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 - Michael.3545

Pages: 1 [2] 3 4 ... 6
16
TI-BASIC / Re: Sierpinski's Triangle
« on: October 25, 2010, 09:48:11 am »
Now you should show your teacher Quigibo's smokin fast fractal program.  Take a picture of his expression for me!

17
TI Z80 / Re: Pacman in Axe
« on: October 25, 2010, 08:48:36 am »
Last night I finished the high score system.  It is pretty nice, and supports 16 character strings of uppercase, lowercase, and spaces.  It has a backspace key, and stores the top three scores.  I am very happy about this, because it means I won't need to come back and change anything.  Here is a screenshot of the default high scores, which I think will be appreciated.  I don't plan on changing these.


18
Humour and Jokes / Re: Funny #omnimaga quotes (NSFW)
« on: October 24, 2010, 11:07:08 pm »
Quote #82 -
[22:57:39] <Michl3545> I have determined where the 45 in Netham45 comes from:
[22:57:41] <Michl3545> 666 number of the beast
[22:57:42] <Michl3545> 5 number of uropods on a lobster
[22:57:44] <Michl3545> 74 The number of stars obtained by Spongebob Squarepants in his driving school
[22:57:46] <Michl3545> 666 * 5 / 74 = 45

19
TI Z80 / Re: Pacman in Axe
« on: October 24, 2010, 01:35:06 am »
Unfortunately, because of an optimization I used, I can't use grayscale in the game loop.  (The backbuffer is taken)

BTW, any ideas on a routine for controlling the ghosts are appreciated.  :)

EDIT:
Also, how do I display any input I get using the input command? 
Quote from: Commands List
Don't forget, its a string of tokens, not characters.
I am confused by that.  Thanks!

20
TI Z80 / Re: Pacman in Axe
« on: October 24, 2010, 01:15:05 am »
Here is an update on my progress, for anyone interested.

Completed:
  • Added support for multiple levels
  • Changed format of level data for maximum compression
  • Made two more levels
  • Fixed a bug with the warp tunnel
  • Fixed a bug with losing lifes after winning a level
  • Fixed some major issues with collision testing
  • Set up an appvar
  • Made making levels much easier through a BASIC program (uses Omnicalc)

To do:
  • Add a control system for the ghosts.
  • Create a game over screen
  • Add high score saving

Things I am considering doing:
  • Make turning easier
  • Display score during gameplay
  • Make main menu nicer looking (perhaps even with grayscale?)

Here is a (really long) screenie showing me eating lots of dots in the new levels.  Near the end I mess with the new, more lenient collision testing.


EDIT:
Attached prog, source and level creation program.

EDIT 2:
Removed spoiler from around code.  Too much code at once is better than no code at all.

