Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: ISSOtm on August 30, 2014, 08:19:37 am

Title: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on August 30, 2014, 08:19:37 am
Hello everyone, ISSOtm here !

For those of you who hate math lessons (I know I already said that in the topic name  :P ), here is another game to have on your calc !
If you have already finished all the Flappy Bird clones (tell me how you did if you have, these games are supposed to be infinite  :D ), pwned every single opponent on Matrefeytontias' Worms, etc etc... Well I have a completely new game that is gonna crush your mind !!  :crazy:
(No actually, it is pretty simple and there are only 5 levels  ;D but I am working on it... during my math lessons)

Wanna see last version ? Hop here (http://www.omnimaga.org/ti-z80-calculator-projects/(axe)-puzzle-pack-(for-those-of-you-who-are-bored-in-math-)/msg397958/#msg397958), quickly !

Well, at least, this should be some game you haven't played for a while (blame me if I am wrong)

FEATURES :
COMING SOON :
Spoiler For Screenshots:
[EDIT] There are no screenshots, because Wabbitemu is terribly laggy since its last update. Sorry for this  :'(
[EDIT 2] TileM worked fine, so let's get started !

Level 1 (part of)
(http://www.zimagez.com/miniature/screenshot000159.png) (http://www.zimagez.com/zimage/screenshot000159.php)

Level 2
(https://imagizer.imageshack.us/v2/192x128q90/540/CWG4w2.png)

Level 3
(http://www.zimagez.com/miniature/screenshot001257.png) (http://www.zimagez.com/zimage/screenshot001257.php)

Level 4
(http://imageshack.com/a/img673/3166/rLiefa.png)

Yeah, there it (finally) is !
Spoiler For Walkthrough:
Spoiler For Level 1:
Actually, you just need to scroll the text. If you look at this right now, maybe you should play something else ;D
Spoiler For Level 2:
(https://imageshack.com/a/img661/631/C9gfZr.gif)
Spoiler For Level 3:
Actually, as there is no predefined pattern, I can't make a walkthrough.
Sorry ;)
Spoiler For Level 4:
(https://imageshack.com/a/img537/9885/pUpZQY.gif)

If you have questions, post them ! I'll be happy to answer.
You are also welcome if you want me to add some levels, give your ideas below (I have no more ideas...)
Spoiler For FAQ:
Spoiler For General FAQ:
QUESTION : What do I need to run this game ?
ANSWER : Actually, nothing. It is an assembly game, so you'll need to run it sing the Asm( command, or to use an app like NoShell or zStart.

QUESTION : Do I need any particular skill to play this game ?
ANSWER : No, but I recommend being intelligent ;) , because you will need much logic...
                 Also, please, do NOT tell me "how to go through this level ?". I will upload a walkthrough soon !

QUESTION : Is there any easter egg in your game ?
ANSWER : Yep ! It is in the source code.
                 Although it is some raw data, you may find what it is quite quickly, it is exactly like another data block next to it.
Spoiler For Little FAQ about the new version IDs:
QUESTION : What are "generations" and "version ID"s ?
ANSWER : "Generations" is a word I use to describe games which use different "version ID"s.
                 There are currently two generations (generation 0, which is some kind of "Alpha", and generation 1, which is more a "Beta" generation)
                 The "version ID"s are used internally to find if the appvar structure is compatible with the game.

QUESTION : Is my current version compatible with the next ones ?
ANSWER : No, and this is why I've created a tool to migrate appvars, it will be updated at each appvar structure update.

QUESTION : Why did you add version IDs ?
ANSWER : In order to make versions with different data structure not compatible.

QUESTION : Why ?
ANSWER : Because making data compatible is something hard to do and sometimes impossible.
                 Generation 0 is a good example : when I released it, I wasn't thinking about changing data structure. But then I figured out that I may be adding features in next generations that would need to be saved, and I found that it would be a good idea to make a version ID to avoid data corruption.
                 It is also easy to corrupt data while using a game with a data structure it doesn't understand.
                 As an example, using a v1 appvar with a v0 (= without version ID) game would corrupt data, as then the version ID would be misinterpreted as level ID.
                 On the other hand, using a v0 appvar with a v1 game would say "Appvar version is incorrect"... as long as the level (as of generation 0) is not 1.
                 Generation 0 compatibility is nonexistent, because it writes its level counter where other generations read the version ID, and easily corrupts data. So please, do not use generation 0 but convert you appvar to generation 1.

QUESTION : Will the migration tool work for the next generations ?
ANSWER : No, the tool is currently designed to migrate v0 to v1. You will have to download a new version to support (future) v2 conversion.
                 But the program designed for v2 will convert v1 AND v0 to v2

You are also welcome if you report some bugs. They will go into this spoiler \/
Spoiler For Known bugs:
(sorted by levels)
General
The NEW GAME option makes you restart at the end of the game, but the save IS reset to 1
FIXED : I errorneously put ->{Y1T} instead of ->{Y1T}r ...
General
When no save file exists, select New File / Continue, and when asked, press any key but Enter.
Press then Continue, and you may access any level (including glitch levels 0 and 8-255, which behave exactly like the ending screen, but do not make you leave. You loop like this until you passing level 0 makes you enter level 1).
FIXED : The save file is created with a level set to 1, instead of not being set (and the default value is... 0)
Level 3
Sometimes the rocks' hitbox glitches out, and you can't move when you should be able to.
Looks like this only happens when you are in a certain distance from the rock.
It is (still) unclear on how to fix this issue, which is quite really annoying.

Level 5
When the choosen number > 32767, the game's logic is inverted.
FIXED : The GUESS A NUMBER is now limited to 32767 instead of 65535

Color code :
FIXED (also means it will be removed from the table soon)
Not a big problem
Quite annoying
Makes game unplayable
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Hayleia on August 30, 2014, 09:17:01 am
Looks like fun, at least the way you introduce it :P
It only lacks screenshots, even though I read what you put in that spoiler.

