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.


Topics - blue_bear_94

Pages: 1 2 [3]
31
Other Calculators / Runespel
« on: June 07, 2012, 09:54:06 pm »
Runespel



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=798

Runespel is a game where you have to match three symbols in a row. There are two modes to play and high scores. It provides hours of entertainment!

32
Calculator C / [68k] Storing a value into n?
« on: June 03, 2012, 03:20:13 pm »
I have trouble with a library in the works. The code I am using is below:
Code: [Select]
// C Source File
// Created 6/3/2012; 2:16:41 PM
// Decthyth General 68k Libraries
#include <tigcclib.h>
#define RETURN_VALUE n
void DlgError(const char* msg)
{
DlgMessage("Error",msg,BT_CANCEL,BT_NONE);
}
void WriteToNInt(long n)
{
push_longint(n);
}
void WriteToNFloat(float n)
{
push_Float(n);
}
// Main Function
/*
NOTE: When I say that a function returns a value,
I mean that the value is stored to n.
*/
void _main(void)
{
int mode;
unsigned char a;
ESI argptr=top_estack;
a=GetArgType(argptr);
if (a!=POSINT_TAG)
{
DlgError("First arg must be + int");
return;
}
mode=GetIntArg(argptr);
switch (mode)
{
case 0:
WriteToNFloat(0.1);
}
}
When I compile this example and put in dcth(0):n, it just returns n (no value stored). Do you know what's wrong? Thanks in advance!

33
TI Z80 / [Contest #2] Catch the Zero
« on: May 29, 2012, 05:35:57 pm »
Hi, I've decided to enter in the z80 category in the contest. My game will involve catching the zero, but the zero moves also. I'll have more later.
Also, the AI is quite simple but I'm programming it in z80 assembly.

34
TI 68K / Unnamed
« on: May 24, 2012, 04:12:31 pm »
Now that I've created a few TI-89 Basic programs, I really want to write an RPG. This is a plan for one I might write.

The character will navigate through 8x16 tilemaps, which will be stored in a list of strings (one string per 5x5? map world). A quick calculation shows 128 characters per map*25 maps/world=3,200 characters. Therefore I will probably be writing the strings on an editor. Another method is to use multiple archived strings named, perhaps, map0, map1, etc. A space would be a spot you could walk on, L a wall, and 0-9 and perhaps a few more characters symbols for people. Greek characters might be quest items.

Now, quests. Each quest will have an ID from 0 to n-1. The types for each objective will be fight, fight and collect, collect, and talk. Each quest has one or more objectives (ex. fighting 3 of one enemy, 5 of another, and coming back to an NPC).
Fight: {enemy id, number, 0}
Fight and Collect: {enemy id, number, probability}
Collect: {item id, 0, 0}
Talk: {person id, response, 0}
Each NPC has a unique ID; I am thinking about storing their positions in a list, where every 5 entries look like {world, global row, global col, local row, local col} where the "global" coordinates describe which map in the world it is and the "local" coordinates describe where in the tilemap the person is. I could compress it to {world, map#, localcoords} or {25*world+map#, localcoords} or even {128*(25*world+map#)+localcoords}. For speed, however, I would use {w,m#,lc}.
The fighting system will not involve "cards" as in Sunrise 3. There will be a screen showing ASCII representations of the player and the enemy and a custom menu asking for an action (Fight, Magic, Item, Pass, Run). Each enemy has an ID as well, as well as a list associated with it, containing the enemy data (health, mana, lvl, can fight, can magic, can item, can pass, can run, stun rds, poison, xp reward, gold reward, # of spells, spell 1, ...). "Fight," as well as each magic will have a list consisting of action, arguments, action, arguments, etc. Some actions will be Attack(type, min, max), Heal(min, max, 0), MHeal(min, max, 0), ModUserAtk(fact, 0, 0), ModEnemyAtk(fact, 0, 0), ModUserDef(fact, 0, 0), ModEnemyDef(fact, 0, 0), Poison(amt, 0, 0), Stun(turns, 0, 0). Both players and enemies can use the same spells and there will be different programs for players to cast spells and for enemies to cast spells.
Shops will have a commond program available that will work with all shops, taking a list argument. Since For() loops are disallowed in ToolBar...EndTBar statements, I would be using a custom menu with up to 8 options, not including the one to return.

I'd like your feedback on this plan, thanks in advance!

