of you :)
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on May 08, 2013, 01:10:34 pm
I've sent an e-mail, please see.
(thanks Nick ;) )
Title: Re: TI-Concours - last days to subscribe !
Post by: Stefan Bauwens on May 08, 2013, 02:26:12 pm
Noelthebest, any idea if the results from AXE and 2nd round 68K will come online?
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on May 09, 2013, 11:29:25 am
oh yeah, I have the Axe results. But I'll ask for the 68k ones. But I already know that Zeda won the second round.
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on May 15, 2013, 02:31:55 am
Axe and 68k TI-Basic results online.
How was your oral, by the way ? :D
Title: Re: TI-Concours - last days to subscribe !
Post by: Stefan Bauwens on May 15, 2013, 03:14:03 am
It wasn't too great. I would have preferred less mathy-functions questions. :P
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on May 15, 2013, 06:58:13 am
OK, I'll tell this to Bisam then.
Title: Re: TI-Concours - last days to subscribe !
Post by: Stefan Bauwens on May 15, 2013, 07:37:03 am
Oh no, it's okay. I think he knows. :P
He told me he did it because he though that math would be easier. :)
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on May 18, 2013, 08:02:23 am
The contest will officially end tomorrow at 23h30 (GMT+2). :)
Please do not forget the date and time of the programming for you. ;D
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on May 18, 2013, 08:16:02 am
How will we find out about the topic? I think my first one is in 45 minutes :D
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on May 18, 2013, 08:29:36 am
I send it by e-mail. :-)
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on May 18, 2013, 08:30:11 am
Oh, okay, I will be ready, hopefully !
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on May 18, 2013, 09:01:23 am
I've sent it. :)
Goot luck !
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on May 18, 2013, 01:59:15 pm
So, how was it ?
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on May 18, 2013, 03:56:32 pm
I thought the first four questions were okay, 5 and 6 were a little more challenging, 7 and 8 were pretty difficult o.o
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on May 18, 2013, 04:05:39 pm
Xeda, I've sent you the asm subject. :)
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on May 18, 2013, 07:20:13 pm
I received them on time, sorry for not telling you earlier.

I spent >45 minutes on the first question, then the next three I finished in about a half hour (about 10 minutes each), then I worked on the fifth question for the rest of the time.
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on May 20, 2013, 08:46:02 am
I think I will publish the TI-Basic z80 results tomorrow. The winner got 648 points, the one who is second got 647 points. XD
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on May 20, 2013, 08:47:24 am
Oh dear o.o That is very close.
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on May 21, 2013, 10:33:10 am
The results are on TI-Planet (Basic z80)

Congratulations to Deep Thought ! ;D

EDIT : TI-Basic z80 are also on the website http://ti-concours.com/tz/classement.php
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on May 21, 2013, 11:03:53 am
Yes, congrats to both Deep Thought and tictactoc, that was really close!
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on May 21, 2013, 11:15:44 am
Sorry, for doubleposting, but here are the prizes ! ;D
http://tiplanet.org/forum/viewtopic.php?f=49&t=11949
Title: Re: TI-Concours - last days to subscribe !
Post by: Xeda112358 on May 21, 2013, 11:55:49 am
You didn't double post :P But those look awesome!
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on May 21, 2013, 12:59:42 pm
Oh, I didn't see your post ;D
Title: Re: TI-Concours - last days to subscribe !
Post by: DJ Omnimaga on June 18, 2013, 01:39:44 pm
Question: Why are none of the entries and screenshots available for download (even if hosted elsewhere) directly from the TI-Concours pages? I think it would make more sense if at least the finalists have URLs linking to their respective entires on TI-Planet, ticalc.org or whatever.
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on June 19, 2013, 03:52:51 am
I didn't do that yet. Actually I have my exams this week, therefore I will do everything that concerns prizes and the website from next monday.
But I am still waiting for most people's adress D:
Title: Re: TI-Concours - last days to subscribe !
Post by: DJ Omnimaga on June 19, 2013, 04:17:12 am
Ah ok I see. Do you think when you have time you could still include the links even if people don't send you their address yet? (Unless some ppl choose to not publish their game?)
Title: Re: TI-Concours - last days to subscribe !
Post by: noelthebest on June 30, 2013, 07:01:22 am
Now you can download programs on the website. :D
(not for Axe, but i'll fix that quickly)
Title: Re: TI-Concours - last days to subscribe !
Post by: DJ Omnimaga on June 30, 2013, 07:31:10 pm
Thanks :D

Who knows? Maybe some will end up in news? :P (assuming they're similar to material in the top 10 news)