Also, you probably should not call it PuzzPack since that name is already taken by a popular app (http://www.ticalc.org/archives/files/fileinfo/102/10289.html) (170267 downloads for now :P).
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Zemmargorp on August 30, 2014, 09:30:29 am
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  !
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on August 30, 2014, 09:36:01 am
Also, you probably should not call it PuzzPack since that name is already taken by a popular app (http://www.ticalc.org/archives/files/fileinfo/102/10289.html) (170267 downloads for now :P ).
Yes, you're right. (also, I have this app on my calc  XD )
Well, on the program it is called "Puzzle Master"
The version 1's name is "Dissolved ?"

Looks like fun, at least the way you introduce it :P
It only lacks screenshots, even though I read what you put in that spoiler.
I am downloading TIlEm to make these screenshots, they are coming..!

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  !
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)

Also, should I make a walkthrough for the first three levels ? :P
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Zemmargorp on August 30, 2014, 09:44:49 am
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.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: DJ Omnimaga on August 30, 2014, 09:45:52 am
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).

Anyway I'll give this a try when I have some free time. I would definitively recommend another name to avoid confusion with the 2000 app PuzzPack. Maybe something like AxePack or something if that doesn't exist.


As for screenshots I don't have any issues with my build of WabbitEmu (it dates back from the early days of 84+CSE support) but it's definitively slower than past versions because I used to be able to emulate at 800% speed and now 800% feels more like 200%.

If your game is 83+ compatible you could also try Pindur TI. It's so fast that even 2000% emulation might be possible.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on August 30, 2014, 09:54:33 am
Ok, screenshots are made ! I'm currently uploading them.

Zemmagorp asked me the source files, which are corrupted ?
Strange, but I'll re-upload them.
(I'm working on a readme, too.)

@Zemmagorp
I used the same names in the code because these were good ones. I did NOT steal your code. Never.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Zemmargorp on August 30, 2014, 09:59:40 am
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.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on August 30, 2014, 10:09:29 am
Re-uploaded all the programs (and changed the name).

Do the sources work fine now ?

Spoiler For Sources:
Spoiler For SRC_theta_PUZZ:
Code: [Select]
.PUZZMAST Some puzzles ! (In a pack ^^)
.-- by ISSOtm

.Zemmagorp's Menu( axiom
#Axiom(MENUS
.I find the activity indicator annoying
DiagnosticOff
#ExprOff
Full^^r^^r
Full^^r
ClrDraw^^r^^r
Fix 5
Disp "PUZZLE MASTER     -- DISSOLVED ?"
getKey^^r
While 1
Lbl MENU
ClrHome
Menu("TITLE MENU","New game","Continue","How to play","Quit"
.NOTE: this command clears the screen like ClrHome, so it isn't needed Then.
!If -4
.quit selected
Lbl QUIT
GetCalc(Str7FILE)?Archive Str7FILE
ClrDraw^^r^^r
.reset activity indicator on
DiagnosticOn
Asm(FDCB00AE)
Return
Else!If +3
.new game
Lbl NEW
!If GAL2(Str7FILE,1,1)
Disp "ERROR: SAVE FILECOULDN'T BE     CREATED."
getKey^^r
Goto QUIT
Else!If -1
!If UnArchive Str7FILE
Disp "SAVE COULDN'T BEUNARCHIVED."
getKey^^r
Goto QUIT
Else
GetCalc(Str7FILE)->[Y1T]
End
End
Disp "WARNING: DOING  THIS WILLERASE  YOUR PREVIOUS   SAVE.",
getKey^^r
Disp "PRESS [ENTER] TOCONFIRM, OR ANY KEY TO CANCEL"
getKey^^r-5??1->{[Y1T]}|LGAME,|LMENU
Goto ()
Else!If -1
.load game
!If GALC(Str7FILE)
Disp "Save file does  not exist.      ",,"Creating a new  one."
getKey^^r
ClrHome
Goto NEW
Else!If -1
!If UnArchive Str7FILE
Disp "SAVE FILE HASN'TBEEN UNARCHIVED"
Else
GetCalc(Str7FILE)->[Y1T]
End
End
ClrDraw
Fix 1
Text(0)
Text "YOU HAVE ACCESS"
Text(2048)
Text "TO LEVELS FROM 1"
Text(4096)
Text "TO ",{[Y1T]}>Dec,"."
Text(6144)
Text "CHOOSE :"
{[Y1T]}->A
Repeat 0
Text(6204)
Text {[Y1T]}>Dec
DispGraph
!If getKey^^r-1
{[Y1T]}-A?{[Y1T]}++
Else!If -1
{[Y1T]}-1?{[Y1T]}--
End
End!If -3
Fix 0
Goto GAME
Else
.Game help
Disp "PLAYING PUZZLE  MASTER : PAGE 1 ",,"The goal of thisgame is to pass all the levels."
getKey^^r
ClrHome
Disp "PLAYING PUZZLE  MASTER : PAGE 2 ",,"But, it may be abit harder than it seems... >=))"
getKey^^r
End
End
Lbl GAME
prgmSUBthetaPUZZ
Goto MENU
.Program end
.-------------
.Data is saved here
prgmDATthetaPUZZ
.Data end
.-------------
.Displays all the rocks

.ROCKS()
Lbl ROCKS
GDB0ROCK->[X1T]
1->[X2T]
For(7)^^r
Pt-Change({[X1T]}*8,[X2T]*8,Pic7ILE+8)
Pt-Change({[X1T]+1}*8,[X2T]*8,Pic7ILE+8)
[X1T]++
[X1T]++
[X2T]++
End
Return
.-------------
.My custom (optimized as i could) randIntNoRep( axe implementation