35
General Calculator Help / Problem with Sending Program
« on: May 22, 2012, 08:25:42 pm »
I tried to send one of my Sunrise 3 programs through TiLP but the Mem Mgmt/Del menu says that it is 16361 bytes, which is crazy. Why is this happening? Thanks in advance!

Edit: Never mind, the same program from 0.6 is identical and it's fine.

36
ASM / Sprite is not showing up right
« on: May 20, 2012, 09:03:36 pm »
I was making a movement example and everything works except that the sprite is showing up as a line instead of a box. If anyone could help me, thanks in advance!
Code: [Select]
#include    "ti83plus.inc"
#define     progStart   $9D95
.org        progStart-2
.db         $BB,$6D
x .equ AppBackUpScreen
y .equ AppBackUpScreen+1
push bc
    push de
    ld hl,x
    ld (hl),0
    ld hl,y
    ld (hl),0
MainLoop:
    call EraseSpr
    ld a,%11111110
    out ($01),a
    in a,($01)
    ld b,a
    bit 0,b
    call z,Down
    bit 1,b
    call z,Left
    bit 2,b
    call z,Right
    bit 3,b
    call z,Up
    call DrawSpr
    ld a,%11111101
    out ($01),a
    in a,($01)
    cp %10111111
    jr nz,MainLoop
    pop de
    pop bc
    ret
Down:
    ld hl,y
    ld a,(hl)
    cp 55
    ret z
    inc (hl)
    ret
Up:
ld hl,y
    ld a,(hl)
    cp 0
    ret z
dec (hl)
    ret
Left:
ld hl,x
    ld a,(hl)
    cp 0
    ret z
dec (hl)
    ret
Right:
ld hl,x
    ld a,(hl)
    cp 87
    ret z
inc (hl)
    ret
BoxPic:
.db 1,8
.db %11111111
.db %10000001
.db %10000001
.db %10000001
.db %10000001
.db %11111111
BoxErase:
.db 1,8
.db 0
.db 0
.db 0
.db 0
.db 0
.db 0
DrawSpr:
ld hl,y
    ld d,(hl)
    ld hl,x
    ld e,(hl)
    ld hl,BoxPic
    bcall(_DisplayImage)
    ret
EraseSpr:
    ld hl,y
    ld d,(hl)
    ld hl,x
    ld e,(hl)
    ld hl,BoxErase
    bcall(_DisplayImage)
    ret

37
TI Z80 / Contrast 7 - A TI-83+ Basic Program Editor!
« on: May 15, 2012, 07:14:09 pm »
After a few days separated by months, I now have an alpha version of Contrast 7, a program editor written in Game Maker. For now, I have only the source.
Issues: Some tokens will make the file build improperly. Parsing errors may occur when run through SC.

38
Site Feedback and Questions / Add "Calcs Seen" field
« on: May 15, 2012, 04:03:46 pm »
I think there should be a "Calcs Seen" field. Tell me what you think of it!

39
General Calculator Help / Running Archived Programs - zStart
« on: May 14, 2012, 07:32:51 pm »
I have zStart working, on 2.43. How do I run archived programs now? Thanks in advance!
BTW, Why doesn't the editor work in 2.55MP?

40
TI Z80 / Sunrise 3
« on: May 11, 2012, 04:11:12 pm »
Note: I will no longer be working on Sunrise 3. Sorry!

You may have heard about my TI-83+ Basic RPG name Sunrise 3. I will upload 0.7 on the 23rd at latest. So the story is this:

You live in the future, and an evil ruler (actually, she's an author) has banned math worldwide. You need to seek out to join a rebel organization called "The Resistance."

Sunrise 3 is comprised both of menu and map movements, and will take up most of the TI-83+'s RAM and about 16KB of archive space, using assembly to switch programs in and out. When battling you play cards that represent spells, and you can also edit your deck. It should run on the TI-83+ or higher, except one of the cinematics will not display properly in OS versions below 1.16. (I have tested it only on my 2.55 MP TI-84+ SE, so please test the game out!)

41
Math and Science / How would you solve this math problem?
« on: May 10, 2012, 04:30:10 pm »
How would you solve this math problem?

Find the sum of the digits of the base-5 representation of 20122012.

By the way, I came up with this problem.

42
Introduce Yourself! / Hi - blue_bear_94
« on: May 09, 2012, 08:53:02 pm »
Hi, I go by the name blue_bear_94. I also post on TI-BD and Cemetech. I have written in TI-83+ Basic, TI-89 Basic and C (89). I am currently working on Sunrise 3, a TI-83+ RPG.

Pages: 1 2 [3]