Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Aichi on May 19, 2011, 05:12:12 pm

Title: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on May 19, 2011, 05:12:12 pm
I wanted to create a remake of my Shoot'em up Pugluna since a long time, and here it is. :)
It has originally been started for the Axe Parser contest this year, but it wasn't suitable with the rules and the category.
You'll be able to shoot with these infinite standart bullets, power blasts and three Power Ups that you get by killing enemies.
Furthermore, The Game will contain 8 different levels, lots of achievements and a highscore list.
I probably add bosses, but my code is actually about 7900 Bytes. <.<
No demo version yet, but here's a screenshot. ^^

EDIT:
Latest Version: http://www.omnimaga.org/index.php?action=downloads;sa=view;down=679
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Ashbad on May 19, 2011, 05:17:23 pm
wow, this looks really nice, and it seems to work very smoothly!  I'm impressed yet again today.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: ikemike on May 19, 2011, 05:20:15 pm
That looks amazing! I love how it looks like an old-school arcade game.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: yunhua98 on May 19, 2011, 05:32:30 pm
the screenie shows up as a black box for me...
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Compynerd255 on May 19, 2011, 05:41:24 pm
This looks really good! I like how you have the different types of bullets and the R-Type feel (I am refering to the original arcade and gameboy game, NOT the dodge-asteroids game).

If I could improve the game at all, I would make the game scroll slightly faster than it does right now. At this point, it seems to lumber along, too slow to have meaningful progress in an acceptable amount of time.

Also, have you tried Crabcake? It's an ASM utility (http://www.omnimaga.org/index.php?action=downloads;sa=view;down=665)/axiom (http://www.omnimaga.org/index.php?action=dlattach;topic=7373.0;attach=7823) that is designed to overcome the 8811 byte limit, allowing you to create Axe games as large as RAM will allow. I'm looking into it myself.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: yunhua98 on May 19, 2011, 05:52:34 pm
oh wait, I can see it now, I'm assuming you used calc capture?  Nevertheless, that looks amazing!
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on May 19, 2011, 06:05:09 pm
wow, this looks really nice, and it seems to work very smoothly!  I'm impressed yet again today.
That looks amazing! I love how it looks like an old-school arcade game.
Thanks. :)

This looks really good! I like how you have the different types of bullets and the R-Type feel (I am refering to the original arcade and gameboy game, NOT the dodge-asteroids game).

If I could improve the game at all, I would make the game scroll slightly faster than it does right now. At this point, it seems to lumber along, too slow to have meaningful progress in an acceptable amount of time.

Also, have you tried Crabcake? It's an ASM utility (http://www.omnimaga.org/index.php?action=downloads;sa=view;down=665)/axiom (http://www.omnimaga.org/index.php?action=dlattach;topic=7373.0;attach=7823) that is designed to overcome the 8811 byte limit, allowing you to create Axe games as large as RAM will allow. I'm looking into it myself.
Yeah, the idea to combine a shoot'em up with tilemaps comes from Rtype, I love this series.
I let scroll the tilemap only every fourth frame to get more playing time in smaller tilemaps. The scrolling animations looks
smoother on TI, but I'll think about changing the speed.
Does Crabcake slow down The Game?

oh wait, I can see it now, I'm assuming you used calc capture?  Nevertheless, that looks amazing!
Camtasia rendered an additional sound layer as black area, the screenshot has been fixed. :P
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: ztrumpet on May 19, 2011, 06:08:34 pm
This looks really cool.  I hope you finish it, as it's got a lot of potential. :D  Good luck!

Does Crabcake slow down The Game?
Nope. :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on May 19, 2011, 06:16:37 pm
This looks really cool.  I hope you finish it, as it's got a lot of potential. :D  Good luck!
There's at least no reason to cancel the project, except unexpectedly losing the source files again.  And thanks. :)

Does Crabcake slow down The Game?
Nope. :)
..Time to create an epic bossfight.  ;D
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: ztrumpet on May 19, 2011, 06:18:01 pm
This looks really cool.  I hope you finish it, as it's got a lot of potential. :D  Good luck!
There's at least no reason to cancel the project, except unexpectedly losing the source files again.  And thanks. :)

Does Crabcake slow down The Game?
Nope. :)
..Time to create an epic bossfight.  ;D
YES! :D
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Ashbad on May 19, 2011, 06:20:44 pm
Can crabcake be used in Axe programs yet?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: ztrumpet on May 19, 2011, 06:23:25 pm
Can crabcake be used in Axe programs yet?
Yup.
Check the recent News. ;)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Ashbad on May 19, 2011, 06:24:22 pm
good idea ;D I'm pretty bad with remembering to keep up to date with things :P
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Munchor on May 19, 2011, 06:41:44 pm
Aichi, that's looking great, and what emulator is that?