.RANDINTNOREP(INT How many numbers to sort)->PTR Sorted data
.Overwrites [r1]*2-1 bytes starting at L1
Lbl RANDINTNOREP
Fill(L1,[r1]*2-1)
0->[X1T]->{[r1]+L1->[X2T]-2->[X3T]+1}
For([r1]-1)^^r
[X1T]++
If rand<<0
[X1T]->{[X2T]}
[X2T]++
Else
[X1T]->{[X3T]}
[X3T]--
End
End
[X3T]+1
Return
.-------------
.Nice display routine for dialog-like texts

.DISP(PTR String to display)->PTR Position of the next string
Lbl DISP
While {[r1]}-255
.Character [00] ends line
!If +255
Disp
getKey(9)?40,800
Else
Disp {[r1]}>Char
getKey(9)?40,200
End
Pause
[r1]++
End
[r1]+1
Return
.-------------
.GetCalc() lib to easily get OS vars

.GAL2{requires GALC}(STR var name, INT var size, DATA default value)->ENUM[0=creation failed,1=in Archive ,2=in RAM] data location
.If in RAM : INT var pointer->[Y1T]
Lbl GAL2
.try to find the var
!If GALC()
.it doesn't exist ? then create it !
!If GetCalc([r1],[r2])
.If we can't create it, Then Return
0
Else
GetCalc([r1])->[Y1T]
.let's fill the var with the default value
[r3]->{[Y1T]}^^r
.now it exists in ram
2
End
End
Return

.GALC(STR var name)->ENUM[0=doesn't exist,1=in Archive ,2=in RAM] data location
Lbl GALC
If GetCalc([r1])
->[Y1T]
2
ElseIf GetCalc([r1],[Y1])
1
Else
0
End
Spoiler For SUB_theta_PUZZ:
Code: [Select]
..PUZZMAST first (and only) include file
While {[Y1T]}-4
ClrHome
!If {[Y1T]}-1
Str7ITLE->A
Disp "You wake up. You don't remember anything..."
For(4)^^r
getKey^^r
ClrHome
DISP(A)->A
End
Else!If -1
DISP(Str2LEVEL)->[Y2T]
ClrDraw
HLine(28,43,53)
HLine(38,43,53)
HLine(33,44,48)
VLine(43,29,37)
VLine(53,29,37)
0->X->Y
Pt-Change(42,27,Pic5QUARE)
DispGraph
While Y-1 or X
If getKey^^r->A<5
Pt-Change(X*5+42,Y*5+27,Pic5QUARE)
!If A-1
X??X++
Else!If -1
X?X--
Else!If -1
X and Y?Y--
Else
X-1 or Y??Y++
End
Pt-Change(X*5+42,Y*5+27,Pic5QUARE)
DispGraph
Else!If A-9
Goto MENU
End
End
Text(28,41)
Text "WELL DONE !"
DispGraph
getKey^^r
ClrHome
DISP([Y2T])
Else
ClrHome
DISP(Str3LEVEL)->[Y2T]
getKey^^r
ClrDraw
Fix 1
Text(0)
Text "LV 3:    :"
For(A,0->C,2)
Pt-Change(A*8+29,0,Pic4EART)
End
Fill(GDB0ROCK,14,0)
12->B
For(2)^^r
RANDINTNOREP(7)->A
For(7)^^r
B->{{A}*2+C+GDB0ROCK}
B++
A++
End
C++
End
HLine(0->A->G->I,60,93)
HLine(6,60,93)
VLine(94,1->B->D,3->C+1->L+1)
Pt-Change(0,32,Pic7ILE)
ROCKS()
While A-36
Pt-Change(0,C+1*8,Pic7ILE)
!If getKey-1
C-6 and {C+1*2+GDB0ROCK}?C++
Else!If -3
{C-1*2+GDB0ROCK} and C?C--
Else!If -11
Goto MENU
End
DS<(B,128)
A++
VLine(A+58,1,5)
End
DS<(D,64)
.Clear old rocks
ROCKS()
GDB0ROCK->E
For(14)^^r
!If {E}
{E+1}->{E}
{E}<12?13,{E}+1
+(rand^8)->{E+1}
Else!If -1 or (E-GDB0ROCK/2-C)
Pt-Change(L*8+13,0,Pic4EART+8)
For(10)^^r
DrawInv
Pause 500
End
DS<(L,1)
ClrHome
Disp "TOO BAD !",,"YOU DIED !",,"PRESS ANY KEY TOTRY AGAIN..."
getKey^^r
1->G
End
4->C+1->I
End
{E}--
E++
End
ROCKS()
I?I--
End
Pt-Change(0,C+1*8,Pic7ILE)
DispGraph
EndIf G
If
Goto GAME
End
Text(4104)
Text "+------------+"
Text(6152)
Text "I LEVEL NO 3 I"
Text(8200)
Text "I COMPLETED! I"
Text(10248)
Text "+------------+"
DispGraph
Fix 0
Pause 600
getKey^^r
ClrHome
DISP([Y2T])
End
getKey^^r
ClrHome
Disp "YOU JUST PASSED LEVEL",{[Y1T]}>Dec," !",,,"GAME SAVED."
{[Y1T]}++
!If getKey^^r-9
Goto MENU
End
End
Goto MENU
Spoiler For DAT_theta_PUZZ:
Code: [Select]
..PUZZMAST first (and only) include file
Buff(14,0)->GDB0ROCK
[0000001818000000]->Pic5QUARE
[6CFEFE7C38100000006C7C3810000000]->Pic4EART
[3070787E7E78703046EEFF7F7EFEEF06]->Pic7ILE
"appvPUZZSAVE"->Str7FILE
"Where am I ?"->Str7ITLE
"It's dark there."[00]
"..."[00]
"You hear a voicesaying :"[FF]
"Welcome to the  PUZZY LAND !"[00]
"Here, you will  need much logic."[00]
"Because I won't tell you what todo."[FF]
"But anyways, youshould exit and try to get out  of here..."[0000]
"The voice stops speaking."[FF]
"A ray of light  appears while a door creaks."[00]
"You move to thatdoor, and..."[FF]

