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Topics - TsukasaZX

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Computer Projects and Ideas / TIBiC/GO
« on: April 29, 2011, 04:49:08 pm »
TI Basic in C with Gaming Orientation (TIBiC/GO)

TIBiC/GO is a C library that provides a TI-BASIC style "API" for game programmers. TIBiC/GO creates a setting that most TI-BASIC programmers will find quite familiar, and includes facsimiles of both TI-BASIC functions and powerful graphical functions found in xLIB and Celtic. However, it's not just straight up TI-BASIC-on-PC. TIBiC/GO adds a little extra "oomph" to the mix by allowing richly multi-color graphics, "permanent" data storage, the brilliance of sound, and much more.

There's actually a really good reason for this. As you know, working with TI-BASIC is a *great* way to get your feet wet in the programming pool. However, TI-BASIC is exactly that: basic. Real-world applicable programming languages are, quite honestly, nothing like TI-BASIC. They may share the same general procedural structure but TI-BASIC and languages like C or Java are worlds apart. Suffice it to say, it wouldn't be strange for somebody transitioning from calculator to computer programming to have a bit of a struggle adjusting. TIBiC/GO is designed to provide a sort of "training wheel" layer between TI-BASIC and ANSI C that gives programmers the comfort of TI-BASIC, a good taste of C, and the ability to go beyond TI-BASIC and into the world of true C programming whenever they want.

Originally just a concept, an idea, I'm actually going to be working on this alongside Yume (I'll be focusing on Yume more right now but during the summer I'll be splitting my focus 50-50 give or take). So far, I can confirm this for functionality:

 - Akin to TI-BASIC, you will have access to 26 numeric variables, 10 string variables, 10 lists, and 10 matrices with having to hassle with declaration and initialization.

 - Variables (or, more accurately, memory-allocated pointers) will be dynamically managed with simple function calls so the user never has to hassle with memory allocation. A simple function call frees all allocated memory at the end.

 - You are NOT limited to the presets and can easily add your own. You may, however, have to do any scope or memory management yourself the hard way.

 - Users have access to TIBiC/GO facsimiles of TI-BASIC functions like text(), Horizontal, Pxl-On(), Pxl-Off(), and Pxl-Change(); facsimiles of xLIB and Celtic functions like sprite drawing and tilemapping; and much more

 - Easily integrate color and even sound into programs to go above and beyond!

[FR] Hors-Sujet / Un Monde Sans Danger
« on: April 16, 2011, 06:59:07 am »
Omnimaga a besoin de plus de "Un Monde Sans Danger" :P

Je suis tres desolé si je suis spammer cet sous-forum.

Oh, et oui! Je parle Francais un peu, mais pas bon(ne?) Francais... Pardon :-X

Computer Projects and Ideas / [IRC] LMIB
« on: March 18, 2011, 09:39:53 am »
Due to recent situations, I was somewhat inspired to get back into working on IRC robots. Thought I'd post about my little venture for the sake of legitimately boosting my post count :P

LMIB :: the Lovely Maiden IRC (ro)Bot

LMIB is written in procedural PHP4 (will upgrade to php5 some day but I'm lazy) and will serve as my own version of Netbot in my channel(s). Whenever I finish it, the core will be available for download.

LMIB is designed to be a fully modular IRC bot capable of performing various kinds of channel administrative and entertainment-based tasks. Only a minority of its abilities will be hard-coded into its core with the majority being external module files. That way, LMIB can be easily customized for any situation, even on the fly.

Some features I'm working on or planning to work on:
 - Basic administrative functionality (op/deop, voice/mute, ban/unban, channel modes) [obviously :P]

- User registration
          - like with netbot and any other irc bot worth its weight, users can register themselves with the bot for services like auto-op, auto-voice, greets, etc

- Channel rules
          - An interesting concept wherein the bot can routinely enforce a given rule. Do your channel ops tend to all AFK at the same time for large periods of time? Do you still want the channel somewhat managed while you're all gone? LMIB can automatically enforce special rules for given periods of times. What sort of rules? All sorts :P LMIB could +i the channel and auto-invite known users while you're gone, all automatically, and stop upon your return. You wouldn't even have to do anything, just set the "start" and "end" time for the rule and LMIB automatically enforces or relaxes the rules as necessary.