Nice job!
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: ztrumpet on May 19, 2011, 06:45:25 pm
Aichi, that's looking great, and what emulator is that?
I believe it's Wabbitemu, but recorded with Camtasia instead of Wabbit's normal gif recording software.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: thepenguin77 on May 19, 2011, 08:45:49 pm
Please, no one hate me for this, but I can honestly say that is the first Axe game that has made me say, "Wow, I wish I could help the language." This game looks great and it is very in depth. Make sure you do not let the size stop you, see if you can get CrabCake to work because if you have gone this far, I'm sure you can go farther. And for some reason if crabcakes fails on you, just PM me because I will do whatever I can to see this continue.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Quigibo on May 19, 2011, 09:07:53 pm
Yeah, this game looks very polished and well animated.  Excellent job!  Another solution to the 8kb problem by the way is to just compile it as an application if you're not using self-modifying code, that gives 16kb. 

@thepenguin77: There are a lot of ways assembly programmers can help the language if you're interested in that.  In the developers section of the zip file, there's z80 source to every routine used in the parser.  I'm constantly trying to optimize, improve, and add new ones.  So if you have ideas there I'd love to hear them.  There are also Axioms (Like CrabCake) which are language extensions written in assembly to add new commands to Axe programs.  These are also documented in the developers folder and are fairly easy to make and use.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on May 20, 2011, 11:51:59 am
Aichi, that's looking great, and what emulator is that?
I believe it's Wabbitemu, but recorded with Camtasia instead of Wabbit's normal gif recording software.
I use an old version of WabbitEmu. The latest one doesn't work for me. :/

Please, no one hate me for this, but I can honestly say that is the first Axe game that has made me say, "Wow, I wish I could help the language." This game looks great and it is very in depth. Make sure you do not let the size stop you, see if you can get CrabCake to work because if you have gone this far, I'm sure you can go farther. And for some reason if crabcakes fails on you, just PM me because I will do whatever I can to see this continue.
Wow, thanks for this motivation. I don't think that size will be such a big problem.

Yeah, this game looks very polished and well animated.  Excellent job!  Another solution to the 8kb problem by the way is to just compile it as an application if you're not using self-modifying code, that gives 16kb. 
Thanks, and I prefer using programs in this case, since the highscore system will base on SMC.
It's pretty cool that anyone who shares The Game also shares the highscores of him and of anyone who did own that version
of the program before.


Also, I must admit that I'm getting more and more in trouble with it.
Would anyone help me out with the optimizations when I pm him my source?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: aeTIos on May 20, 2011, 02:36:26 pm
THis is soooo awesome!!
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: yunhua98 on May 20, 2011, 03:51:54 pm
can we haz demo?  :D
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on May 20, 2011, 03:55:15 pm
can we haz demo?  :D
As soon as I get rid of some issues.
The Game crashes by starting and I know why, but I have no idea how to fix it.^^
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: TIfanx1999 on May 20, 2011, 07:22:56 pm
@Aichi: this game looks really beautiful, and like it'll be loads of fun to play. I do have a few suggestions though. I'd also like to see the game speed increased, as it looks a bit slow at the moment. Are you planning on having multiple levels with each of them containing a boss at the end? I think power ups would also be a wonderful addition (ship speed boost, weapon upgrade of different weapon choices). The last thing I can think of that would be cool would maybe be a shop at the end of the level where you can spend points on ship upgrades or extra lives. I'm really looking forward to see where you take this game. <3
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on May 21, 2011, 05:40:40 am
@Aichi: this game looks really beautiful, and like it'll be loads of fun to play. I do have a few suggestions though. I'd also like to see the game speed increased, as it looks a bit slow at the moment. Are you planning on having multiple levels with each of them containing a boss at the end? I think power ups would also be a wonderful addition (ship speed boost, weapon upgrade of different weapon choices). The last thing I can think of that would be cool would maybe be a shop at the end of the level where you can spend points on ship upgrades or extra lives. I'm really looking forward to see where you take this game. <3
I am not using Pause or something and I will optimize everything as much as I can.  However, I am already happy with the speed.^^
There are already some Power Ups in it. And the game concept will be more like the Rtype series than Pheonix games. Furthermore, the program size is actually too large to add such a big feature like a shop yet.
Thanks for these suggestions. =)

I didn't find a way to remove the crashing at the start, so I will continue the project as an app.
Edit: Solved
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: SirCmpwn on May 21, 2011, 02:09:45 pm
Wow, this game looks fantastic!  I can't wait for a demo!  (and a calculator to play it on <_<)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: aeTIos on May 21, 2011, 03:15:18 pm
Need... Demo...
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on May 21, 2011, 04:13:12 pm
Need... Demo...
I do my best, a demo is coming soon.

(and a calculator to play it on <_<)
What about your emulator?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Deep Toaster on May 21, 2011, 08:13:46 pm
That is incredible. Pretty much sums it all up.

can we haz demo?  :D

Er, that too.

Aichi, that's looking great, and what emulator is that?
I believe it's Wabbitemu, but recorded with Camtasia instead of Wabbit's normal gif recording software.
I use an old version of WabbitEmu. The latest one doesn't work for me. :/

The newest one at wabbit.codeplex.com? If so you should post a bug report here (http://ourl.ca/4854) :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on May 22, 2011, 11:22:54 am
The newest one at wabbit.codeplex.com? If so you should post a bug report here (http://ourl.ca/4854) :)
Yes, I mean that version. Win7 just says "Wabbitemu z80 doesn't work anymore" after turning the calc on and closes the program.