.Strings displayed at the beginning and the End of the levels
"You are in a bigwhite room. You see a small gameunder a glass."->Str2LEVEL
"You can move an iron jetton witha magnetic pieceof wood."[FF]
"Putting the tinypiece of iron inthe hole opened a door."[00]
"You head throughthat door."[FF]

"There is a room,and inside, you only see an old arcade game."->Str3LEVEL
"It's on, and itsscreen displays:ISSOtm ASTEROID Idea : Zemmagorp"[FF]
"You have won !!"[00]
"The arcade game rotates, and a  corridor lights up behind."[00]
"The voice says :Thou are doing  pretty well..."[FF]
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on August 30, 2014, 10:27:32 am
/me suddenly notes that everyone has left... D:
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Zemmargorp on August 30, 2014, 10:46:38 am
@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 (http://www.omnimaga.org/the-axe-parser-project/axe-dissasembler/msg366605/#msg366605) 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.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: DJ Omnimaga on August 30, 2014, 03:17:55 pm
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.

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).

Quote from: http://www.omnimaga.org/index.php?page=Rules
The following are disallowed on the Omnimaga forums in any topic at any time.
Flaming, flooding, intolerance, and provocative comments.
Illegal content, including copyrighted material (such as TI's copyrighted software).
Pornography and shock images of any sort.
Discussions or tools intended to facilitate cheating, be it for classes, standardised tests, or any other situation in which academic dishonesty is possible.
Also just as a quick note:
Quote from: http://www.omnimaga.org/index.php?page=Rules
Don't complain incessantly over every negative rating you receive. Your life doesn't depend on your rating score.

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.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Zemmargorp on August 31, 2014, 09:48:40 am
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.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: DJ Omnimaga on August 31, 2014, 10:13:42 am
Actually now that I remember, it was the 2nd and 3rd posts that got edited. The 2nd one had pretty much most rude parts removed. 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.

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.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Zemmargorp on August 31, 2014, 10:34:31 am
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 !
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: DJ Omnimaga on August 31, 2014, 10:47:09 am
Yeah it was more the 2nd one I got from your post. This might be why there was a misunderstanding. That said I understand your concerns about the code, though, because certain TI community members had code stolen from them multiple times in the past (especially KermMartian who seems to be the biggest target, which is why he no longer makes his programs open-source).
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Princetonlion.tibd on August 31, 2014, 02:57:18 pm
According to an post on Cemetech asking why DCS7 is not open source, Kerm said the code was stolen before. Am I correct?
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: DJ Omnimaga on August 31, 2014, 04:28:25 pm
yes and somewhat recently IIRC
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Princetonlion.tibd on August 31, 2014, 04:41:39 pm
After I joined Cemetech I think, so a few months?
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: DJ Omnimaga on September 01, 2014, 03:41:32 pm
I would say more like a few years before but again maybe I am wrong and it was less long ago. It was someone still active in the community who joined after Omni was revived, though. He was not the first to do similar stuff, though, because several people stole Kerm's programs since 2002. Bryan Thomas, who made Contra 83, was the 2nd author who was victim of most code theft in the TI community too.


Of course that doesn't include Ebay, because in the past I remember people often took programs on ticalc.org then sold them on calcs for like $200-400 or stuff like that. >.<
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Princetonlion.tibd on September 01, 2014, 05:51:06 pm
Selling ticalc programs on ebay O.O
Quote from: DJ Omnimaga
Quote from: http://www.omnimaga.org/index.php?page=Rules
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?
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Zemmargorp on September 02, 2014, 10:49:48 am
Quote from: DJ Omnimaga
Quote from: http://www.omnimaga.org/index.php?page=Rules
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
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: DJ Omnimaga on September 02, 2014, 01:30:34 pm
oh i thought it was a sarcastic remark :P
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Princetonlion.tibd on September 02, 2014, 06:45:55 pm
I thank in PM's, usually not in topic :P
Just so we don't get "cluttered" by thank you messages
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Zemmargorp 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.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on October 13, 2014, 05:04:39 am
Coding a new version... And fixed many bugs !
Currently added two levels :
Also rewrote some code, and also quite a big change : the saving appvar's structure has been changed !
Spoiler For Data structure:
Old one :
Code: [Select]
+---------------+
|     1 byte    |
+---------------+
| Current level |
+---------------+
Total size : 1 byte

New one :
Code: [Select]
+------------+---------------+---------------------------------+
|   1 byte   |     1 byte    |             2 bytes             |
+------------+---------------+---------------------------------+
| Version ID | Current level | Unused bytes (for future usage) |
+------------+---------------+---------------------------------+
Total size : 4 bytes

[NOTE]
No, I can't give you the programs, nor screenshots, because I have a problem with my TI. This message will be replaced by the programs a soon as I will be able to upload them ! ;)


If you have questions, post them ! I'll be happy to answer.
You are also welcome if you want me to add some levels, give your ideas below (I have no more ideas...)
Also, as soon as I will have uploaded the files, you will also be welcome if you report some bugs. They will go into this spoiler \/


[EDIT]
Moved both spoilers to the first post. It will be easier to find these there.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: DJ Omnimaga on October 14, 2014, 04:32:02 am
I'll check that out soon when you manage to upload the files. What is wrong with your calculator by the way? Is the link port dead or something?


Glad to see you again by the way :)
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on October 14, 2014, 05:03:50 am
My calculator has a flash corruption (when I said "Crashed by zStart"... seems to be some garbled data that maessed up everything), and a friend of mine is repairing it.
Also, like Zemmagorp (a friend of mine), we are still at school, and we have math lessons to learn... so not many time to spend.

