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 - Zemmargorp

Pages: 1 2 [3] 4 5 ... 8
31
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: September 06, 2014, 10:12:24 am »
I'm currently thinking of what to add in the next versions of the game. Here are some ideas, tell me what you think of these, or if you have any other idea. (Note : the way the game works, only 5 different new objects could be added.)
  • Amoeba : Propagates until it gets enclosed, and then get transformed into diamonds or stones, depending on how much amoeba there was. I'd like to add it, but I need to improve the game's speed before because it'll require to loop on all blocks of the level for each frame. That's a reason why I need to remake the game in assembly. Additionally, I've tired to do their sprites, but I'm not satisfied with what I did.
  • Moving walls : Walls which duplicate when there's free space directly next to them. However I won't be able to make any animation of the propagation, because of the way the game works. Note you won't be able to choose in which direction they can propagate, they'll move everywhere they can.
  • Teleporters : This is the only object of this list that wasn't in the original game. It would be quite easy to add, but it's not really in the spirit of the original game... For those who know Boulderdash, this game is interesting because of its physics : each bloc can only interact with one of its neighbours, whereas teleporters would break this rule. Nevertheless, if I add them, you'll be able to make teleporters which lead to death, to another teleporter which can bring the player back to where he was, or to anywhere.
What do you think of these ? Any other idea ?


Otherwise, I'm working on a level editor for Windows, which will generate .8xv files (and will be able to read them !). I've stopped making the TI-83+ version because of some problems, but I might work on it again later.

32
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: September 03, 2014, 11:06:36 am »
Interesting, I didn't know that one existed, probably due to the name change. Since it was made by Benryves it's probably for older OSes and shells. I remember for example that ARPGCs like Star Wars or Legend of Zelda: Hero of Hyrule only worked properly on Ion 1.4 and OS 1.12. In other setups they would crash half of the time on exit.

Also I'll give your game a try when I have some time. :)

Here it doesn't crash on exit, but just after displaying the level - I wasn't able to move the player. But I don't have any older OS (than 1.19) ! And I don't think it's possible to downgrade TI's OS, I read somewhere they added a security, but I can't remember in which version... The best thing to do would be to update the game, since its source code is included (in z80 assembly), although I can't do it since I don't know anything about changes between OS versions (maybe the BCALLs' addresses ?), and I would lack of time.

Thanks ! Then I recommend you to play the levels in the following order (increasing difficulty) : DISCOVER to discover the game (but if you already knows Boulderdash well, you won't need it), UNDERGROUD (which has real levels), and finally TERRIERS (where you can find more enemies).

33
The Axe Parser Project / Re: Features Wishlist
« on: September 03, 2014, 10:43:57 am »
Something else (again) : allow to specify a step in loops, and optimize this when MIN, MAX, and/or STEP are constant. It was maybe not added to Axe because (I suppose) using While correctly instead could be more optimized, but writing For(VAR,MIN,MAX,STEP) is definitely nicer than writing the following code (which can be optimized in some special cases, for instance when (MAX - MIN) is a multiple of STEP  ;)) :

Code: (Quite ugly) [Select]
MIN
While -->VAR < MAX
.INSET CODE HERE
VAR+STEP
End

34
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: September 03, 2014, 10:13:58 am »
Here is the other game by the way: http://www.ticalc.org/archives/files/fileinfo/109/10951.html (it was originally for the TI-82, 83, 85 and 86)

I found another Boulderdash clone, called Repton, but which doesn't work on my calculator... It makes it crash. That's a shame, because the game looked great, and also had a level editor. EDIT : It's not really a Boulderdash clone, as it's in fact a Repton clone, but Repton is a Boulderdash clone, so... never mind.

35
TI Z80 / Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« on: September 03, 2014, 09:12:50 am »
oh i thought it was a sarcastic remark :P
Well, I really thanked you ! I like when people express themselves and judge the quality of what others do. I only regret you didn't understand my post the way I wrote it... otherwise I probably wouldn't have had these -1.

 :)

Of course it was a sarcastic remark ! But it couldn't be considered as "incessantly complaining", and it's still better that writing what I really thought ! In addition to that, I had a small reason to grumble : your downvote seemed not justified to me (because of the dual interpretations).



I thank in PM's, usually not in topic :P
Just so we don't get "cluttered" by thank you messages
Yeah, but these were special thanks  ;D. And the message didn't contain just one sentence.

36
TI Z80 / Re: [Axe] Puzzle pack (for those of you who are bored in math...)
« on: September 02, 2014, 10:49:48 am »
Quote from: DJ Omnimaga
Don't complain incessantly over every negative rating you receive. Your life doesn't depend on your rating score.
Does thanking people for giving you negative ratings count?
Yes, I don't remember having complained anywhere... I rather thanked for it  ;D

37
Actually now that I remember, it was the 2nd and 3rd posts that got edited. But again maybe it's because of the newly added note. It just seemed you were insisting about the code stealing issue from the tone you used in the second post and the second post sounded overly confrontational.
Oh, I understand now  ;)  ! In the second post, I must have written something like "I'm sorry, but your game looks the same, you used the same sprite, etc." : it can be interpreted two different ways ! Either you read it as "Sorry, our games look the same, so I made a mistake." (what I wanted to say) or "I'm sorry, but I recognize here my game, you're lying." (probably what you've understood).