- Responsibility splitting and covering
          - An idea I had for if you use multiple LMIBs. You can split certain management tasks among different bots and if one bot dies or goes unresponsive/AWOL, the other bots can take over that bot's responsibility until it returns.

That's about all I've thought up for now in terms of bot functionality. I also had this idea:

Essentially, it's an external repository of modules. Whenever an LMIB starts up, it acquires all (specified) modules from the repository and updates its own modules directory with them. If you add a module to the bot manually, the LMIB will copy its module to the repository for others to use.

blargh, it's 7:38 AM, I'm hungry, and I lack sleep so if this is all weird and blughargh, I'll fix it up in a bit. Anywho, thoughts? If you want to see the barebones version in action, I have an instance running in EFNet #unss and #omnimaga under the name "Mizuno".

Computer Projects and Ideas / Yumé: The Eternal Dreams
« on: February 05, 2011, 03:59:33 am »
As much as I love programming on a TI calculator, I do not believe that my skill level is adequate enough for my ambitions. In essence, there is so much I want to do but so little I really can do on a z80 hybrid BASIC platform. As such, I've decided to port the Yumé series over to the PC and continue it as a PC game series. Note, however, that I will still be releasing the TI-84 Yumé and finishing and releashing the TI-84 Yumé 2. I just won't be making any further Yumé games (or perhaps games in general, who knows?) on the calculator.

Anywho, on to the meat and potatoes!

Yumé: The Eternal Dreams
The Eternal Dreams is divided into 3 chapters, the first two of which being rebuilds of Yumé and Yumé 2: Rika's Story and the last being Yumé 3: Finality. The chapters are simply titled "Nanami", "Rika", and "Finality".

The alpha title screen:

One of Nanami's 12 current alpha sprites:

Still need to add detail to Nanami's outfit and create "felled" sprites.

Slated Features
 - Anytime Saving: Due to the expansiveness of the game, you will be able to save your progress at anytime and resume exactly where you left off.
 - Expanded Map: The explorable portion of the Dream World in the Nanami Chapter will be larger than it is in the original. The explorable portion of the Dream World in the Rika Chapter will remain the same but will also include the areas from Nanami Chapter. Finality will be confined to its own relatively large map (moving on from Chapter 2 to 3 is a PoNR [Point of No Return]).
 - Expanded Gameplay: Nanami Chapter will be longer and include more items and events
 - More Easter Eggs

Game Summary
Nanami Chapter introduces the Dream World and its mechanics. As with the original Yumé 1, there won't be much in terms of plot development.
Rika Chapter delves into the actual plot and begins to unravel the mystery of what exactly the Dream World is.
Finality is the climax of the plot and the solution of the mystery.

The Dream World
"I was drawn into a world so strange... a world devoid of life... every moment I feel weaker as if my soul is being slowly devoured...." - Nanami

The Dream World is a strange land that exists outside of reality. Devoid of animal life, it is a very desolate land. Mysteriously, an unseen force drains away the life energy of those caught in the Dream World's grasp. It is possible to escape from the realm, but whether or not you do depends solely on your wits and skill (and a few other factors).
Your character's life energy is literally slowly drained away every moment. However, you will be able to restore it in small amounts. At this point in time, I'm debating between two methods. Feel free to vote on them:

Survival/"Classic" - As with the original TI-83+ games, there are respawning "Life Energy" orbs scattered throughout the Dream World. Collecting these will restore some of your life energy.
Sanctuary - Certain areas of the map are "sanctuaries". The draining effects of the Dream World do not take hold in them and your life energy will naturally and gradually recover.

