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Topics - tr1p1ea

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1
Computer Projects and Ideas / [Android] zCraft Nightmare Survival
« on: November 02, 2014, 05:44:14 pm »
Just been messing with the Unity game engine (I was building my own but thought I would check theirs out) this passed week and came up with a Minecraft inspired survival shooter minigame (sort of inline with Halloween) as mentioned below.


Its on the play store but it could use some testing, I am worried about particles on some chipsets.


Its pretty simple, you just need to survive for as long as possible killing as many enemies as you can.


Here is a video and play store link:





https://play.google.com/store/apps/details?id=com.tr1p1ea.zcraft.halloween.survival.free


Let me know what you think! Happy to take any ideas on board.


Note that there is an advertisement in this game that only shows when you are dead. Im happy to send through an ad-less apk for anyone who wants.


Enjoy.

2
TI Z80 / [Dead Project] Mario game [83+][APP]
« on: October 09, 2014, 09:07:15 am »

Hi All,


Its sad to announce that due to a HDD crash and backup failures that the code for this dormant project (like really dormant) has been lost forever. It really sucks as I did want to finish it one day, or at least make some more levels etc :(. It featured 4lvl grayscale, smooth scrolling, animated tiles and enemies and a small shell puzzle for starters (there was even a version with sound, but not this one).


Anyways a small miracle in the fact that I found a calc with a test build of a level on it - So im uploading it if anyone wants to try:


www.tr1p1ea.net/files/Mario_tr1p1ea.8xk


Controls:
Move - Arrows
Jump - 2nd


Some screenies:




Note that the collision detection is off and the grayscale is set to a test mode so its bad. Oh yeah, I think the file is at least 7 years old!

3
TI Z80 / TI-84+CSE Isometric Tilemap Test
« on: June 26, 2014, 07:29:52 pm »

Just messing around and whipped up a small isometric tilemap test for the 84C.


Naturally like most tilemapping on this platform things are slow, even more-so due to my particular implementation which has a lot of overdraw :/


A few screenies.









Its not a project or anything, just messing around.

4
TI Z80 / TI-84+CSE Mode7 test
« on: November 28, 2013, 11:11:32 pm »
Just a quick mode7 test on the 84C. I wrote this at work this morning so i havent tested on hardware yet.

The canvas is 128x60 and supports h=l colours (like xLIB).



Like i said i havent tested on hardware yet so i dont think its as fast as this screenshot. That being said i havent attempted to optimise yet. Plus the accuracy is a little off as well :S.

Anyway just a test, im not sure what will become of it. Ill post back with impressions once i get home to test it on my calc :).

5
TI Z80 / What if Metroid... were on the 84+CSE?
« on: July 04, 2013, 06:16:06 pm »
84C edition GO!

*Edit AOC* Originally split from <a href=http://ourl.ca/19098/353329;topicseen#new>this topic</a>.

6
Gaming Discussion / The LEGO of Zelda
« on: July 02, 2013, 10:12:45 pm »

7
TI Z80 / xLIB 84C Edition
« on: June 18, 2013, 08:01:27 pm »
Hi All,

As you may have seen, there has been a small amount of interest in bringing an ASM lib with some graphics features to the TI-84+CSE (84C for short).

I have been toying with a few small ideas that i may end up implementing in a preliminary version for BASIC programmers.

There are some pretty serious speed and memory limitations on the 84C which mean that fast paced BASIC+ASM lib games arent likely if the entire screen is utilised per frame. That being said, if there are a handful of sprites on screen at any time, this should be ok.

Just a note, there will be a radical difference between the way this lib and earlier versions of xLIB (for the 83+ etc) work.

Some of the proposed features:

32 internal but user accessible 16-bit variables (functions will take references to these variables instead of TIOS variables)
Graphics mode will be 160x120 (half res)
128x64, 256 colour (standard palette) custom PIC's (likely stored in appvars) ~8192 bytes+header. Enough to store 128, 8x8 tiles/sprites.
Ability to 'load' 2 custom PIC's into temp RAM for faster access
Ability to store 2 copies of the LCD into temp RAM (kind of like a temp storePIC)
8x8 fullscreen tilemapping (160x120 = 19x13 tiles)
256 colour (standard palette) sprites (not sure on max size yet)
Capability to 'chain' keypresses and update user variables if necessary (can test up to 16 keypresses with 1 command)
On calc PIC/tile/sprite editor
*Possibly* an on calc map editor
Line/shape drawing
Colour text routines
Archived program execution
And possibly more, but that for now.

One of the BIG traps that older versions of xLIB fell into was people requesting odd or specific features that would only be used *very* rarely, if at all. These considerably slowed the entire lib down for almost no benefit. This is something that i would really like to avoid with this incarnation.

Anyway ive been testing a few small things, but screenshots are difficult to make without a fully functioning emulator. But anyway here is a small tilemap test:



Simple sprite tests, with transparency as well:



Scrolling is not ideal speed wise. Though there are options to speed things up (interlacing etc). The most probable method for games will be to scroll screen-by-screen if that makes sense.

Just wondering if anyone has any ideas/thoughts?

8
General Calculator Help / 84CC - TI-84 Plus C Silver Edition Consortium
« on: February 19, 2013, 01:09:03 am »
Hello All,

Ive started a small initiative to look into the possibility of creating a set of standards for programming the upcoming TI-84+CSE calculator. Its called the "TI-84 Plus C Silver Edition Consortium" or 84CC for short.

I was thinking that it could be of benefit to the community to discuss possible guidelines or standards for programming in ASM (which would also influence BASIC libs and shells and such).

Some ideas to throw around:

Standard ASM header for shells (with room for shell specific features if required)
Standard and community accepted safeRAM areas (if possible)
Standard configurations for graphics (sets of modes (possibly even community defined) that routines should target ie; 4-bit, 8-bit user pal, half-resolution etc) *hypothetical and dependent on more information
Standards for hooks to allow easy chaining etc

Just to get the ball rolling.

Either way i was just wondering what anyone thinks? Is this an idea worth discussing at the very least?

9
TI Z80 / solidFRAME - a 3D engine for the TI-83+ (SE Recommended)
« on: November 28, 2012, 10:58:33 pm »
Hi guys,

Just thought id let you know that i have uploaded a project to
ticalc.org today. It is a 3D engine for the TI-83+ series calculators.

The program is a 3D model viewer that enables the user to view and
interact with a 3D model in real-time. Note that it renders
flat pattern-shaded polygons. Also included is a utility to convert
Wavefront OBJ models to .8xp programs for use with this
viewer.

It is written in z80 assembly and a 15MHz calculator is recommended.

Also a note that this is a calculator 3D engine, so please dont expect
performance to be awesome or anything. I dont think you are going to
see Halo on your calculator anytime soon with this engine, its more
just for the novelty of it all :).

It is in beta testing so there could be problems. Please report any bugs
if you find any.

Here is a link: http://www.ticalc.org/archives/files/fileinfo/450/45097.html

Also here are some screenies.




Id appreciate feedback if anyone has some.

Enjoy.

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