Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Builderboy

Pages: 1 ... 368 369 [370] 371 372 ... 375
5536
General Calculator Help / Re: a
« on: June 19, 2009, 01:19:32 am »
Solution:

2ND
MEM
7
LEFT
1
2

If that doesn't work, re-install your operating system.  To do this, pull a single battery, then hold [DEL] while putting it back in.  When prompted, send the newest OS from your computer

If that doesn't work... Buy a new calculator.

5537
TI Z80 / Re: BBC Basic Tetris
« on: June 14, 2009, 07:56:04 pm »
Ah, thank you!  I changed it

5538
TI Z80 / Re: BBC Basic Tetris
« on: June 14, 2009, 04:37:06 pm »
Ok, here's the code, although it is kinda big, and i don't know how to put it in one of those scrolling box things

Code: [Select]
  10 VDU 5
   20 R%=0:NOW%=0:NEX%=RND(7)
   30 PROC_PIECE
   40 S%=0:LVL%=14:LS%=0
   50 C%=0:HIT%=FALSE
   60 X%=44:Z%=52
   70 *FX 4,1
   80 *FX 12,1
   90 *FX 11,15
  100 *GSCALE1
  110 *REFRESH OFF
  120 GCOL0:VDU5:CLG:CLS:MOVE 1,20:PRINT " "
  130 RECTANGLE 0,0,95,3:RECTANGLE 24,0,3,64:RECTANGLE 68,0,3,64
  150 PROC_NEW
  160 GCOL4,0
  170 REPEAT
  180   PROC_DISP
  190   *REFRESH
  200   PROC_DISP
  210   C%=C%+1
  220   A%=0
  230   IF C% MOD LVL% = 0:Z%=Z%-4
  240   KEY%=INKEY(0)
  250   IF KEY%=136:X%=X%-4
  260   IF KEY%=137:X%=X%+4
  270   IF INKEY(-42):C%=-1
  280   IF KEY%=139:PROC_ROTL
  290   PROC_HIT
  300 UNTIL HIT% OR KEY%=27 OR KEY%=127
  310 IF KEY%=136:X%=X%+4
  320 IF KEY%=139 PROC_ROTR
  330 IF KEY%=137:X%=X%-4
  340 PROC_HIT
  350 IF HIT% Z%=Z%+4:PROC_DISP:PROC_LINE:PROC_NEW
  360 IF KEY%=27 PROC_END
  370 IF KEY%=127 PROC_PAUSE
  380 GOTO 160
  390 DEFPROC_PAUSE
  400 RECTANGLE FILL 0,0,96,64:*REFRESH
  410 WAIT20
  420 REPEAT UNTIL INKEY(1)>0
  430 RECTANGLE FILL 0,0,96,64
  440 ENDPROC
  450 DEFPROC_NEW                                       //Creates a new piece and updates the screen
  460 NOW%=NEX%:NEX%=RND(7)
  470 X%=44:Z%=56
  480 R%=NOW%
  490 PROC_PIECE:PROC_HIT
  500 IF HIT% PROC_END
  510 GCOLLVL%:RECTANGLE FILL 0,4,23,57:RECTANGLE FILL 72,4,23,57:GCOL15:RECTANGLE FILL 0,20,23,24:GCOL4,0
  520 GCOL15:RECTANGLE FILL 0,57,23,9:RECTANGLE FILL 72,57,23,9:GCOL0:MOVE 1,62:PRINT ;S%:MOVE 73,62:PRINT ;LS%:GCOL4,0
  530 R%=NEX%:X%=8:Z%=30:PROC_PIECE:PROC_DISP
  540 R%=NOW%:PROC_PIECE
  550 X%=44:Z%=56
  560 ENDPROC
  570 DEFPROC_DISP                                           //Displays the current piece at location X,Z
  580 RECTANGLE FILL D%+X%,I%+Z%,3
  590 RECTANGLE FILL E%+X%,J%+Z%,3
  600 RECTANGLE FILL F%+X%,K%+Z%,3
  610 RECTANGLE FILL G%+X%,L%+Z%,3
  620 ENDPROC
  630 DEFPROC_HIT                                              //Detects whether the current piece is hitting anything
  640 HIT%= (POINT(D%+X%,I%+Z%)=0) OR (POINT(E%+X%,J%+Z%)=0) OR (POINT(F%+X%,K%+Z%)=0) OR (POINT(G%+X%,L%+Z%)=0)
  650 ENDPROC
  660 DEFPROC_ROTR                              //Rotates the piece right
  670 B%=D%
  680 D%=-I%
  690 I%=B%
  700 B%=E%
  710 E%=-J%
  720 J%=B%
  730 B%=F%
  740 F%=-K%
  750 K%=B%
  760 B%=G%
  770 G%=-L%
  780 L%=B%
  790 ENDPROC
  800 DEFPROC_ROTL                   Rotates the piece left
  810 B%=-D%
  820 D%=I%
  830 I%=B%
  840 B%=-E%
  850 E%=J%
  860 J%=B%
  870 B%=-F%
  880 F%=K%
  890 K%=B%
  900 B%=-G%
  910 G%=L%
  920 L%=B%
  930 ENDPROC
  940 DEFPROC_PIECE                                                       //creates a new piece based on R%
  950 D%=0:E%=0:F%=0:G%=0:I%=0:J%=0:K%=0:L%=0
  960 IF R%=1 I%=4:K%=-4:L%=-8
  970 IF R%=2 D%=-4:F%=4:L%=4
  980 IF R%=3 D%=-4:I%=-4:J%=-4:L%=4
  990 IF R%=4 D%=-4:I%=4:J%=4:L%=-4
 1000 IF R%=5 D%=-4:G%=4:K%=4:L%=4
 1010 IF R%=6 D%=4:G%=-4:K%=4:L%=4
 1020 IF R%=7 F%=4:G%=4:J%=4:L%=4
 1030 ENDPROC
 1040 DEFPROC_LINE                                  //the beginning of the line checking algorithem
 1050 LIN%=-20
 1060 IF J%+Z%>LIN%:LIN%=J%+Z%
 1070 IF I%+Z%>LIN%:LIN%=I%+Z%
 1080 IF K%+Z%>LIN%:LIN%=K%+Z%
 1090 IF L%+Z%>LIN%:LIN%=L%+Z%
 1100 T%=0
 1110 FOR G%=LIN% TO LIN%-16 STEP -4
 1120   LIN%=G%:IF LIN%>0 PROC_CHECK
 1130 NEXT
 1140 S%=S%+(T%*5)^2
 1150 LS%=LS%+T%
 1160 LVL%=14.999-S%/500
 1170 ENDPROC
 1180 DEFPROC_CHECK                               //checks to see if the current line is full
 1190 B%=0
 1200 FOR F%=28 TO 64 STEP 4
 1210   IF 0=POINT(F%,LIN%) B%=B%+1
 1220 NEXT
 1230 IF B%=10 PROC_REM:T%=T%+1
 1240 ENDPROC
 1250 DEFPROC_REM                                                  //removes a full line and shifts the rest of the screen down
 1260 GCOL15:RECTANGLE FILL 28,LIN%,39,3:GCOL4,0
 1270 REPEAT
 1280   C%=0:LIN%=LIN%+4
 1290   FOR F%=28 TO 64 STEP 4
 1300     IF 0=POINT(F%,LIN%) C%=C%+1:RECTANGLE FILL F%,LIN%-4,3,7
 1310   NEXT
 1320 UNTIL  C%=0
 1330 ENDPROC
 1340 DEFPROC_END            //ends the program and re-sets all the variables
 1350 GCOL0
 1360 *FX4,0
 1370 *FX11,30
 1380 *FX12,10
 1390 CLG:CLS
 1400 *REFRESH ON
 1410 VDU 4