This also is why I can't upload very frequently.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Sorunome on October 14, 2014, 09:26:24 am
Always when i had flash corruption it was fixed by re-sending the OS
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: DJ Omnimaga on October 14, 2014, 09:04:54 pm
My calculator has a flash corruption (when I said "Crashed by zStart"... seems to be some garbled data that maessed up everything), and a friend of mine is repairing it.
Also, like Zemmagorp (a friend of mine), we are still at school, and we have math lessons to learn... so not many time to spend.

This also is why I can't upload very frequently.
I spent like 5 hours a day doing calculator programming when I still had school. But again, the Quebec hi school system is much less demanding than in other areas or than college/uni (about 5 hours of homework and studies a week max and that's a very rare amount). :P
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on October 15, 2014, 02:40:09 am
Coming back...
I just made some big data compression, and 500 more bytes are off :
Rewrote the labyrinth's graphical engine, which added (unexpectedly) rounded angles. (~ 250 bytes)
Also took the labyrinth's Map data and switched from byte structure to nibbles (~ 250 bytes)

Always when i had flash corruption it was fixed by re-sending the OS
The memory corruption was fixed (thanks !), but I uninstalled zStart, I got too many problems with it.
Switching to NoShell + Omnicalc.

I finally got some spare time, so I'll probably upload the files (and screens) this afternoon !


I need an idea for some kind of "action" level (in which there is no need to think).
The author of idea I'll select will win a FABULOUS prize !! (no, actually I will only mention him on the level screen  :angel: )


Spoiler : the next labyrinth will have teleporters...
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: DJ Omnimaga on October 15, 2014, 10:55:43 pm
I like the new ideas for the maze :D, I can't wait to try it
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on October 16, 2014, 12:32:33 pm
Last change before uploading :
* Fixed when creating a new file, then pressing something else than Enter, then selecting Continue allowed you to enter weird levels (entering them would display the ending screen, until level 0 is passed which would make you enter level 1).

Uploaded the files, see first post !
Also, look at the FAQ (you may find something interesting ?)
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on November 18, 2014, 11:03:31 am
Coming back, with a different project :
While I was trying to make the warps-using maze, I went really far in its development.
Kinda looks like this is going to be a different project. Its code name : RPGLITE, 4632 bytes large, features :
No, I can't give you the files right now :trollface:
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on November 19, 2014, 02:17:31 pm
Sorry for triple-posting...

Finally, I made this thing !
There are a few graphical glitches, but because I didn't copy data correctly ;D

I also released a cheating device, which can't edit data while the game is running, but can hack the save after execution.

Okay, give me screens now !
[EDIT] The screenshots are now broken, see this post (http://www.omnimaga.org/ti-z80-calculator-projects/(axe)-puzzle-pack-(for-those-of-you-who-are-bored-in-math-)/msg397958/#msg397958) for the newest version with correct screenshots
Spoiler For Screenshots:
Sorry if the screen sometimes garble, it doesn't happen on my calc, but on TileM it occurs

Your very first screen !
(https://dl-web.dropbox.com/get/NATHAN/TI-83%20Plus%20.fr/Axe%20Parser/RPG%20Lite/Screenies/first%20screen.png?_subject_uid=54952583&w=AAB32vT7COdPKn-HWEEc5uFJ3wPjA-d2wlNEzNagah1FCg)

Interactable signs !
(https://dl-web.dropbox.com/get/NATHAN/TI-83%20Plus%20.fr/Axe%20Parser/RPG%20Lite/Screenies/interactable%20signs%20!.png?_subject_uid=54952583&w=AAAwp4_zhyA7Woujq7x64S0gTPFvmOflEwN8CdFGYXZl8w)

Door warping !
(https://dl-web.dropbox.com/get/NATHAN/TI-83%20Plus%20.fr/Axe%20Parser/RPG%20Lite/Screenies/door%20warping.gif?_subject_uid=54952583&w=AADKMqRLNh1ZNNwVQ48jmeKpmLuHTReUoRPYC0zjB7dxpQ)

Save and reload !
(https://dl-web.dropbox.com/get/NATHAN/TI-83%20Plus%20.fr/Axe%20Parser/RPG%20Lite/Screenies/save%20and%20reload.gif?_subject_uid=54952583&w=AAACTTmcPvE903hQs-N0DlmzzPZUlfpzphqVmL200GzG5A)

Isn't there something ?
(https://dl-web.dropbox.com/get/NATHAN/TI-83%20Plus%20.fr/Axe%20Parser/RPG%20Lite/Screenies/isnt%20something%20there.gif?_subject_uid=54952583&w=AAD2ooaqlmUtMCQzYbrSJeKPXnPZ7Pd0McS--Vldvhf05A)

A small glitch (fixed in my development build)
(https://dl-web.dropbox.com/get/NATHAN/TI-83%20Plus%20.fr/Axe%20Parser/RPG%20Lite/Screenies/small%20glitch.gif?_subject_uid=54952583&w=AABKF8S7F1BUWQzQM3hdAS2xp_UH8qHscF4ftnXKkiXYig)
Spoiler For Cheating device:
Example : rotate your guy without changing its target tile
(https://dl-web.dropbox.com/get/NATHAN/TI-83%20Plus%20.fr/Axe%20Parser/RPG%20Lite/Cheating%20device/example.gif?_subject_uid=54952583&w=AADnIOV1G6zeMx_BfkQoBKbk72zLt_eT6gmyl7j8tOs6wg)

Example : warp to an out of bounds location which displays a glitched terrain
(I corrupted the screenshot, sorry)
WARNING : Pressing Enter in this kind of zone may lead the game into interpreting garble data as tile interaction, and will trigger invalid routines (you may freeze the game, make it return with a ERR:SYNTAX (don't know which RAM address is called at that time) or just crash / freeze the game with a RAM clear)

Example : kind of walk through walls glitch
(you may directly enter 0F in the vertical byte #1)
(https://dl-web.dropbox.com/get/NATHAN/TI-83%20Plus%20.fr/Axe%20Parser/RPG%20Lite/Cheating%20device/example%20on%20how%20to%20glitch%20the%20game.gif?_subject_uid=54952583&w=AADzVsaqaJEksBE0sqwXj5V_GXB1qXSMaRny-NLjHtgC4A)
If you enter a zone you usually can warp only if you entered aan odd number of doors with having entered and even number of doors (and vice-versa), you will stay on the doors after warping.
This is because a flag is changed when walking through a door.

