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Topics - MGOS

Pages: 1 [2]
16
TI Z80 / Caution, Corners!
« on: April 21, 2012, 08:08:44 am »
After a short break I finally got back to do some coding, because my friends wanted this game:
You may know the Tron game, and this is something similar although it's inspired by the German game called "Achtung, die Kurve". The problem was, that curves are impossible / ugly on the calc screen, so this game is about corners.

You can play against a friend or against the AI of the calc - which... does its job, but doesn't know anything about strategic gameplay - in five different speeds/difficulties.

The program also contains some statistics, the number of wins of each player and a local highscore.

There are two versions, an English version and a German one, both have the same gameplay though.
Check the one of the readme files in the zip for further information.

Powerups will come, but don't expect much - I want to keep it a MINI game.

17
Other Calculators / FLAK-Tank v0.6
« on: February 29, 2012, 08:51:42 pm »
FLAK-Tank v0.6



Download

A little anti aircraft shooter I made for the TI-83+. You have to control a tank in order to shoot all approaching helicopters.
  • Animated bullets
  • Animated helicopters
  • Powerups (Shield, Speed, auto aiming, etc..)
  • Pause function
  • Less than 4.8KB, only one file, no shells needed

Have fun!

Reuploaded the gifs:



18
TI Z80 / FLAKTANK- anti-aircraft shooter
« on: January 28, 2012, 06:31:09 am »
This is a game I started a while ago, but I never completed it. So this weekend, I decided to finish the game.
As the title says, in this game you're controlling a flak tank (aircraft defence tank) in order to destroy all approaching helicopters.
The graphics are simple, but I think you can recognize what the things are and I'm pretty satisfied with the result.
The controls should be also quite intuitive, but here they are:

  • Turn Tank:
  • Move:
  • Shoot:
  • Aiming help:
  • Pause
  • Quit game instantly:
    Left / Right Arrow Keys
    Up / Down Arrow Keys
    Press 2nd or hold for salvo
    Hold MODE
    Press ALPHA
    CLEAR

At the bottom left of the screen you can see the amount of bullets loaded, it reloads after a while by itself.
The bottom right shows to health bar. Every destroyed helicopter regenerates one HP.
There are 12 levels, but you're REALLY good if you get up to 8 or 9. With a higher level, health and shooting frequency of the helicopters increases.
The current level is indicated by the health bar of the helicopters (below them) when they appear or in the pause screen.
You loose if your health has dropped to 0, then the score (amount of helicopters) is displayed.

Latest version:
                -->  Download from Omnimaga  <--
                -->   Download from ticalc.org   <--


19
TI-BASIC / When do ExpReg and PwrReg throw an ERR:Domain?
« on: January 27, 2012, 08:08:01 am »
My program throws sometimes an ERR:Domain when I'm using ExpReg or PwrReg. But I don't want the program to stop, so how can I handle exeptions in these cases? How have the two lists have to be that there is no error?

20
TI Z80 / MusGraph
« on: January 14, 2012, 06:12:02 am »
This is my first implementation of an idea a friend of mine had after I showed him my axe TIstudio.

It graphs any function with any window settings (like the OS), but it plays a note to each corresponding Y-value it draws.

How to use it:

  • Put "MUSGRAPH.8xp" (TI-Basic) and "MUSGPLAY.8xp" (ASM) on your calculator and plug 2.5 mm headphones or amplifier in.
  • Press [  Y=  ] and enter any function want to hear/graph
  • Press [WINDOW] and enter the maximums and minimums
  • Press [ PRGM ] , chose "MUSGRAPH" and press [ENTER] two times
  • A text which says "Generate... " and a progress bar will appear, then it draws and plays the graph

Issues known:
Functions with nonreal Y-value in the given range (e. g. sqrt(X)) will throw an error.
Also, only the standard Y= functions will work, no parametric or polar.

Attached files:

TI-Basic executable: MUSGRAPH.8xp (main program, execute this)
Asm sound routine: MUSGPLAY.8xp (needs to be on the calculator, but do not execute!)
Axe source code: AMUSG.8xp (not needed, only for people who want to know how it works, compilable with AXE 1.0 or higher)

21
Axe / Sprite/Picture rotating
« on: January 07, 2012, 08:54:33 am »
I wanted to test the tan-1 function in the latest version of axe and tried to rotate a spite with this little program:

Code: [Select]
:ClrDraw
:Draw sprite with size E*F at (0|0)
:For(A,0,E-1)
:  For(B,0,F-1)
:    If pxl-Test(A,B)
:      sqrt(4*A*A+(4*B*B))->D  .four times precision
:      arctan(A,B)->W
:      W+32->W  .Let's rotate that 45 degrees or whatever you like
:      sin(W)*D//512->Y
:      cos(W)*D//512->X
:      Pxl-On(X+32,Y+32) .A little offset
:    End
:  End
:End
:DispGraph

I tried it with only a box and it works, ut this gives me some really bad quality results. When I try to rotate pictures, it is even worse.