Code: (Source) [Select]
:.AAPACMAN A fun arcade game
:DiagnosticOff
:
:
:.appvar
:Lbl AV
:"vPac-Man"→Str1
:
:.only if exist
:UnarchiveStr1
:
:.exists? if notmake
:!If GetCalc(Str1)→O
:
: .create, ret  if < RAM
: Return!If GetCalc(Str1,2)→O
:End
:
:.wrong size
:If {O-2}r≠2
: DelVar Str1
: Goto AV
:End
:
:.SPRITES:
:.CLOSED
:[387CFEFEFE7C3800]→Pic0
:.UP
:[82C6EEFEFE7C3800]→Pic1
:.RIGHT
:[3E7CF8F0F87C3E00]→Pic2
:.LEFT
:[F87C3E1E3E7CF800]→Pic3
:.DOWN
:[387CFEFEEEC68200]→Pic4
:.DOT
:[0000102810000000]→Pic5
:.LIFE
:[70E0C0E070000000]→Pic6
:.GHOST
:[387CD6FEFEFEAA00]→Pic7
:
:
:.no. of maps:
:3→θ
:.MAP DATA
:[FFFC006B6B1B120246C6B6B001FFF811B1B7171001F00FFFFC006F7B1112224446F7B001FFF8631767B70F0F0F0FFFFC446AAB4452FA5116AAB111FFF83491B4971001100F]→GDB1
:
:.TEXT DRAWN TO BUFFER
:Fix 5
:
:
:.MAIN MENU
:Lbl MM
:ClrDraw
:Fix 1
:Text(27,0,"PAC-MAN")
:Fix 0
:ref(0,8,96,1)
:Text(1,10,"By Michael Ripley")
:
:21→A
:Text(4,A,"2ND - Start")
:Text(4,A+7,"MODE - Quit")
:L1→P
:
:DispGraph
:
:While getKey(0)
:Pause 5
:End
:Repeat getKey(54)
: If getKey(15) or getKey(55)
:  Goto EX
: End
:End
:
:.START GAME
:Lbl SG
:
:.init vars
:0→M→S+3→L
:
:
:.NEXT MAP
:Lbl NM
:
:
:.Load map data
:For(I,0,116)
: {M*23+(I/8)+GDB1}e(I^8)*2→iPart(L1*2+I+20}
:End
:
:
:.Draw map
:0→N
:ClrDrawr
:For(B,0,8)
: For(A,0,12)
:  iPart(B*13+A+(L1*2)+20}→P
:  If P=2
:   ref(A*7,B*7,7,7)r
:  End
:  If P=0
:   N+1→N
:   Pt-On(A*7,B*7,Pic5)r
:  End
: End
:End
:
:
:.RESET
:Lbl RS
:
:
:.G-pos
:0→{L1}
:
:.G-dir
:conj(M*23+GDB1+20,L1+1,3)
:
:.G-pos
:For(I,0,5)
: iPart(M*23+GDB1+16*2+I}*7→{L1+I+4}
:End
:
:.reset vars
:0→E→F+1→C→Q→Z
:
:.P-pos
:M*23+GDB1+15*2→P
:iPart(P}*7→X
:iPart(P+1}*7→Y
:
:.P-dir
:M*23+GDB1+19*2→P
:iPart(P}→G
:iPart(P+1}→H
:If G=15
: ‾1→G
:ElseIf H=15
: ‾1→H
:End
:If H=‾1
: 1→D
:ElseIf G=1
: 2→D
:ElseIf G=‾1
: 3→D
:Else
: 4→D
:End
:
:sub(RD,1)
:sub(DW)
:Pause 1000
:
:.MAIN LOOP
:Repeat getKey(55) or F
:
: .KEY PRESSES
: If getKey(1)
:  !If pxl-Test(X,Y+7)r+pxl-Test(X+6,Y+7)r
:   0→G+1→H+3→D
:  End
: End
: If getKey(2)
:  !If pxl-Test(X-1,Y)r+pxl-Test(X-1,Y+6)r
:   ‾1→G+1→H+3→D
:  End
: End
: If getKey(3)
:  !If pxl-Test(X+7,Y)r+pxl-Test(X+7,Y+6)r
:   0→H+1→G+1→D
:  End
: End
: If getKey(4)
:  !If pxl-Test(X,Y-1)r+pxl-Test(X+6,Y-1)r
:   ‾1→H+1→G+1→D
:  End
: End
:
: .MOVE
: DS<(Z,2)
: X+G→A
: Y+H→B
: !If pxl-Test(A,B)r+pxl-Test(A+6,B)r+pxl-Test(A,B+6)r+pxl-Test(A+6,B+6)r
:   A→X
:   B→Y
:   If X=91
:    0→X
:   ElseIf X=‾1
:    90→X
:   End
:   If X>84
:    X-91→E
:   Else
:    0→E
:   End
:  End
:
:  .MOVE GHOSTS
:  ............
:  For(I,0,2)
:   .gXp, gYp
:   I*2+L1+4→A+1→B
:   L1+1*2+(I*2)→U+1→V
:   iPart(U}→U
:   iPart(V}→V
:   If U=15
:    ‾1→U
:   ElseIf V=15
:    ‾1→V
:   End
:
:
:   .INSERT BRAIN HERE
:   .!If X^7 or (Y^7)
:   .End
:
:   {A}+U→{A}
:   {B}+V→{B}
:
:   .coll test
:   If N
:    If {A}-5≤X and ({A}+5≥X)
:     If {B}-5≤Y and ({B}+5≥Y)
:      1→F
:      L-1→L
:     End
:    End
:   End
:  End
: End
:
:
: .WOKKA WOKKA
: DS<(Q,10)
:  C=0→C
: End
:
: sub(RD,0)
: sub(DW)
:End
:
:If F=2
: M+1→M
: .map loopback
: If M=θ
:  0→M
: End
: Goto NM
:End
:
:If F=1
: Fix 3
: Text(10,0,"You have died")
: Fix 2
: DispGraph
: Repeat getKey(54)
: End
: Goto RS
:End
:
:.if F=0, then:
:Goto MM
:
:
:.EXIT
:Lbl EX
:Fix 4
:ClrHome
:While getKey(0)
:Pause 5
:End
:Return
:
:
:.remove dot
:Lbl RD
:!If X^7 or (Y^7)
: X/7→A
: Y/7→B
: B*13+A+(L1*2)+20→P
: !If iPart(P}
:  N-1→N
:  !If N
:   2→F
:  End
:  !If r1
:   S+1→S
:  End
:  1→iPart(P}
:  Pxl-Off(X+3,Y+2)r
:  Pxl-Off(X+2,Y+3)r
:  Pxl-Off(X+4,Y+3)r
:  Pxl-Off(X+3,Y+4)r
: End
:End
:Return
:
:
:.DRAW
:Lbl DW
:ClrDraw
:RecallPic
:
:
:.ghost
:For(I,0,2)
: I*2+L1+4→P
: Pt-On({P},{P+1},Pic7)
:End
:
:Pt-On(X,Y,C*D*8+Pic0)
:If E
: Pt-On(E,Y,C*D*8+Pic0)
:End
:If L>>0
: For(P,0,L-1)
:  Pt-On(92,P*6,Pic6)
: End
:Else
: If L=‾1
:  3→F
: End
:End
:ref(91,28,5,7)
:rref(91,28,5,7)
:DispGraph