This game is going to be terribly hard, by the way. :P
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: ztrumpet on May 22, 2011, 11:28:34 am
Did you try this (hotlinked) (http://wabbit.codeplex.com/releases/view/44625#DownloadId=132343) version?  It's the 64-bit build of Wabbitemu, and what I'm currently running on my Windows 7 laptop. :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on May 22, 2011, 11:39:16 am
I'm using the x86 version of Win7 Ultimate.
The program also crashes when I open the options window.
However, the older version of Wabbitemu I'm currently working with supports every feature I need.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: TIfanx1999 on May 22, 2011, 04:08:38 pm
This game is going to be terribly hard, by the way. :P
Good! I'm looking forward to it! :D
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on May 23, 2011, 05:17:29 pm
4 of 8 levels have been finished right now.
I don't think I should provide for publishing a demo, since I can release the complete game as beta at the latest next month.
However, I created a video of the fourth level. Sorry for that FPS. It looks much smoother on TI.^^

I love this boss btw. :P
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: ztrumpet on May 23, 2011, 05:36:03 pm
That's incredible.  The level of detail you put into this is astounding, and it looks really, really, really good.  Excellent job, Aichi. :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: yunhua98 on May 23, 2011, 05:55:47 pm
what Z said.

Also adding that this is definitely gonna be featured.  ;)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: ztrumpet on May 23, 2011, 05:56:24 pm
Also adding that this is definitely gonna be featured.  ;)
It definitely should be featured!
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on May 23, 2011, 06:03:39 pm
Also adding that this is definitely gonna be featured.  ;)
It definitely should be featured!
I hope so, thank you guys. :)

Also, it wouldn't be a problem if the program will have a size of about 17-18Kb, would it?  :-\
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: ztrumpet on May 23, 2011, 06:07:36 pm
Also adding that this is definitely gonna be featured.  ;)
It definitely should be featured!
I hope so, thank you guys. :)

Also, it wouldn't be a problem if the program will have a size of about 17-18Kb, would it?  :-\
That's smaller that Desolate. ;)
I think some of DJ's huge RPGs are the biggest that ticalc ever featured, but there may have been bigger...
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Deep Toaster on May 23, 2011, 06:34:03 pm
4 of 8 levels have been finished right now.
I don't think I should provide for publishing a demo, since I can release the complete game as beta at the latest next month.
However, I created a video of the fourth level. Sorry for that FPS. It looks much smoother on TI.^^

I love this boss btw. :P

Simply incredible how well this has been done.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: TIfanx1999 on May 23, 2011, 08:19:58 pm
@Aichi: Nah, size should be fine. =)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: aeTIos on May 25, 2011, 02:25:51 pm
A-A-Awe
/me Faints from excitement
Awesome!
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 05, 2011, 09:53:37 am
I've finished the fifth level and wanted to record a screenshot, but there isn't actually any emulator that works for me.
So play it by yourself. :P

Size: 13749 byte
Shell: Ion (works with mirageOS or doorsCS too
Compatibility: Only 15 Mhz
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: DJ Omnimaga on June 07, 2011, 03:48:54 am
O.O

That made my day (er... night, but whatever). One of the best Axe game for 2011 for sure!

I'll have to try this out when I have some time. O.O
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: aeTIos on June 08, 2011, 11:30:32 am
Wow. This game is hard.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 08, 2011, 12:34:52 pm
Wow. This game is hard.

You'll be able to take along weapons in next levels, so if you start at level 1 you would probably have every weapon during level 5. That makes it quite easy. :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Darl181 on June 09, 2011, 10:54:45 pm
Hmm, I ran it using calcutil and got a RAM clear...
What shell is this compiled for?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 10, 2011, 12:32:31 am
It's compiled for Ion. It works for me with Calcutil 2.021 on a TI84+ 2.55MP though.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Darl181 on June 10, 2011, 12:50:15 am
Odd, same calcutil version but os 2.43...
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Darl181 on June 10, 2011, 03:05:48 pm
Re-downloaded, works fine now :P
I'm guessing something went wrong with firefox...

What are the controls btw?  I found..
arrow keys=move
2nd=shoot
alpha=chargin mah lazar (or something like that)
del=quit

Is there anything else, or are those it?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 10, 2011, 03:21:57 pm
Re-downloaded, works fine now :P
I'm guessing something went wrong with firefox...

What are the controls btw?  I found..
arrow keys=move
2nd=shoot
alpha=chargin mah lazar (or something like that)
del=quit

Is there anything else, or are those it?
Ah, good to know, I was already worrying about that bug. :D
Yeah, those are all keys in this version. MODE for Pause and F1 / F2 to control the helper ship have been
added yet. Btw, I'll publish the first Release today. (Edit: ...Or tomorrow :P)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: thepenguin77 on June 10, 2011, 04:02:04 pm
Are there any enemies in the demo level?