Actual Progress
I have some semblance of a movement engine done. I'm hoping to get the full movement engine complete in a couple of days. Then it's on to the Tile Mapper and HUD.
The game is being written in C/C++ with Allegro with cross-compatibility in mind. That is, I should be able to compile this on Linux AND Windows without changing source-code (much).

Thoughts? Comments? Questions?
Oh, and I might be requesting sprite and/or music help. I will also post progress updates on weekly if not daily intervals.

Humour and Jokes / Let me show you...
« on: September 15, 2010, 03:17:57 am »
Let me show you my mad rap skills! Sends the comp'tition runnin' to the hills!
You can't beat me! Only a fool couldn't see! I'm the great rapping king! Listen to me sing!

Here on this quaint little blue-scale site, the one and only programmer's delight,
You'll find RPGs and games en masse! Lots of fun things you just can't pass!
As if this site weren't great enough, we got Kevin Ouellet who knows his stuff!

DJ Omnimaga sits up high!
You can't possibly beat him, don't even bother to try!
He's made more than 13 awesome games, it's his undeniable claim to BASIC fame!
(Illusiat for the win, denying that is a sin!)

Beyond that we've got the birth of the Axe!
The parser that takes hybrid basic beyond the max!
The TI8x calcs just aren't for math anymore!
We've taken this beast, put pedal to the floor!

But we ain't just a site 'bout coding and gaming 8-bit!
If that's what you thought, get back here and sit!

We've birthed our own memes left and right!
You can't stay a day in Omni without one crossing your sight!
We've got "Netham is a lobster", a blue one at that,
and Iambian who's cherry flavored and makes a good hat!
We've got rickrolls and peanuts and the infamous game!
Oops I guess you all lost, now isn't that lame?

We're an amazing community, that's for sure, G!
Forever a haven, that's what we'll always be!
No worries of mass trolling or hatred or disdain!
A sense of peace is what we try to maintain!

Occasionally stuff happens and [censored] goes down,
Leaving us with a bitter taste and a scowl or frown!
But that ain't gonna tear us apart, no way!
It'll only make us a little stronger day by day!
We ain't just a community, no sir-eee!
We're brothers and sisters, you all and me!

And now it's time to bring this rap to an end.
The rap of Omnimaga as I have penned.
Time to take my bows and give thanks to you all!
This show has now ended and the curtains now fall.

Other / Project PPC
« on: September 10, 2010, 02:32:49 pm »
[Cross Post from Cemetech]

So, I've recently (for the lulz) bought a cheap Mac PowerPC G3. My original intent was to make a marginal profit by reselling it at a higher price ($5-$15 higher) but I figured a computer is a computer regardless the age so I may as well put it to use somehow. But how? What d'y'all suggest?

So far, my ideas go about as a far as installing Arch PPC Linux on it.

Specs as declared by seller:
PowerPC G3 266MHz processor
64MB RAM, 110MB virtual memory
6GB hard drive, about 3GB free space

Came with only the power cable, a burned Mac OS 9 disc, and a mouse. I can just nab a keyboard from home or buy a cheap one off Craigslist or something.

I've christened it "Ireul" and if it comes down to it, I get a pink and white transistor-y footrest :D

And for those wondering, that's a NERF Longstrike CS-6 in the background ;)

TI Z80 / Yumé 2: Rika's Story [Adventure/RPG, Series]
« on: August 23, 2010, 11:22:28 pm »
Yumé 2: Rika's Story is the sequel to Yumé.

This game centers around Rika, Nanami's friend, and her adventures in the Dream World. The overall tone of the game will be a lot darker and it will answer questions raised in the first game as well as pose new ones.