The file couldn't be hosted on omnimaga (too large :P ), so there (https://www.dropbox.com/sh/ftb289sm5ortezj/AABgiVApwCUYUETA0dbcbvqFa?dl=0) it is !
All the files are in the zip, but you may download the files individually
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: bb010g on November 19, 2014, 07:55:27 pm
Sorry for triple-posting...
There's enough time between posts; you're fine.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on November 29, 2014, 09:37:48 am
Development is going on, bugfixes and bugs came with it, as did NPCs !
Saves created with old versions may give strange bugs.
I recommend :
1. Delete save file
2. Use Cheating Device to set MapID to 0, and fix other strange values by yourself.
Remember : the save length changed !


Changelog (Kinda) Or Comparison With My Last Post
There are a few graphical glitches, but because I didn't copy data correctly ;D
Maybe I am too lazy to fix the pixels when the guy looks right (even if he looks right more often than left), but the door graphics are now correct !

I also released a cheating device, which can't edit data while the game is running, but can hack the save after execution.
There now is a very strange bug with it : when you open it, it changes save data even if you don't open the save file  :thumbsup:
[EDIT] Fixed, but another bug has been introduced, and it makes the game unplayable.
Release is delayed.

Isn't there something ?
(https://dl-web.dropbox.com/get/NATHAN/TI-83%20Plus%20.fr/Axe%20Parser/RPG%20Lite/Screenies/isnt%20something%20there.gif?_subject_uid=54952583&w=AAD2ooaqlmUtMCQzYbrSJeKPXnPZ7Pd0McS--Vldvhf05A)
Now it is made differently :
1. It is not possible anymore to walk on it
2. It will be possible to remove the cross when digged, and then to walk on where it was.
    I just need to be less lazy and implement NPC state save


A small glitch (fixed in my development build)
(https://dl-web.dropbox.com/get/NATHAN/TI-83%20Plus%20.fr/Axe%20Parser/RPG%20Lite/Screenies/small%20glitch.gif?_subject_uid=54952583&w=AABKF8S7F1BUWQzQM3hdAS2xp_UH8qHscF4ftnXKkiXYig)
I FIXED IT !!! YAY !!


Example : rotate your guy without changing its target tile
(https://dl-web.dropbox.com/get/NATHAN/TI-83%20Plus%20.fr/Axe%20Parser/RPG%20Lite/Cheating%20device/example.gif?_subject_uid=54952583&w=AADnIOV1G6zeMx_BfkQoBKbk72zLt_eT6gmyl7j8tOs6wg)
Now, it does NOT change the tile it is "looking" at, I mean pressing Enter will still trigger the tile you were looking at before "manually" rotating. It is saved in another part of the file


If you enter a zone you usually can warp only if you entered aan odd number of doors with having entered and even number of doors (and vice-versa), you will stay on the doors after warping.
This is because a flag is changed when walking through a door.
Nope ! Now it works differently.
This kind of glitch isn't possible anymore  ;D




Wait, I just need to find the files on my second computer, and they'll be disponible along with new screenshots !
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: DJ Omnimaga on November 29, 2014, 01:59:25 pm
Glad to see this still progressing! :) but the screenshots give me 404 not found :(
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ben_g on November 29, 2014, 07:26:51 pm
ISSOtm: you seem to be using Dropbox as your image host. When you do that, please make sure you put the images in the public folder and copy the links from there. Currently, they seem to be in a non-public location because I can't see them (Dropbox gives me an error saying I'm not allowed to view those files, so your images will probably only show up to you and not anyone else).
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on December 03, 2014, 09:25:12 am
Glad to see this still progressing! :) but the screenshots give me 404 not found :(
ISSOtm: you seem to be using Dropbox as your image host. When you do that, please make sure you put the images in the public folder and copy the links from there. Currently, they seem to be in a non-public location because I can't see them (Dropbox gives me an error saying I'm not allowed to view those files, so your images will probably only show up to you and not anyone else).
Moved the files,
here are the screenshots !
Spoiler For Screenshots:
Sorry if the screen sometimes garble, it doesn't happen on my calc, but on TileM it occurs

Your very first screen !
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Screenies/your%20very%20first%20screen%20!.png)


Interactable signs !
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Screenies/interactable%20signs%20!.gif)


Door warping !
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Screenies/door%20warping.gif)


Dang. A locked door.
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Screenies/dang.%20a%20locked%20door.gif)


Save and reload !
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Screenies/save%20and%20reload.gif)


Isn't there something ?
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Screenies/isnt%20something%20there.gif)


Now with NPCs !
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Screenies/now%20with%20NPCs.gif)
Spoiler For Cheating device:
Updated to display more data !
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Cheating%20device/more%20data%20!.gif)


Example : warp to an out of bounds location which displays a glitched terrain
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Cheating%20device/out%20of%20bounds.gif)
WARNING : Pressing Enter in this kind of zone may lead the game into interpreting garble data as tile interaction, and will trigger invalid routines (you may freeze the game, make it return with a ERR:SYNTAX (don't know which RAM address is called at that time) or just crash / freeze the game with a RAM clear)


Enter a different area with exactly the same graphics and interactions, but without warps or NPCs
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Cheating%20device/example%20on%20how%20to%20glitch%20the%20game.gif)

Example : kind of walk through walls cheat
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Cheating%20device/example.gif)
If you enter a zone you usually can warp only if you entered aan odd number of doors with having entered and even number of doors (and vice-versa), you will stay on the doors after warping.
This is because a flag is changed when walking through a door.