Anyways, the game looks great. I can't wait for the release. One suggestion I would have is to make + and - adjust the contrast. Most people have their calculators set up for black on white. So since this game is white on black, it takes a different contrast setting. (Typically down 3) And of course, be sure to restore it when they quit.

I think I also found two glitches.
1. LN + {4,5,6,-} moves right and x-1 + {sin,cos,tan,^} shoots. I'm not sure whether this is axe or you, but either way it's strange.
2. I don't know if this is a glitch, but when bullets bounce off walls, they don't turn around.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: BrownyTCat on June 10, 2011, 04:05:46 pm
This is so good, it makes Phoenix look like Pong, which is really good, because those were both great for their standards.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 10, 2011, 04:37:49 pm
Are there any enemies in the demo level?

Anyways, the game looks great. I can't wait for the release. One suggestion I would have is to make + and - adjust the contrast. Most people have their calculators set up for black on white. So since this game is white on black, it takes a different contrast setting. (Typically down 3) And of course, be sure to restore it when they quit.

I think I also found two glitches.
1. LN + {4,5,6,-} moves right and x-1 + {sin,cos,tan,^} shoots. I'm not sure whether this is axe or you, but either way it's strange.
2. I don't know if this is a glitch, but when bullets bounce off walls, they don't turn around.
The contrast changing is a pretty nice idea. I'll add this feature for the Pause menu.
There are some enemies in the demo level. Did you see no enemies? Could be a bug. =/
Lol, I tested this key glitch and it really happens. It's not too bad though, since it gives no advantages for someone. It's probably caused by the key routine that Axe uses.
The bullets usually don't bounce off something but reflector blocks. If they didn't turn around on reflector blocks it could be actually a glitch, i'll test it later.

Thanks for your feedback. :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Darl181 on June 10, 2011, 06:51:21 pm
You'll be able to take along weapons in next levels, so if you start at level 1 you would probably have every weapon during level 5. That makes it quite easy. :)
I'd get to the end of the level, take out all the things that drop out the top and the tank, then the program just quits.

How do I get to the other levels?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: DJ Omnimaga on June 11, 2011, 02:41:15 am
I can't wait for next demo by the way. This is surely gonna make news.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Hayleia on June 11, 2011, 03:16:08 am
I played it and thought it was amazing.
I played it again and there was no enemies ???
I played it again and again and there was no bug ??? ???.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: thepenguin77 on June 11, 2011, 10:21:38 am
Whether or not the enemies show up appears to be related to where it is in the archive. Because if the enemies aren't showing up, a few unarchive/archives later they will.

Edit:
    I don't know what the exact cut off is, but I know that if the program is at $6b71 on a flash page or lower, the enemies work. And $75B9 and higher does not work. So it looks like you have some weird work on your hands that probably isn't related to any code you've written. This is most likely asm related.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: DJ Omnimaga on June 11, 2011, 02:33:31 pm
Strange, would this be hard to fix? Does he use ASM to archive/unarchive?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Quigibo on June 11, 2011, 03:33:30 pm
It could be related to Crabcake if you're using that.  I'm not sure how it works exactly, but its possible it could be conflicting with the archive reading commands since the memory mapping is different.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 11, 2011, 05:25:44 pm
Thanks for the detailed bug report, thepenguin. I'm using Crabcake and this causes the problems perhaps. I've run Devrays probably >9000!! times during the development and I never got problems with disappeared enemies though. I'll do some tests tomorrow and hope that the bug has been eliminated by itself through the grown program size or through something else. It would be fatal if I couldn't fix that thing. :<
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Darl181 on June 11, 2011, 06:05:53 pm
/me bumps a question.
You'll be able to take along weapons in next levels, so if you start at level 1 you would probably have every weapon during level 5. That makes it quite easy. :)
I'd get to the end of the level, take out all the things that drop out the top and the tank, then the program just quits.

How do I get to the other levels?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 11, 2011, 06:14:09 pm
Sorry, I've overlooked it. :P The demo contains only the fifth level.
The complete game can be released as Beta 1.0 either in about one hour or tomorrow though.  :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Darl181 on June 11, 2011, 06:17:11 pm
Ok, thanks for the clarification.  I was thinking I had another random bug or something :P
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 12, 2011, 12:48:46 am
Devrays v1.00 Beta has been released!

Controls for the menu:
- Arrows: Move
- DEL: Quit program
- 2ND: Entering

Achievemts:
- Clean: Beat the level without using additional weapons
- Perfect: Kill every enemy through bullets / mate collision
- Unhurt: Beat the level without getting damage
- Immense: Beat the level without using 2ND

Backgrounds:
- Background 1: Run the program
- Background 2: Defeat the last boss
- Background 3: Collect all achievements

It's a Beta version. I can't promise that everthing works.
If you find a bug / have a suggestion, let it me know please. :)

Random fact: Use the mate ship at the reflectors during the last bossfight to shoot with lobsters. :P

Download Link:
http://www.omnimaga.org/index.php?action=downloads;sa=view;down=679
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Darl181 on June 12, 2011, 12:50:01 am
:D

Are there multiple levels in this release?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 12, 2011, 12:52:05 am
:D

Are there multiple levels in this release?
This release contains all 8 levels. :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: DJ Omnimaga on June 12, 2011, 01:18:33 am
Aichi, I rejected your file. Uploading anything else than ZIP files is against the rules. (It is stated on the download page to upload ZIP files).