Rika's Story will also sport several graphical changes, a few of which are:
 - The game will employ text boxes for dialogue like a typical RPG (whereas the first game's sole text came in the form of Nanami's diary entries). This is due to Rika being more upfront and talkative while Nanami is more shy and keeps to herself. There are also plot-centric reasons for this.
 - The game is designed to support 55 or more different 8x8 pixel tiles (the first game used only 22)
 - Currently the game reuses 2 tiles and 1 sprite from the first game.
 - Currently the game has 22 new tiles and 4 new sprites.

I expect to finish this game by November.

Current title screen. Only pic because I'm still working on sprites.

One of several trailers. This is the pre-production hype trailer :P

This is somewhat cross-posted from Cemetech.

TI Z80 / Yumé [Adventure/RPG, Series]
« on: August 23, 2010, 10:52:35 pm »
Yumé (from Yume, Japanese for "dream") is an adventure game for the TI-83+ and TI-84+ graphing calculators.

The game centers around a young girl named Nanami who has found herself trapped in the strange Dream World of Yumé. Worse off, the longer she stays within this strange nightmarish place, the weaker she feels. Something is draining her Life Force. She must find a way to escape from Yumé before she loses all of her Life Force and perishes.

- From the Read Me file

Yumé is a non-linear adventure game. It's entirely up to the player to explore the Dream World, uncover its secrets, and figure a way to escape. Your Life Force Points are slowly but constantly draining so you can't meander in one place for too long. Your only minute salvations are re-spawning Life Force Orbs scattered throughout that "heal" you a little.

All but the first two are BETA Images. The only differences between BETA and the finished version are layout changes, removal of the run indicator, and a swap from Pause commands to any-key getkey repeat loops. I will update this post with newer images when I stop being lazy and actually screenshot some :P


Important Information
This game was made for the Cemetech DoorsCS 7 contest.
It is currently completely finished.
I cannot provide a download link until the contest ends.
I can freely talk about it though.

The game should take ~30 minutes tops.

The game requires 14,900 bytes of free RAM. Only 14,150 bytes if you keep the Pic variable archived.

Miscellaneous / [YouTube Series Idea] Ask Mario
« on: May 25, 2010, 11:06:54 pm »
Earlier today I was just messing around and decided to record myself talking like Super Mario. It sounded pretty good, so I posted it to youtube and got some surprisingly positive feedback about it from some friends. Below is the video.

Anywho, since I seem to be pretty good at Super Mario impressions, I thought I'd make a YouTube spoof series called "Ask Mario". Basically, people can ask me questions and each week I'd pick some good ones to humorously answer in a video.

Questions should be SFW and can be about anything (video game related, politics related, etc).

You can either send questions to my YouTube account (ZXChannelStudios), PM me here, post them in this thread, or tell them to me on IRC.

TI Z80 / Lyrical Nanoha: Battle Lyrical [RPG]
« on: April 05, 2010, 03:41:14 pm »
Hey guys! I'm getting into the RPG craze! :D

Battle Lyrical is a turn-based RPG based off of the anime series Mahou Shoujo Lyrical Nanoha <Magical Girl Lyrical Nanoha>. The game is basically an abridged recap of the first MSLN.

You play as Takamachi Nanoha, a girl who, due to a series of circumstances, has become a magical girl. Using her magical staff Raising Heart, Nanoha must defeat and seal way several "Jewel Seeds", ancient relics of a past civilization that contain an immense power.

The game is fairly simple and straight-forward. Like a typical RPG, there are random encounters and you level up by beating enemies and gaining experience. Nanoha also gains new types of magic as she levels up and as the game progresses.

Battle is fairly simple. Nanoha has three commands: "Strike", "Magic", and "Run".

"Strike" is physical attack with Raising Heart and does not consume MP. "Magic" brings up a menu of all available magics to cast. Each magic consumes a different amount of MP and has different effects. "Run" obviously has Nanoha run from battle. Unlike typical RPGs, Nanoha will always run away from any battle that isn't a boss battle.