This now works differently, so this glitch doesn't work anymore !


Little screen you might encounter ;D
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Cheating%20device/pwned%20!.png)
Spoiler For Walkthrough part 1:
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Walkthrough/1.gif)
Spoiler For Walkthrough part 2:
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Walkthrough/2.gif)
Spoiler For Walkthrough part 3:
(https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-2014/Walkthrough/3.gif)
Spoiler For Walkthrough part 4:
Coming when this part of the game will be released !

Here (https://dl.dropboxusercontent.com/u/54952583/RPG%20Lite/release%2029-11-14.zip) is the new file link !




Currently working on :
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: DJ Omnimaga on December 03, 2014, 01:11:31 pm
Very nice so far, looking at the scrreens. Gonna try the game when I have computer access. :)
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: Sorunome on December 03, 2014, 02:02:27 pm
Looking at the screenshots it's looking awesome! :D
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on December 04, 2014, 12:32:11 pm
Very nice so far, looking at the scrreens. Gonna try the game when I have computer access. :)
Thanks !
If you try the game, you will "finish" it quite quickly, I need to make a better scenario / bigger map  :P ( Note : remove this when game is completly coded)

Progress :
Currently working on :
  • The cross that spots the key disappears when it is taken   > DONE
    It is also saved in the file, actually I implemented the save of NPC visiblity
  • A better animation when unlocking the locked door in the garden   > DONE
  • Removal of some now unused code   > DONE
  • Optimization on checking whether you should be able to walk or not on the target tile,   > DONE (and another one is being done)
    that should also make movement smoother.   > The script is faster only when the tile you try to walk on isn't walkable
  • Expanded scenario and map !   > BEING DONE
A bit more than 7200 bytes
Found (one) strange bug : when selecting Enter to start the "Save" sequence, if you press Enter before the text appears, it will not process the save sequence, but instead trigger the interaction script. Unknown reason.
I think others will follow (der:P)
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: DJ Omnimaga on December 08, 2014, 01:53:58 am
Do you plan to make this a Flash app or program in its final form?
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on December 08, 2014, 01:47:33 pm
Do you plan to make this a Flash app or program in its final form?
Oh ! I was planning to announce this ! :P
...Yeah, it seems that I'm going to need compiling as an app
I finally reached THE limit : my calc refuses to run the program, it is too large (8713 bytes raw, + 14 header bytes = 8727, hey, I thought it was possible to run programs up to 8816 bytes large).

Quote from: Quigibo
There is also an option to compile to applications. This uses very hackish code and may not work on all models of calculator so be cautious when using this feature as this is the one that can cause archive corruptions if the it fails to write the application correctly.
I'm making a backup ;)

Now, I am just afraid of one thing : the Archive is actually Flash Memory, and if it is as the SSDs, it can be only written to a limited amount of times (I found 100,000, can anyone confirm ?). I don't want to make it un-erasable !


[Compiled once...]
Wait, it looks like the map is corrupted. Sprites, too ? Oh.

[Compiled twice...]
Wait,  Axe displayed "Size : ROBOT" (which is the name of the Omnicalc font I'm using) ?
The game IS corrupted D: , not the source, but the app went mad.

[Compiled again, unarchived the source...] <-- Yes, that changed the app
There is DEFINITELY a problem. I uninstalled Omnicalc, to see if that fixes anything.
No way. The sources are on Dropbox, can anyone try to see where is the problem ? Maybe it is just Axe that fails.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: parserp on December 08, 2014, 03:23:19 pm
You can bypass the 8811 byte code limit, just use an axiom like fullrene (http://www.omnimaga.org/ti-z80-calculator-projects/fullrene/) or crabcake (http://www.ticalc.org/archives/files/fileinfo/437/43750.html) and it will run on any 83/84+ without crashing.

And with the way Axe compiles apps vs. programs, you have to change the code a bit to work. (eg. you can't change data in GDB's in apps) I'll take a look and see if I can find anything. :)


EDIT: Just skimming through quickly, I found some stuff like this:
Code: [Select]
:Copy(GDB7NPCS,L1)
This won't work, because when you compile the app, the data in GDB7NPCS is set in stone and can't be modified because it's part of the app. My bet is if you changed everything like this to utilize free RAM areas or some temporary appvars, most of the errors would go away.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on December 10, 2014, 07:14:54 am
You can bypass the 8811 byte code limit, just use an axiom like fullrene (http://www.omnimaga.org/ti-z80-calculator-projects/fullrene/) or crabcake (http://www.ticalc.org/archives/files/fileinfo/437/43750.html) and it will run on any 83/84+ without crashing.
Yeah, I know, but aren't 16k programs a bit large ? (yes, I am planning to make RPG Lite weight 16kb)
/me wonders how CrabCake works...

EDIT: Just skimming through quickly, I found some stuff like this:
Code: [Select]
:Copy(GDB7NPCS,L1)
This won't work, because when you compile the app, the data in GDB7NPCS is set in stone and can't be modified because it's part of the app. My bet is if you changed everything like this to utilize free RAM areas or some temporary appvars, most of the errors would go away.
No, it will work, because it copies data FROM GDB7NPCS to L1 (which is is RAM, because I sometimes edit NPC data)

And with the way Axe compiles apps vs. programs, you have to change the code a bit to work. (eg. you can't change data in GDB's in apps) I'll take a look and see if I can find anything. :)
RIGHT ! There is the bug ! It is because I didn't read Axe command list correctly <_<
Quote from: Quigibo in Axe command list
nib{EXP}    Returns the EXPth nibble in RAM. Use this to access external data in RAM. Since there are twice as many nibbles as bytes, make sure pointers are multiplied by 2.
nib{EXP}r     Returns the EXPth nibble in RAM, or ROM if compiled as an application. Use this to access internal data. Since there are twice as many nibbles as bytes, make sure pointers are multiplied by 2.
When I was using ASM programs, I used nib{}. When this code was compiled to app, it looked for data... in RAM, not the app.
Thanks for help, now it works !

