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Messages - calc84maniac

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91
General Calculator Help / Re: Convert ASM mnemonics to HEX (ASCII) ?
« on: December 04, 2013, 02:56:43 pm »
With SPASM, you can use the -T command-line option to generate a code listing (as well as -O to not specify an output file). This won't give the hex by itself, though, it's a bit more verbose. Alternatively you can just output to a .bin file and use another tool to convert that to hex.

92
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: November 13, 2013, 03:48:25 pm »
Speaking of fixing issues, I've now fixed a glitch where the calculator could randomly crash when entering in an invalid command. (Talk about harsh penalties! :P) The fix is now uploaded as Version 0.22, same bat-time, same bat-channel.

93
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: November 12, 2013, 01:29:58 pm »
Yeah it would be nice. What I wish, however, is that there was an emulator that supported both sound and 84+CSE graphics (currently, they are messed up in jsTIfied). I know that TilEm supports sound, but not the Windows version IIRC and I don't know how reliable 84+CSE emulation is.
Well, currently this game at least looks fine in jsTIfied, because it doesn't use any fancy LCD features and simply runs at full resolution. Though, until just a moment ago I could never get it to run in jsTIfied because of a glitch in my app header. This glitch also apparently makes the application randomly self destruct because the OS suddenly decides it's not valid. I've just uploaded a fix (v0.21) which should hopefully go live soon. The app is identical in all other ways, so there's no immediate need to update unless you're running into the app self-deletion issue.

94
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: November 11, 2013, 11:47:52 pm »
404 not found D:

Remember that Omni download updates no longer work, so you now must attach your file in a post, then upload a link to it rather than the file itself in the upload form.
All right, now that ticalc's updated it I just sent the link there. It should work now.

Also, I made a new gameplay video (the text sound effects are noticeably better than in the last demo, I'd say):

95
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: November 11, 2013, 01:11:37 am »
I think the source is always useful, even if you don't understand everything. I think most of us learned how to program our calcs by playing with other's sources (and asking questions), even if we didn't quite understand what everything did. I'd really like to learn more about how vector graphics work. Besides, we'll never learn how those "mad optimizations" work if we never see them ;)

Btw, where are the music tracks from? Did you write them, calc84maniac? Or are they taken from the original game? They're super catchy...
I may perhaps release the source code eventually. Though I'd probably do that for the audio engine first, if anything, splitting that into a separate project. And the music tracks are indeed from the original game.

On another note, I've now released Version 0.2! This adds the second scenario to the game, as well as savegame support (plus fixing a few things). I've also included a new build of the original demo scenario with the current engine. You can download it here.

96
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: November 05, 2013, 12:45:10 am »
Wow, just wow... Calc84... I've come to expect great things from you, but this is fantastic! How did you manage such sound quality? How many channels does it support? O.O
I was able to get this sound quality by using a sample-based approach, along with buffered audio. I'm able to fairly efficiently buffer a segment of audio in advance while the other buffer is being played via interrupts, then use whatever CPU time is left over for the rest of the game's processing. I'm supporting 3 channels since that's what the music in this game requires and it keeps the CPU usage at a reasonable level. It can play either 3 square waves or 2 square waves + 1 white noise.

97
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: November 04, 2013, 07:43:09 pm »
I wonder, calc84maniac, if you ever considered doing a TI-Nspire and HP Prime version of this at one point? Of course, I don't know if Lua and HP PPL would be fast enough for vector graphics, but maybe in C/ASM (assuming the HP Prime ever gets C/ASM support)? You could even have double buffering and introduce animations in each scenes where the camera moves around. :P
Nah, those systems aren't 8-bit enough to be worthy of a port :P

98
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: November 04, 2013, 06:30:10 pm »
This is awesome. May I ask how you interpret strings (take, eat, etc.)?
Well, it's pretty much a giant switch/case block (implemented in my scripting language). The "cases" are strings that will either match or not match, and it supports optional words and such. This is one way I've tried to improve on the original game, by adding more possibilities to type in, using the flexibility of the matching algorithm.

Here's a concrete example:
{go |walk }u{p}{{ {the }}stair{s}}
Phrases in brackets are optional, so this will match any of the following phrases (and many more):
go upstairs
go up the stairs
walk up stairs
walk up
upstairs
up
u

99
TI Z80 / Re: Steins;Gate 8-Bit (TI-84+CSE)
« on: November 04, 2013, 09:33:32 am »
I haven't even heard music this good in regular 84+ games :o Great job! Are the sound routines compatible with the monochrome models?
Yeah, they should be (at least with the 15MHz models).

I just uploaded a video on Youtube now. See post above for it.
Thanks DJ, looks great!