Outside of battle, Nanoha automatically recovers a little HP and MP over time. There are no items in this game, so this system will probably come in handy.

Another slight deviation from typical RPGs is that enemy encounters only happen in areas with Jewel Seeds, so LN:BL will have a larger "no enemy" area than most RPGs. However, even after defeating a Jewel seed, enemies will remain in that area so there's no worry about not being able to grind.

(Also, Jewel Seeds manifest in different forms so you will *not* be fighting the same boss 9001 times)

See attached screenshot since Photobucket is being weird.

 - I have most of the intro/menu system completed as shown above. The screens transition using contrast effects so I took static shots of each screen because you'd miss out on them either way :P
 - The battle engine is about 1/3 to 1/2 done. As you can see, the text display is still a little buggy.
 - You can't attack and enemy sprites and data aren't finished so the invisible enemy will pass its turn each time. Attacks aren't rigged into the MP or text system yet either.

What's next
After I get the battle system more or less complete, I'll work on the overworld movement system and tying in random battles, leveling up, and the related.

After that, it's just simply getting the maps, events, and dialogue in place. The game is incredibly short so this *shouldn't* take long :P

Oh and yes, thanks to Will W for the sprites. Will W is awesome and epic at spriting and I will be abusing his skills for the duration of this game and its sequel. XD

Other Calculators / [Concept] Quarterly Community Magazine
« on: March 16, 2010, 05:01:49 pm »
This is an idea I've tried to start up twice before but failed to really do so. Hopefully, if I can get the backing of an entire active community, the third time will in fact be the charm.

As we all know, there are innumerable websites in the TI programming community and while generally any noteworthy news ends up on all of the sites, there are often times information discrepancies that make hunting down all the facts somewhat difficult (either due to language differences or simply people preferring to post on one site over another).

I think what the community in general needs is a quarterly magazine. Basically, four times a year (Spring, Summer, Fall, and Winter) this magazine would come out online (a free digital download) for people to read. This magazine would document all the interesting finds of the previous quarter (Spring 2010 would talk about everything that happened in Winter 2009) and maybe even earlier. It'd cover various things such as:

- Interesting events (such as NDless or the new TI-84+ OS)
- Newly released or in development programs that might be a big hit (DCS7 and E:SoR)
- Tips and tricks or newly found bugs
- Hidden gems (Games/programs worth getting that didn't really get as hyped as they needed to be)
- WGOTQ (Worst Game Of The Quarter)
- Interviews with people in the community (Brandon W, Iambian, or Tifreak8x)
- Q&A that answers questions that keep getting asked over and over again everywhere
... or anything else that needs to be known.

Think about it. It'd be a great way to gather everything in one spot and it'd be a great way to encourage people to be active because let's face it, who *doesn't* want to be in a magazine? :D

TI Z80 / The Stock Market Game 2010 (Beta)
« on: February 02, 2010, 06:32:50 pm »
Because I was on hiatus from TI BASIC programming for a while, I thought I'd build some simple little games to get back into the swing of things.

The Stock Market Game 2010 is the sixth iteration of the stock market simulator game series I started back in 2006 (but never really released online). The object of the game is to make as much money as you can in the time allotted. You start with a meager $10,000. You can play for 30, 60, or 999 days. You can invest in 6 different stocks that appreciate and depreciate differently across each day. The game will tell you how many shares you can buy or sell of a given stock when you select it. The game also automatically saves your progress so you can quit and resume playing later (so long as the TSMG6 list remains untouched).

If you find any bugs or have feature suggestions or tweaks, let me know. I'm contemplating adding taking out loans (for "buying on margin" or something similar) and growth trend graphs for each stock. However, this will only add to the size of the game which is already pretty big (>6000 bytes). Good ideas? Bad ideas?

Also, I'm planning on making a "Deluxe xLIB Edition" which sports fancy non-menu() graphics. Since this one will be >9000 bytes, would it be better to just add extra functionality to this version?