CHANGELOG :
 ! Now compiled as a 16kb app !
 + Added a pickaxe and a breakable wall !
 + Added a maze !  :w00t: < Where am I ?? |
 + Added an option to "Fast-Forward" the game (actually uses Axe's Full function)
 + Added an option to reset the save while in-game (before, it needed either save hacking or to manually delete the save fie)
 + Added some kind of tutorial level
 + Now with ladders ! :o
 * Fixed a bug with the "dig landmark" cross not appearing upon resetting save, but appearing when re-starting the game.
 * Fixed a bug with the save text not being cleared when cancelling save procedure
 * Introduced bugs, I think  ;D

The files are coming as soon as the pickaxe and ladders are fully implemented and (mostly) debugged.

[EDIT] Done, but I'm currently adding the inventory. It is almost finished, I just need help from a friend to finalize the item sprites
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on December 22, 2014, 01:25:04 pm
Development is being slowed down during holidays, because I want to spend some time with my family.

I think I'm going to use a custom sprite routine (written in a combo of Axe and Hex) to display NPCs.
Here is the code ; I don't know :
1. Is it faster than Pt-Mask()r ?
2. Same question for size ?

Here is an example program, will display a chest which will be used in a near future version :
Code to write
Assembly equivalent (when possible)
What does it mean
SPRITE(0,,Pic5PRITE)
DispGraphClrDraw
getKey r
Return
Just the main code to see what happens
[00000000000000001FF820042004281427E43E7C27E4281420043FFC00000000]->Pic5PRITE
[0000000000000000000000000000000000000000000000000000000000000000]
Note : maybe I made a mistake, this should be exactly 4 lines filled with zeros
Lbl SPRITE
Now correct stuff
r2 *3*2*2*2*2*2+ r1 *2
ld hl, ...
Hl is now the offset to where the sprite should be drawn at
Asm(114093)
ld de, $9340
L6 .equ $9340, so de points to the beginning of the buffer
Asm(19)
add hl, de
hl is now the pointer to the sprite destination
Asm(EB)
ex hl, de
because de must be the destination and hl the source, swap these (hl will be set later)
Asm(DD)
r3
ld ix, r3
ix will be the source, so it points to the sprite
Asm(0610)
ld b, $10
There are 16 lines, so 16 iterations
11
ld hl, 11


spriteloop:
Now the main loop
Asm(1A)
ld a, (de)
Load the current pixels to apply masks
Asm(DDA620)
and (ix + $20)
Apply transparency first
That's also why I use ix and not hl
Asm(DDB600)
or (ix + 0)
And now put sprite pixels.
Asm(12)
ld (de), a
And put it on the buffer.
Asm(13)
inc de
Go to the next byte both on destination...
Asm(DD23)
inc ix
... and source.
Asm(1A)
ld a, (de)
Load the current pixels to apply masks :
Asm(DDA620)
and (ix + $20)
Apply transparency first ;
That's also why I use ix and not hl, I can't give a fixed offset with hl.
Asm(DDB600)
or (ix + 0)
Now, add sprite pixels
Asm(12)
ld (de), a
And put it on the buffer.
Asm(DD23)
inc ix
Go to the next byte on source...
Asm(EB)
ex de, hl
... but destination is a little bit trickier.
Asm(19)
add hl, de
We need to change de but not hl ; we should then swap these.
Asm(EB)
ex de, hl
Swap both again, and de now points to the next line.
Asm(10E6)
djnz PC + $E6
that's to spriteloop
Nothing
ret
Axe automatically add a Return at the end of the program.
Saves 1 byte.
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: pimathbrainiac on December 23, 2014, 10:24:48 am
I can't help you here, as I don't know assembly well at all. If I may make a suggestion about posting, though, you should put your code in a [ code ] tag next time. It looks nicer, uses monospace font, and I believe has less space in between lines.
On that note, glad to see this coming along! It looks like it will be fun when it is complete!
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on December 25, 2014, 01:45:04 pm
I didn't know that forgetting a comma could corrupt entire memory areas. <-- Yes, that was the bug  :thumbsup:
But there is another (graphical only) glitch : when NPC render, sometimes a copy of the player's front sprite appears at an apparently random position (depending little on the NPC position).
Also, when it is in the bottom right quadrant of the screen, the cross NPC doesn't render. At all.

I'm also converting the sprites to the new format ; anyway, because I don't use Pt-Mask( anymore, sometimes I don't anymore need the mask = optimization !
11326 bytes used on a 16384 large app : any suggestions for new features ?

Also, merry Christmas !
Title: Re: [Axe] Puzzle pack (for those of you who are bored in math...)
Post by: ISSOtm on January 13, 2015, 04:10:13 am
This project is not dead, I am just near an exam, so I can't really work on it.
I am currently fixing the NPC bug which causes render errors, and also working on a pre-implementation of battle systems.
The NPC bug isn't apparently linked to my new custom sprite routine (which is more useful but less general-purpose than the Axe's default one), but instead to wrong data being read. I still wonder why.

The battle system currently only displays the enemy stats and sprite, but the only interaction is displaying a "Hurry, get away !" (<-- Reference to this (http://glitchcity.info/wiki/index.php/Unused_encounter_system_%28Yellow%29)) unless you have the hidden FIGHTING KIT item.

Screens ? Maybe one day.