Please re-upload it in a zip file. Thanks.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 12, 2011, 05:36:57 am
Ah, k, my bad. :)
I uploaded a .zip now.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 12, 2011, 01:30:47 pm
Devrays v1.00



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=679

Devrays is a Shoot'em up for TI 83+ SE, 84+ and 84+ SE calculators. The Game provides 8 level in 4 different zones with a bunch of enemy types, very detailed and smooth graphics and animations, 6 weapons for your ship, many achievements to collect, a highscore list with 6 entries and some challenging bosses. Have fun. :)

Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 12, 2011, 01:42:31 pm
You can download Devrays here:
http://www.omnimaga.org/index.php?action=downloads;sa=view;down=679

I uploaded a video btw. :)


And ignore the download topic please.
Post suggestions / bug reports here. :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Munchor on June 12, 2011, 01:43:51 pm
The menu is interesting and I really like it, the gameplay, as I had stated before is also great.

May I know why you make videos and what emulator you use?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Deep Toaster on June 12, 2011, 01:45:02 pm
I'm guessing it's so YouTube viewers can see teh awesomeness because they're too lazy to look around the Internets for animated GIFs.
And ignore the download topic please.
I'll merge it in then :)

EDIT: Done. Triple post isn't Aichi's fault ;)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: ztrumpet on June 12, 2011, 01:52:02 pm
May I know why you make videos and what emulator you use?
He uses an early version of Wabbit without gif recording, as his computer doesn't run the more recent versions that do support it.

This is awesome, Aichi. :D
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 12, 2011, 01:56:15 pm
The main reason why I make videos is that I hate having no time control as .gif loops.
Other reasons are the possibility to add music and easy zooming.
And youtube users could find Devrays through that video. :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: BrownyTCat on June 12, 2011, 01:57:46 pm
Just when I thought it couldn't get any better.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: TIfanx1999 on June 12, 2011, 07:49:45 pm
Wow, that looks beautiful Aichi. It really looks like a professional game. I'm going to give it a try tomorrow.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: DJ Omnimaga on June 12, 2011, 08:14:03 pm
This looks awesome! O.O O.O

I'll be sure to try this out when I have time :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Darl181 on June 12, 2011, 10:01:23 pm
Tried it.  Do you have to get an achievement to unlock the next level or something?  I beat the first level twice, both with scores >9000, but it still shows a ? where the 2 should be. nvm, see two posts down
Imo, the input routine could be changed a bit..maybe pressing ALPHA makes a space or something.

Also, a bug report, which I guess is another zany asm thing.  I paused, quit, and 2nd+on didn't work...

Other than that, epic win ;D

Btw, for the ticalc.org version, I'd suggest putting in a screenie.  Unfortunately, some people look at nothing but the screenie, and without one it might not get as much attention as it deserves...


EDIT: I'm guessing the errs are a crabcakey thing, so I'll provide some info
84PBE
OS 2.43
Boot 1.02
Hardware revision B
Ran with CalcUtil 2.021 (latest version)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: thepenguin77 on June 12, 2011, 10:10:24 pm
Well, I'm not having much luck with this. I've run it about 8 times in wabbitEmu and 8 on my calculator both in ram and archive and only once have the enemies appeared.

One possibility that I see is that an area of memory is not properly initialized, but really I don't know.

Also, whenever I pause it on a real calculator, it crashes. The screen turns off and when it turns back on, it looks like 15 rows have been cleared at the bottom.

Sorry to be the bringer of bad news, but I'm looking for the cause. (Although I'm doing it from an asm standpoint which isn't very effective.

Edit:
    This is a good one. It only works in DoorsCS. The moment you run it in Mirage, you have to clear ram in order to make it work again in DCS. This makes it seem like some variable is not properly initialized.

Edit2:
     Found It!!!!!!! When the program starts, you forgot to clear ($89D8). If my guesses as to how axe works are correct, then that should be around variable "R". Someone who knows more than me about axe could probably tell you exactly which one it is though.