I guess it is solved now, though, so that's good. But it's best to be careful because back in the days I saw other people getting temporarily banned for being too confrontational and to a lesser extent false accusations. Plus it is no longer possible to remove -1 and +1 downvotes.
Yes, it is. But I won't mind if an admin come and remove all these posts, including the downvotes. I'm sorry to have caused this misunderstanding... just for a stupid message I wrote which lead to confusion !

38
True, but then if the source code is corrupted, you cannot jump to conclusions until an non-corrupted version of the source is posted. Now that he posted the source above, you can post yours then compare them both, but it would have helped if you posted yours first or a link to the game on Ticalc.org. I only -1 people if they break the forum rules (although your first post was modified after the -1 was given).
If ISSOtm actually stole code then in his case the rules about copyrighted material and cheating would apply to him (and I would rate his initial post down if that's the case), but you would still have broken rules since there are different, non-trollish ways to bring up code stealing issues (although at least the edited version of your first post is much better than it was earlier) and you didn't even bother posting your own source to prove it.

I'm not saying anymore he used my code - that's not the case here, I made a mistake. I just said that the fact ISSOtm wrote in his game that he took my game and modified it drove me to this conclusion, whereas in fact he remade it (and he made a faithful remake !). By the way, ISSOtm, you can keep the ship's sprite, that's not a problem at all.

Otherwise, I don't remember having written anything flaming and/or provocative in the post I edited, and I didn't edited my first post  ??? ... From memory, I wrote "I'm sorry, I thought you used my game because they look the same, because ..., etc.". Then I edited it and shorten it... that's all.

39
@Zemmagorp
I used the same names in the code because these were good ones.
I'm sorry... but you maybe agree it looked like you used my code. Seriously, don't write "modified by ISSOtm", if you don't want me to think you've used my game, write "remade by ISSOtm".

I did NOT steal your code. Never.
Well, I recently discovered you published a hex decompiler with some of my source code inside, without asking me. And when I gave you some stuff I made, I remember having told you to never publish anything I made.

40
It might be best to look at the source code of both games before judging if any code was stolen, else it can easily be just another Asteroid game that reused your sprite (although I guess that could be changed).
I know, but I didn't have access to the source code, as I told ISSOtm before. There's an error saying I have not enough space on the calculator, whereas I have all the RAM free. Besides, as he made a clone of my game (they look and play exactly the same), and wrote in the game "Natch's ASTEROID modified by ISSOtm" (Natch being a surname he gave me), I had strong reasons to think he used my source code.


EDIT : I'm probably not the only one to judge without knowing. Thanks for the -1.

41
Sorry, but all the code was written by me (except one thing : I took the sprite of the ship and I flipped it)
I mentioned you because it was your idea)
I'm sorry.


EDIT : But as the game looks the same, and as you wrote "modified by ISSOtm", I had reasons to think you used my source code ! Then just write "Idea by Zemmargorp" and "Remade by ISSOtm", or something like that.

42
I'm happy to see you used my Menu( axiom  :) ... But less happy to see you used my Asteroid game without even asking me  D: , and without writing "Game by Zemmargorp" anywhere in the game  x.x . The worst thing is that you added bugs to it ! Please, remove the download link until you change the level 3, and don't use my game in the next version. And like said Hayleia, find another name, because PuzzPack is already taken  :/ .

Otherwise, I like the way the text scrolls between levels  ;D  !

43
TI Z80 / Re: [Axe/Asm] BOULDASH
« on: August 29, 2014, 09:46:40 am »
Small update : I saved some bytes (no other change), and here's also a new level pack, a bit hard : TERRIERS (compatible with the previous version, as there was no major change). I'm still working on the level editor !


EDIT : 6 downloads of the game so far, in a few days ! That's not bad ! I had time to compress this new level pack in RLE by hand, and saved 169 bytes. (Don't worry, I tried it right after, and it appears that I didn't do any mistake  :D). I updated the download link. Sorry for the two people who downloaded it before  ;D...

44
The Axe Parser Project / Re: Features Wishlist
« on: August 29, 2014, 09:02:57 am »
We're saying #Realloc() already serves another purpose. It's used to relocate the A-θ vars to another address. For instance, #Realloc()r and #Realloc()rr would probably work.

I've talked to Runer112 about it some time ago, and he said the PC was very hackish in the Axe compiler, so adding those features is very unlikely to happen before Axe 2.0.

Yes, we were talking about using the r modifier, I just said that the token #Realloc( was a good token for this command. Let me guess : PC is calculated from the current position of the data in the compiled program, or at least is linked with it ? Well, it seems that there's a lot of work to do for Axe 2.0...

Something else : as using the r modifier on a variable only use its first byte, we could be able to do For(VARr,MIN,MAX) (or designed another way, probably better : For(VAR,MIN,MAX)r). Maybe also do the same for big-endian, with rr.

45
The Axe Parser Project / Re: Features Wishlist
« on: August 28, 2014, 01:32:24 pm »
No, #Realloc already has an opening parenthesis so #Realloc(0)r would be .org 0 and you could do #Realloc(L3)r if you wanted :)
Then it's fine, #Realloc( is a good token for your idea. And the syntax #Realloc()r could be added to restore the previous origin (before changing to 0 or L3), which should be done automatically at the end of any library/subprogram.

Pages: 1 2 [3] 4 5 ... 8