Is there any way to make it so color could be done on the CSE, but gracefully degrades to B/W on the normal 84? (General question, not just for 123outerme)I'm not too sure, the closest thing would probably be to create seperate programs for each calculator model. I don't know everything, so don't take it as a "no".
I think the way I'm going to do this game is either work very hard to get the Graphscreen map to work, or do it on the homescreen. If I do it on the Homescreen, you may have to select your calculator model before actually starting the game.Or you can set 0 to Xmin and 1 to DeltaX (triangle X). If the Xmax value is now 94, you are on an 84+. Else, you are on the +C. You're welcome. ;)
^ That. O.ODon't worry, I'm checking it (http://forum.pixbits.com/images/smilies/asd.gif) . Probably the single most advanced command I'm using is Line(.
Make sure not to use any CSE specific tokens though.
I think the way I'm going to do this game is either work very hard to get the Graphscreen map to work, or do it on the homescreen. If I do it on the Homescreen, you may have to select your calculator model before actually starting the game.
Or you can set 0 to Xmin and 1 to DeltaX (triangle X). If the Xmax value is now 94, you are on an 84+. Else, you are on the +C. You're welcome. ;)
No worries. If it's a project update, it's OK to bump.That reminds me, I want to share a few tricks I used.
I also have something similar to that...subroutines!No worries. If it's a project update, it's OK to bump.That reminds me, I want to share a few tricks I used.
One is a fairly simple concept, something which I call a "remote Return terminator". Basically, it's a variable that is changed to 1 when you want to exit a loop. I probably haven't even invented it, but I figured it out on my own.
Also, I'm not sure if this has been done, but after a Lbl program, one which is used to jump out of a loop, there's an End command to give you your memory back. I did a bit of testing, and it looks like this doesn't return any errors when the End command is reached outside of the loop. It was a fairly simple solution to the problem I had with having the loop stop when it called a subprogram.
Here is another tip : Never gonna give up! :pThanks! Since I have most of the hard work already done with the first map, developing this game will be downhill for the most part. I'm somewhat busy during the week, so I don't always have time to create massive updates. The first four days of this game were actually built when I was sick O.O
Good luck with your project! (Seriously, I love the rogue llikes, hope you finish it)
Home screen games could work between all calc models actually. Mana Force somewhat does, although on the CSE there is a big part of the screen that is unused through the game.
The project seems interesting by the way. :)
Looks nice. So I guess that you will use different files for each calc after all?Thanks! I have a few variables set to the boundaries of each calculator screen, determined by the test Josiah suggested. I subtract numbers off of those when I need to display something relative to the edge of the map, so it really feels like you're actually using the entire screen. In short, I won't give up on the dream of calculator equality yet!
you start from 0,0Thanks! Could the dimensions be theoretically 96 x 64, though? My logo gets kind of messed up if the Xmax value is 94.
If you want that to be in the upper left corner like with other progs, you will have to make all y-values negative when drawing
Now, basic can't use the right-most column and the bottom-most row, so what you'll want to do is
0->Xmin
94->Xmax
-62->Ymin
0->Ymax
and then you can do stuff like
Line(0,0,10-10) which will draw a line from 0,0 to 10,10
I just saw that it is for the CSE and I have no idea what the screen dimensions are there, sorry >.<It's fine, the dimensions are 320 x 240 pixels (I have that written down on a .txt file XD).
so then the xmax should be something like 318 and ymin something like -238 i believe, but I don't have a CSE to test anything >.<Thanks! What I'm trying to do is make it so that whatever appears on the +CSE appears the same way on the 83 (and up).
The size of the (usable) graph screen on non-color calculators is 95*63 pixels, which is 1*1 smaller than the total screen size of 96*64 pixels. A typical window range for a 1:1 ratio of pixels to points is [0..94]*[0..62].It's helpful to +CSE users, I guess. I appreciate the information, and I know who to quote when someone's asking about the +CSE's graph screen.
The size of the (usable) graph screen on the 84+CSE is 265*165 pixels, which is a fair amount smaller than the total screen size of 320*240 pixels. A typical window range for a 1:1 ratio of pixels to points is [0..264]*[0..164].
Not sure if this information is even helpful, but I'll just dump it here anyways.
Hello 123outerme!Thanks for joining! I appreciate the work you're doing and the help you're offering! When 0.9 is ready, I'll send it to you and the other testers, and you can see what you like.
I joined the beta testing team earlier today; I plan to work on code optimization and compatibility assurance. I'm currently looking into the feasability of a TI-82 port.
Isn't a wiki a little bit overkill ?It's free, there will be content worth a wiki, and it's already done.