And btw, that took way to long to find :)

Edit3:
     Yes, that should be "R". Axe.inc says so.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Darl181 on June 12, 2011, 11:24:40 pm
It seems to me there's some difference between the version uploaded on omni and the one on ticalc.  I tried the one on omni and it wouldn't let me go to the next level but the one from ticalc.org works fine (in that one respect at least :P)

EDIT:
Aichi, you uploaded the game into the BASIC section.  That might cause a problem...
If possible, a place like this http://www.ticalc.org/pub/83plus/asm/games/ would be a better place to put it ;)

EDIT2:
Feature requests...
1) Make name input default to spaces, or have it so when a certain key is typed the current selection turns into a space.  Atm it takes about a whole minute  to type ina name, and it's sort of confusing at first (My first recorded score is under the name "DAAAAAAA" :P
2) In-game teacher key.  Feigns calc turning off, but is really just a pause with a Shade(0) before it.  Pressing ON ends program and returns shading to the norm.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Hayleia on June 13, 2011, 03:49:27 am
Pressing ON ends program and returns shading to the norm.
:( No,no,no,no,no !!!
When a teacher comes, the first think he/she thinks about is pressing the ON key, so put a key that nobody would suspect, such as [MATH], or [8]+[GRAPH]+[PRGM]. We could even say "my calc does not turn on, I can't play with it".

EDIT1:Reading the 2nd EDIT is useless as the bug was already reported by Darl181
EDIT2:I don't know if it is Devrays' fault but my calc doesn't want to turn off anymore. I think it is its fault because I turned off my calc after playing chess, then turned it on, played Devrays, then tried to turn it off and nothing. Lol, it is a good bug.
EDIT3: I made a Ram Clear and replayed Devrays, and now my calc accepts to turn off.
*Hayleia thinks that Trixie is getting mad
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 13, 2011, 06:14:45 am
Tried it.  Do you have to get an achievement to unlock the next level or something?  I beat the first level twice, both with scores >9000, but it still shows a ? where the 2 should be. nvm, see two posts down
Imo, the input routine could be changed a bit..maybe pressing ALPHA makes a space or something.

This information is stored directly in the program. You should make you sure that your shell supports writeback. I did all testing on DoorsCS7 and it supports writeback.
I'll add converting the current character into space by pressing DEL. :)

Btw, for the ticalc.org version, I'd suggest putting in a screenie.  Unfortunately, some people look at nothing but the screenie, and without one it might not get as much attention as it deserves...

EDIT:
Aichi, you uploaded the game into the BASIC section.  That might cause a problem...
If possible, a place like this http://www.ticalc.org/pub/83plus/asm/games/ would be a better place to put it ;)

Yeah, I'll attach a screenshot together with some bugfixes in v1.01.
And I'm sure that I uploaded it into the correct section. It must have been changed by an admin who didn't look properly at The Game. :D
EDIT: Eh, does anyone know how to change the section back?
EDIT²: I'm going to send a mail to Ticalc. :)

Also, a bug report, which I guess is another zany asm thing.  I paused, quit, and 2nd+on didn't work...

It's Devrays' (or Crabcakes) fault, sorry. =/ Just press 2ND -> MODE or CLEAR at the home screen. :)
EDIT: It is caused by the pause mode. I use getkeyr to get access to APD and contrast changing during pausing.

Edit2:
     Found It!!!!!!! When the program starts, you forgot to clear ($89D8). If my guesses as to how axe works are correct, then that should be around variable "R". Someone who knows more than me about axe could probably tell you exactly which one it is though.

And btw, that took way to long to find :)

Edit3:
     Yes, that should be "R". Axe.inc says so.

R works as a permanently switcher in my game.
Code: [Select]
(R=0)->RIf R is 0, it gets 1, otherwise it gets 0.
I use it to simulate moving 0.5 pixels per frame and I thought it doesn't matter what R is at the start,
so I didn't initialize it. Thanks a lot for finding that bug. You'll get an entry in the special thanks if you want. :)
And which shell do you use on the real calc?

2) In-game teacher key.  Feigns calc turning off, but is really just a pause with a Shade(0) before it.  Pressing ON ends program and returns shading to the norm.

Nice idea, LOG could set the contrast to 0 and call Devrays' pause routine. :)
I don't want to tempt someone to not concentrate to math though. :P
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Compynerd255 on June 13, 2011, 10:59:40 am
I just watched the video, and that looks FREAKIN' AMAZING! I'm going to try this as soon as possible! Great job, Aichi!
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 13, 2011, 11:33:20 am
v1.01 Update! :)

Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: thepenguin77 on June 13, 2011, 12:41:52 pm
R works as a permanently switcher in my game.
Code: [Select]
(R=0)->RIf R is 0, it gets 1, otherwise it gets 0.
I use it to simulate moving 0.5 pixels per frame and I thought it doesn't matter what R is at the start,
so I didn't initialize it. Thanks a lot for finding that bug. You'll get an entry in the special thanks if you want. :)
And which shell do you use on the real calc?

I'm not sure why your code didn't work, but anyways, the enemies problem is gone. I also use Mirage on my calc (never going to change.)


But the pause glitch is still there. It appears that the game crashes right as it's about to display "[Del] Exit". You can see the white menu appearing, and right when it's about to display that, it crashes. I tried running it in all 3 shells on my calculator, and it crashed in all of them. But I really have no idea why it doesn't crash on the computer though. The only thing I can figure is that wabbitemu and the computer have slightly different interrupt timings or something like that.

And a poke about + / - for contrast changes.

Edit:
    It also crashes when you beat a level, the white scrolls to the top of the screen and when it gets there, crash.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 13, 2011, 01:54:57 pm
I'm not sure why your code didn't work, but anyways, the enemies problem is gone. I also use Mirage on my calc (never going to change.)