Web Programming and Design / Web Browsers as Kids
« on: January 24, 2010, 05:28:05 pm »
Internet Explorer - IE is the slow kid. He eventually grasps concepts and is very proud of himself when he does. However, most people just shun him because while yes, it's great that he can count to 10 now, he's 18.

Firefox - Firefox is the "MacGyver" kid. He has a ton of neat and cool gadgets and he's generally very reliable, but even he can get in over his head sometimes.

Google Chrome - Chrome is the really smart kid who gets A++++++'s in everything. He doesn't have any fancy gadgets or any real personality, but he's reliable, intelligent, and efficient.

Apple Safari - Safari is the spoiled brat. He thinks he's cool and all that but there's really nothing separating him from everyone else performance-wise. Since he was raised amongst rich, spoiled people, he works quite well in their company. However, when grouped with "poorer" folk, he tends to be quite useless.

Opera - Opera is the average kid. He has his share of good and bad moments.

Lunascape - Lunascape is the kid whose parents force him into twenty-billion different hobbies. Sure, he's eclectic and has the skills for many a situation, but because he's so overloaded, those skills don't really shine through at all.

Netscape Navigator - Navigator is the kid with parents who still live in 1995. He was raised to believe CRT TVs with rabbit ears are "cutting edge" and that 24kbps dial-up is "blazing fast". Sure, at one time his family *was* on the cutting edge with technology, but now they're just stubbornly clinging on to a decade long past.

AOL browser - AOL is the kid whose parents controlled and micromanaged his life. If his parents didn't absolutely agree with something, they made sure he never knew about it. The only way his life could be any further controlled would be to put him in a plastic bubble. AOL should not be confused with AOL Explorer.

AOL Explorer - AOLE is the kid who desperately tries to fit in and be cool but he's always several steps behind on the latest fads and trends.

Of course, this is purely my opinion so obviously I'm wrong ;)

TI Z80 / Metroid: Return to Maridia
« on: September 20, 2009, 01:50:27 pm »
M:RtM is a BASIC/Hybrid 2D side-scrolling game I started a while back but have only really gotten around to working on now.

In the year 20XX, Biologic Space Laboratories encountered a mysterious organism known as "Theta" while exploring the remains of planet Zebes. Intrigued by its countless and fantastic abilities, Theta was captured and brought aboard the BSL station in orbit around the planet for further study. This proved to be a dangerous mistake. Theta's seemingly limitless capacity of growing and gaining new abilities lead to the near destruction of the station and its escape back to the Maridia sector of Zebes. Fearing its potential, the Federation called upon the only one they believe could destroy Theta before it becomes a threat to the universe: intergalactic bounty hunter Samus Aran.

In her greatest1 2D calculator epic yet, Samus must return once more to a radically changed Zebes to confront and destroy the most powerful enemy she's ever faced. Will she prevail? Or will she fall?

Here's the title animations and intro to the game as I have them so far:

Very old and ASCII, but this is a screenshot of the game HUD. The game will be using a Metroid II style HUD.

I'm going to be attempting to learn me some xLib so I can have some fancier graphics than these ;)

1Utter B.S. Everybody knows DJ's Metroid games and Metroid Pi are the greatest calc metroid games ever  :P

Introduce Yourself! / Aloha, y'all
« on: September 20, 2009, 12:34:50 pm »
C'est moi! ;D
Those of you who've been frequenting the IRC channel have seen me hanging out there annoying y'all. Now, I've joined the forums so I can annoy y'all here too :D

Anywho, thanks to your IRC frequenters, I've gotten back into some TI-BASIC so I thought I'd sign up and post about my calc projects here where I can get some actual help and feedback.

My favorite color is blue, my favorite food is Omnimagatm brand peanuts (hint hint), and my favorite song is Rick Astley's Never Gonna Give You Up  ;)

Care instructions: Thwack with heavy object daily to ensure proper behavior and functionality.

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