100
TI Z80 / Steins;Gate 8-Bit (TI-84+CSE)
« on: November 04, 2013, 12:16:18 am »
So, for a while now I've been working on a secret project (or perhaps not-so-secret if you've been on IRC at the right times). This is a clone/remake of the 8-bit sequel to the Steins;Gate anime/visual novel. Even though it's a non-canon spinoff, it does contain major spoilers for the original Steins;Gate story. It might not make sense unless you've watched/played Steins;Gate, which I highly recommend doing! (The anime is available for purchase or streaming online, and the visual novel is available for preorder here).

The game I'm cloning is meant to emulate the environment of old 8-bit computers in an old-school text adventure, which includes the low color depth and legacy sound hardware. The original game allowed selection of 6 different computers to emulate, each with slightly different graphics and music arrangements, but this port I'm simply basing on the TI-84+CSE constraints. I've included vector graphics display with 8-bit color as well as sound output through the I/O link port, using one of the simpler arrangements from the original game (this can be enabled through the options menu).

The demo available here contains the entire first segment of the game up until the opening credits, which should be the length of the free demo of the PC version. This includes 9 background music tracks (out of 18 total) and 16 different CG images, as well as 3 different endings. Just send the app to your TI-84 Plus C Silver Edition, and off you go!

Spoiler For Controls:
Any time:
MODE: Open pause menu

Menu:
Up/Down: Move selection
2ND/ENTER: Select/change option

Command entry (this stuff should be intuitive, but it's here just in case):
ALPHA: Press to switch between letter and number entry
2ND: Hold to type capital letters or switch predefined commands
F1-F5: Paste a predefined command (as shown onscreen)
Letters/Numbers: Type characters
Left/Right: Move cursor
Up/Down: Recall previous entries
DEL: Delete a character
CLEAR: Delete all characters
ENTER: Submit command
Spoiler For Command tips:
Here are some tips when entering commands in the game, because it can be slightly confusing. I've tried to make this version a bit more lenient than the original game as to what commands you can enter, but it helps to have the text adventure mindset.

There are usually three rules that valid commands follow:
1) If you want to move in a direction, simply type the direction. (left, right, front, back, up, down, etc.)
2) If you want to perform an action, simply type the action. (look, talk, eat, etc.)
3) If you want to perform an action on a certain object, type the action then the object. (look poster, kick can, etc.)
Spoiler For Using audio output:
In order to listen to the music in the game, you will need either a 2.5mm male to 3.5mm female adapter to plug in headphones to the I/O port, or else a pair of headphones that has a 2.5mm jack.

You will also need to enable audio output through the in-game options menu. You can either enable music only or both music and text sound effects, depending on your preference.
Obligatory screenshots:



Edit: Uploaded demo to archives.

101
ROM Hacking and Console Homebrew / Re: Petit Computer
« on: September 21, 2013, 03:26:07 pm »
Ah that's cool to hear. :D Also glad to hear that the language could possibly support such game. I was more concerned about the speed, though, with smooth scrolling, physics, etc.
Petit Computer is significantly faster than TI-Basic, and for relatively simple stuff it doesn't have a problem getting 60FPS. The internal engine even supports smooth-scrolling at 60FPS even if you don't do all the physics calculations at that speed, by giving it a number of frames for it to move each tilemap and sprite to its new position.

102
ROM Hacking and Console Homebrew / Re: Petit Computer
« on: September 20, 2013, 06:26:45 pm »
Darn that is really nice indeed Calc84. By the way are you totally done with TI programming now that you moved to Petit Computer stuff? I am curious if that game would be feasible on the 84+C or Nspire CX?

Also, I wonder if Supersonic Ball would be feasible in Petit Computer?



Well, Petit Computer does have most of my attention right now, I suppose. But I have been considering a TI-84+CSE port of Steins;Gate 8-bit (and the Petit Computer version is laying the groundwork for that).

Edit: Also, Supersonic Ball would almost certainly be feasible. You can have access to two different tilemaps at once, plus up to 100 sprites (and bitmap graphics, but those probably aren't useful in this case).

103
Well, I have a small amount of work done with a new tilemap renderer, but for now the project is stalled until we get a robust CSE emulator up and running (since TI-Boy is something that's practically impossible to debug on actual hardware).

Sounds great! Will it be size x1 or x2 or what?

x1 is definitely planned, x2 horizontal with x1.67 vertical is theoretically possible but would be slower and a bit more trouble. Hopefully I can include both options, though.

104
ROM Hacking and Console Homebrew / Re: Petit Computer
« on: September 20, 2013, 01:35:42 am »
It's time for Steins;Gate 8-bit Demo 2! Featuring everybody's favorite Assistant, Cristina!


As usual, more info and QR codes on the wiki page: http://petitcomputer.wikia.com/wiki/Steins;Gate_8-bit

105
Well, I have a small amount of work done with a new tilemap renderer, but for now the project is stalled until we get a robust CSE emulator up and running (since TI-Boy is something that's practically impossible to debug on actual hardware).

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