Good to hear, thanks again!

And a poke about + / - for contrast changes.

Since Shade() -> {n} does not work - At which byte is the contrast stored?

But the pause glitch is still there. It appears that the game crashes right as it's about to display "[Del] Exit". You can see the white menu appearing, and right when it's about to display that, it crashes. I tried running it in all 3 shells on my calculator, and it crashed in all of them. But I really have no idea why it doesn't crash on the computer though. The only thing I can figure is that wabbitemu and the computer have slightly different interrupt timings or something like that.


Edit:
    It also crashes when you beat a level, the white scrolls to the top of the screen and when it gets there, crash.

Hm, quite weird. Does the TI crash before displaying [DEL] Exit? It could be caused by the Text routine.
Furthermore I tested out some combinations and I hadn't managed to crash my TI. Do you have any hooks installed besides MirageOS?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: DJ Omnimaga on June 13, 2011, 02:21:15 pm
Nice update Aichi. I approved the update :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: thepenguin77 on June 13, 2011, 02:23:56 pm
Since Shade() -> {n} does not work - At which byte is the contrast stored?

Contrast is stored at (contrast) which is $8447. It depends how axe handle's it, but you will probably have to add 18h to that to make it right for displaying. And don't forget to restore it when you're done :D

Quote
Hm, quite weird. Does the TI crash before displaying [DEL] Exit? It could be caused by the Text routine.
Furthermore I tested out some combinations and I hadn't managed to crash my TI. Do you have any hooks installed besides MirageOS?

Yep, that's it. My zStart font hook is making it crash because it expects memory to be set up correctly. Technically this is crabcake's fault, but I'll fix zStart. If I see that something crabcake-like is going on, I'll just have it abort.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: DJ Omnimaga on June 13, 2011, 02:30:47 pm
Could you maybe report this to Hot Dog in his thread?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: thepenguin77 on June 13, 2011, 03:20:26 pm
Yes, I probably should. Theoretically, crabcakes should disable hooks when it starts and reenable them when it quits, so that stuff like this doesn't happen.


Also, Aichi, you might want add a limit to the speed at which you can get collision damage. The problem is that if you accidentally ram a wall or a boss, you instantly die. This is especially true if the level 4 boss teleports inside of you ;)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: DJ Omnimaga on June 13, 2011, 03:23:15 pm
I wonder if it's possible to use custom hooks in Axe, though? Would that cause issues for crabcake users?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: thepenguin77 on June 13, 2011, 03:40:36 pm
I don't think you would want to write a hook in Axe. Hooks are really assembly based, and Axe would not be able to even deal with the inputs and outputs for the hooks. Not only that, but I'm not really even sure what you could do from a hook with Axe that would even be useful.

Axe hooks would not cause issues for crabcake user though. Unless of course the hook uses crabcake, but that would just be bad programming.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 13, 2011, 04:08:41 pm
Also, Aichi, you might want add a limit to the speed at which you can get collision damage. The problem is that if you accidentally ram a wall or a boss, you instantly die. This is especially true if the level 4 boss teleports inside of you ;)

...And this is why that boss actually can't teleport inside of you. ;D
You just have to take a close look at its teleporting rhythm and don't move before its teleporting. :P
Anyway, good idea, I will change the damage to 50%. Or 25%, or 20%, let's see.
Furthermore I'm glad about your bug report for Hot Dog. It would be a shame if it won't get fixed.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: DJ Omnimaga on June 13, 2011, 04:11:11 pm
Ah ok thanks for the info Thepenguin D:
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: thepenguin77 on June 13, 2011, 04:12:00 pm
Quote
...And this is why that boss actually can't teleport inside of you. ;D

Well, maybe not inside you. But it could teleport right in front of where you are moving. (It happened ;))
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Darl181 on June 13, 2011, 06:35:23 pm
Another few requests...regarding the special weapons.

Can a check be implemented to determine which weapon/upgrade you get from a pickup?  More than once I got the ground-shooting thing four times in a row, and that was all I had against the fourth boss :P

Also, can it be made so only flying enemies (not tanks) can spawn the pickup thing?  I've been, for lack of a better term, screwed over multiple times by a tank spawning one after it got hit by the ground shooter when it's <5 pixels away from the left of the screen, and/or when you reach that part in level 4 (link to spot in youtube vid (http://www.youtube.com/watch?v=G1ZPg6NFKBA&feature=player_detailpage#t=56s)) where the bottom tank spawns a power-up and it goes right into the part sticking up directly to the left of it, instantly destroying it :/

One last thing--why do you have to shoot a power-up to get the weapon?  Shouldn't merely picking it up be enough?

That's about it, with changes/fixes...
Is a level editor planned?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 14, 2011, 02:41:09 pm
v1.02 Update!