21
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: October 20, 2010, 09:46:18 am »
#641 You have more than 1 calc in ur pocket

#643 The second calc is for doing math while programming on the first, because you don't want to scroll >9000 lines just to find 96/5.

22
TI Z80 / Re: Pacman in Axe
« on: October 18, 2010, 07:16:23 pm »
I can't make them exactly the same because of the screen size.  Plus I don't want to make this scroll.

23
TI Z80 / Re: Pacman in Axe
« on: October 18, 2010, 07:13:10 pm »
By port, do you mean adapting the original Pac-Man game's code to axe?

24
TI Z80 / Re: Pacman in Axe
« on: October 18, 2010, 06:44:19 pm »
Uh-oh, shh!

But seriously.  I didn't even notice that.

25
TI Z80 / Pacman in Axe
« on: October 18, 2010, 06:39:14 pm »
So, a while ago I was on ticalc.org, and I downloaded this file.  I was impressed by the game, but there were some parts of it that I didn't like.  I said to myself, "you should use Axe to make an awesome version of this."  So I got started.  The only thing left to do is add a control system for the ghosts.

I have to say my favorite part is wrapping from one side to the other.



Well, that's what I have been up to recently.

The source and executable can be found here:
http://www.box.net/shared/q7n2g5avh1

If anyone is interested in making levels, I can edit in some more information on that.

26
Axe / Re: Need moar variables...
« on: October 18, 2010, 05:59:24 pm »
And don't write beyond the limits of L1.  That is called an overflow error and strange and terrible things will happen to your calculator as a result.

27
Humour and Jokes / Re: My first attempt at a live rickroll!
« on: October 18, 2010, 05:54:37 pm »
Here is some interesting data on rickrolls.  I wonder what causes the spike in April 2008?

28
Other Calculators / Re: Battery in my calc exploded
« on: October 18, 2010, 05:48:41 pm »
Now that we are on the topic of batteries, I have always wondered this:  What is better, Energizer or Duracell?  Every time I test my batteries, the Energizers tend to have a higher charge.  But their pink bunny makes me suspicious.  You just can't trust a pink rabbit. 

29
TI Z80 / Re: Motherload
« on: October 18, 2010, 05:43:22 pm »
I remember motherload.  This is a awesome game and I look forward to seeing it on a calc.  I would always get really deep and then die from something or other...

good times!

30
Other / Re: Uses for a computer
« on: October 18, 2010, 05:34:51 pm »
Wow, that is an old PC.  You could have it calculate pi.  It wouldn't necessarily need to store it anywhere.  All it would need to know is the current digit it was on.  You could walk by and check:  "Oh, the millionth digit of pi is a 1.  Cool."

Pages: 1 [2] 3 4 ... 6