Where is the fault in my program? Are the trigonometry functions to low resulution? The square root?
What can I do to make it better?

22
TI Z80 / TI-Studio: An Axe music making program
« on: January 02, 2012, 09:03:14 am »
Hey guys! After my little PianoRoll sequencer, Blue Raven gave me the idea to add a playlist and different patterns, just like in FL Studio, but for TI-83+.
So here is a complete new program (some code is recycled though) with those features:

  • Input of up to 8 different patterns à each 4 bars
  • Playlist with up to 16 entries
  • Select, copy, cut & paste parts of a pattern
  • Transpose entire selection or offbeats of selection
  • Riff machine
  • Speed / tempo selection from 80 to 500 bpm
  • Save and load song
  • and of course, play song or pattern with audio output!

                       ---> DOWNLOAD <---


How to access those functions is discribed in the attached readme document.
Have fun testing. There are no bugs known, but tell me if you still find one.
Edit: Found a bug with the note entry, now fixed.


Some screenies:

23
TI Z80 / Piano Roll Sequencer
« on: December 25, 2011, 05:35:34 am »
Hey guys, especially the music makers,

here is something I wrote yesterday in Axe 1.0.5b:
A four bar, four octave sequencer for the TI-83+. Just plug in your 2.5 headphones and ready to go.
Using should be quite intuitive but here are the controls:

Arrows - move cursor
2nd - set note
Del - remove note
Trace/Graph - adjust tempo / speed
Y= - play
Window - stop /switch back to  input mode
Clear - quit

Because I don't have an emulator, I only have some stills. But feel free to test it out, there shouldn't be any bugs afaik.
The executable is attached.

Btw... who recognizes those 2 basslines?

You can get the latest version here: http://ourl.ca/14609/274319

24
Axe / Exiting For-loop in a search-subroutine
« on: December 09, 2011, 07:27:53 am »
I have some question for a routine I was about to write:
The function should search the array L1 with the dimension G for the value r1. It should return the index of the first found value, or 0 if not found.

I had these two ideas how to do this, but Is the second legal axe code?
If so, which one is faster?
Do I have to put a space between Return and I?

Code: [Select]
Lbl S
If G
For (I,1,G)
If {L1+I-1} = r1
Goto F
End
End
End
0->I
Lbl F
Return I

Code: [Select]
Lbl S
If G
For (I,1,G)
If {L1+I-1} = r1
Return I
End
End
End
Return 0

25
General Calculator Help / Problem with Link port
« on: December 05, 2011, 03:33:00 pm »
Hey guys, I have following Problem with my 83+:
For now about 2 weeks or so, errors in xmit occur when I want to receive/send data. At the beginning, the linking worked by performing little pressure on the plug, but now nothing works anymore, I cannot even back up. Since this is a hardware related problem, I should be able to fix this, but I'm not sure If I should do that.
I think its only a contact out of shape in the 2.5 mm jack or a broken solder joint.
Sending the calc to TI isn't a solution, because I need the calc almost everyday at school and I want to keep my data. What shall I do?

- Rewrite/Copy the all my program code since the last backup to another calc by hand and save that on my computer
- Archive everything
- Remove all batteries and unscrew the calc, try to fix the problem by myself
- Buy a new TI, but keep the other for school
(I think this will cause a Ram clear, but the archive should be fine, right?)

26
Axe / Some questions: Toggle button, Buffers, Appvars
« on: October 30, 2011, 07:28:39 am »
Planning my new project I'm going to make in axe, I came across some questions about how to do stuff in axe (V 1.0.5)

1. How can you make it that a variable toggles from 0 to 1 and vice versa if you press a special key, but it doesn't keep toggling when you hold it?
It shouldn't influence the other getkeys for movement, etc. in the same loop.

2. Is it possible to display two buffers on top of each other (or / xor) without having greyscale?

3. Is there a short way of letting to user chose from a bunch of saved files (appvars) to reload or chose the file to save the data, without having that many If-statements?

27
Art / Sprite Request: Vehicles viewed from above
« on: September 17, 2011, 07:51:51 am »
Hey there,
I'm making a game with axe where a city and streets are viewed from above. But now I'm at a point where I need some small vehicle sprites: cars and a bus.
I couldn't get mine looking right that they're recognizable for other people.

So if someone has the time and wants to try it, the cars should be 6x8 pixels and the bus 8x32 pixels (can be a standard or articulated bus) and just black and white, but if that is not possible, the sprites can be 3 or 4 bit greyscale too.

Thanks you for your help

MGOS

28
Axe / Inverse Trigonometric functions - Arcsine
« on: September 13, 2011, 11:06:08 am »
I'm trying to make some physics suimulations with axe, but at one point I need the arcsine function, which is unfortuanately not part of the commands list. Is there a way to calculate the arcsine of an expression and get a value between 0 and 127 or 255?

Btw I'm using axe 0.53

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