I use a lot of RECTANGLE FILL methods to draw things

5539
TI Z80 / Re: BBC Basic Tetris
« on: June 12, 2009, 12:48:24 pm »
Yeah, BBC Basic programs have an unnaturaly small maximum file size

And TiCalc processed the game! (fast too)
I added a link to it in the first post.

5540
Other Calculators / Re: Hmm, interesting
« on: June 12, 2009, 01:00:41 am »
I just reviewed, but the sad thing is that since reviewing is so rare, no matter what the review says, the reviewed programs are often going to get more downloads than the non-reviewed

Maybe it should be a Omnimaga project to review as many files as possible :D

5541
Other Calculators / Re: Hmm, interesting
« on: June 12, 2009, 12:48:05 am »
wow, that Can't be real time, no way...
"runs off to check"


No, its not :) its actually pretty poor of a 3D editing program.  The 3D isn't nearly as fast as in the screenshot.

I think I might just have to post a little review warning the innocent users of TiCalc ;)

5542
TI Z80 / Re: BBC Basic Tetris
« on: June 11, 2009, 11:33:54 pm »
lol, thanks!  Everybody's like "i should learn that... someday..."  ;D

5543
TI Z80 / Re: BBC Basic Tetris
« on: June 11, 2009, 06:41:19 pm »
well, its got an inline assembler, so anythings possible! :)
What kind of games were you thinking of?

5544
TI Z80 / Re: BBC Basic Tetris
« on: June 11, 2009, 06:11:14 pm »
No menu, and no highscore until i can figure out how to edit appvars.  But you progress through different 'levels' as the game gats faster and faster.  if you manage to survive the fastest level (impossible) you get rewarded beyond your wildest imagination! ;)

5545
TI Z80 / BBC Basic Tetris
« on: June 11, 2009, 05:43:42 pm »
Its the first game for the BBC Basic series!  And its fast enough to compete with assembly!  Look at all its majesty!



:D  its pending in TiCalc as i speak!
EDIT: Its done!  That was fast:  http://www.ticalc.org/archives/files/fileinfo/419/41980.html

It supports pausing, a nice scoring system, and the speed increases as your score increases!

5546
TI Z80 / Re: HARRY POTTER
« on: June 10, 2009, 03:41:29 pm »
maybe he wanted to save space? ;)

JK, and good idea, can't wait to see screenshots!

5547
The Blue Platform / Re: Platform Game Engine
« on: June 08, 2009, 10:54:07 pm »
yeah, it provides for an easy way to differentiate between solid and non-solid tiles, but then you are a bit restricted in the types of tiles you get.  So far I haven't had much trouble at all getting what I want.  I ran a program to see what the most frequently occurring pixel is in all of the single space ASCII characters was.

5548
The Blue Platform / Re: Platform Game Engine
« on: June 08, 2009, 10:40:00 pm »
I use over 100 different sprites... o.O

5549
The Blue Platform / Re: Platform Game Engine
« on: June 08, 2009, 10:37:21 pm »
I'm using strings to display on the graph screen for loading speed, and then using pxlTest (faster than matrices, lists AND strings) for collision.

5550
News / Re: Contest
« on: June 06, 2009, 11:38:38 pm »
QUICK! Someone submit a bogus program! :)

Pages: 1 ... 368 369 [370] 371 372 ... 375