Can a check be implemented to determine which weapon/upgrade you get from a pickup?  More than once I got the ground-shooting thing four times in a row, and that was all I had against the fourth boss :P

Do you mean getting only things that are still not gotten? That would provide having every Level 2-weapon already in level 5. It's the best to keep it random imho. :)

Also, can it be made so only flying enemies (not tanks) can spawn the pickup thing?  I've been, for lack of a better term, screwed over multiple times by a tank spawning one after it got hit by the ground shooter when it's <5 pixels away from the left of the screen, and/or when you reach that part in level 4 (link to spot in youtube vid (http://www.youtube.com/watch?v=G1ZPg6NFKBA&feature=player_detailpage#t=56s)) where the bottom tank spawns a power-up and it goes right into the part sticking up directly to the left of it, instantly destroying it :/

I wanted to make it not too easy to reach the weapons. You should make sure that you could reach the weapon before you try to defeat an enemy. Every 16th enemy that you kill spawns a weapon btw.

One last thing--why do you have to shoot a power-up to get the weapon?  Shouldn't merely picking it up be enough?

Yeah, that could be quite confusing, but those weapons are actually enemies. It's more size/speed-friendly than coding an own engine for them.

Is a level editor planned?

Hm, that would be fun, indeed, but the engine isn't flexible enough to handle levels by people who don't know about this engine. there are some limitations, such as freezing when there are more than 11 enemies at the same time, despawing some an enemy type under particular conditions and a constant map size of 60x7.
Also, If I had planned to create a level editor, the levels wouldn't be a part of the program data.

Thanks for the suggestions, I'll think about those. :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: ztrumpet on June 14, 2011, 11:37:57 pm
This is awesome. :)
Congrats on the feature, by the way. ;D
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Deep Toaster on June 14, 2011, 11:50:34 pm
Congrats! I wish ticalc put a screenshot (at least a still) in that news post. The graphics would be enough to convince everyone.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: aeTIos on June 15, 2011, 04:45:45 am
Wow. I'll play this asap. great job, Aichi!
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Stefan Bauwens on June 15, 2011, 06:48:50 am
Congrats! I wish ticalc put a screenshot (at least a still) in that news post. The graphics would be enough to convince everyone.
They posted the youtube vid. :)
Also it's a pity it won't work on the TI-83+, but I can understand that. :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: aeTIos on June 16, 2011, 03:38:19 am
Crap, I cant send it. Calc is not recognised by windows >:(
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 16, 2011, 07:56:21 am
Crap, I cant send it. Calc is not recognised by windows >:(

On both TILP and TI Connect? :|
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: aeTIos on June 16, 2011, 08:00:21 am
nah, I get an 'error balloon' "USB device is not recognized" (Or so, just translated on-the-fly, not looked up). Maybe I shuold check batteries or so.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: JosJuice on June 16, 2011, 08:57:15 am
nah, I get an 'error balloon' "USB device is not recognized" (Or so, just translated on-the-fly, not looked up). Maybe I shuold check batteries or so.
Try a different USB port, possibly a different cable, and a RAM clear.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Hayleia on June 16, 2011, 08:59:14 am
Or maybe reinstall TI-Connect ?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: aeTIos on June 16, 2011, 10:07:34 am
Quote from: JosJuice
and a RAM clear.
I had one, I'll retry.
Or maybe reinstall TI-Connect ?
I did reinstall TiLP and it won't work.
EDIT: Works again.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Keoni29 on June 19, 2011, 05:55:52 am
Based on R-Type?
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 19, 2011, 06:05:33 am
Exactly. :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Munchor on June 19, 2011, 12:24:08 pm
I forgot to vote on it, but I agree that after the highscore is made :) So we don't have to type it always, only when we make highscores :)
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Compynerd255 on June 20, 2011, 10:36:38 am
I've played it over the weekend on a friend's calc, and I found it was really great! I love the graphics, the game concept, and the robustness. My only complaint is how short the game is - eight levels that only take 1 or 2 minutes. I would like some sort of level editor, if such a thing is possible... But it's cool either way.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: aeTIos on June 21, 2011, 04:34:16 am
There are achievements which are hard to get sometimes.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Aichi on June 21, 2011, 08:45:39 am
There aren't only 8 levels because I was too lazy or something, but rather because of the small RAM. Collecting every achievement should take at least one hour and I think > one hour is quite nice for a calc game.
I won't shift level data into a second file and I won't publish a level editor, sorry.^^
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: Compynerd255 on June 21, 2011, 10:31:52 am
There are achievements which are hard to get sometimes.
What are the achievements? I was able to discover Perfect and No Hit, but what are the other two?

There aren't only 8 levels because I was too lazy or something, but rather because of the small RAM. Collecting every achievement should take at least one hour and I think > one hour is quite nice for a calc game.
That is true. Calc games are meant to be short. It's just that it takes up 19000 bytes, and some of us don't think that one hour is worth that much space.
Title: Re: [Axe Parser Shoot'em up] Devrays
Post by: aeTIos on June 21, 2011, 10:42:44 am
The achievements are:
Clean - beat level without using extra weapons (?)
Immense - Beat a level using only your laser
Unhurt - Beat a level with full health
Perfect - destroy all enemies in a level