Yeah right, but a simple webpage would be enough IMO. Do what you want anyway. ;)* 123outerme throws a party
TI suck and they won't update the monochrome OS ever. They didn't even bother with the CSE one either. <_<
I like the new towers ideas. Some stuff reminds me of chess features, but in a different game. In Zelda Dark Link Quest, what I had was some towers that fired a laser if you stood horizontally at the same height or vertically at the same position as the tower on the map for more than two loop iterations.Thanks DJ (http://forum.pixbits.com/images/smilies/smiley10.gif)
Ooh that would definitively be nice. :D Also, by doing this this makes it even easier to port it to the 82 Stats/83 since it also runs 82 games IIRC.
issues due to lack of string support
Btw, advertising other calc sites isn't generally good netiquette when you use a project topic on another forum just to lure visitors to your own site. If you want to post about your blog it's fine, but when posting updates about your projects on Omni, if you just tell people to go to your blog to check them out it might make other Omni users think that you have zero interest in contributing to existing sites.Oh, okay.
And Nspire too. :PLDStudios might love this
I am announcing that I will make another version of Source-Seekers once I have all of the game information. I plan for it to also be cross-compatible with the 84+ and +C (not sure about the regular 83, though). I already have the text engine done.So are you working as a team with 123outerme for your version or are you just making your own project?
(http://img.ourl.ca/SrceSeekTextEngn.gif)
There is also a download for my test program. It displays "THE QUICK BROWN FOX, JUMPED OVER THE LAZY DOG." And it should also work on the +C.
When I know everything that's going into the game, I'll get to levels and stuff.
We're working on a team, but he's also making his own version, to both test out his copying skills (without source code) and to get inspiration for optimization, etcetera.I am announcing that I will make another version of Source-Seekers once I have all of the game information. I plan for it to also be cross-compatible with the 84+ and +C (not sure about the regular 83, though). I already have the text engine done.So are you working as a team with 123outerme for your version or are you just making your own project?
(http://img.ourl.ca/SrceSeekTextEngn.gif)
There is also a download for my test program. It displays "THE QUICK BROWN FOX, JUMPED OVER THE LAZY DOG." And it should also work on the +C.
When I know everything that's going into the game, I'll get to levels and stuff.
^^ ThatWe're working on a team, but he's also making his own version, to both test out his copying skills (without source code) and to get inspiration for optimization, etcetera.I am announcing that I will make another version of Source-Seekers once I have all of the game information. I plan for it to also be cross-compatible with the 84+ and +C (not sure about the regular 83, though). I already have the text engine done.So are you working as a team with 123outerme for your version or are you just making your own project?
(http://img.ourl.ca/SrceSeekTextEngn.gif)
There is also a download for my test program. It displays "THE QUICK BROWN FOX, JUMPED OVER THE LAZY DOG." And it should also work on the +C.
When I know everything that's going into the game, I'll get to levels and stuff.
I added a new poll asking about your preferred timing of release. If you choose "Now", you'll have to wait less but the experience won't be as full if you don't have the final fight availible right away.Remember: this is your project. Do what you think is best. If you want to release it now, then do it. Nobody's stopping you from releasing it now and later, or never. You're not selling something. You're practicing a hobby. Have fun. If you are, then cool. If the polls and extra stuff starts to make it less fun, though, stop. Reconsider what you're doing and why.
If you choose "When You're Done", you'll have to wait longer but the experience will be refreshing and will be better than releasing it immediately.
Thanks bb010g! The reason that I put up the polls, and am asking about the release date, is that my ideas for the final boss might take a while to implement and/or fix, so I was fishing for the gauge of everyone's impatience :PI added a new poll asking about your preferred timing of release. If you choose "Now", you'll have to wait less but the experience won't be as full if you don't have the final fight availible right away.Remember: this is your project. Do what you think is best. If you want to release it now, then do it. Nobody's stopping you from releasing it now and later, or never. You're not selling something. You're practicing a hobby. Have fun. If you are, then cool. If the polls and extra stuff starts to make it less fun, though, stop. Reconsider what you're doing and why.
If you choose "When You're Done", you'll have to wait longer but the experience will be refreshing and will be better than releasing it immediately.
Anyhow, this is looking nice. Great work!
If I may say so, this is the most awesome first major project I've seen in a while. Even though some people still have doubts about the CSE and Basic in general, I think that this project proves a lot of that wrong. When you upload the final version to ticalc, be sure to ask for a feature. I think this will deserve one. :D
That was a quick 3 days. :DIt wasn't 3 days (http://forum.pixbits.com/images/smilies/icon_razz.gif)
(really, all I was doing was making the levels :P ):P
I'll give this a try when I have a chance. :)Thanks DJ. I should probably mention that the entire game is 10717 bytes. I'll put that on the OP, too.
Yeah that one. His projectiles are incredibly hard to avoid and since there's no leveling up in the game nor healing items (at least for now) I die in 2-3 hits :PThe + in level 8 (the first level with magic) is a 1-UP.
I just died on level 7 (with the T that shoots periods) and when i got sent two rooms back (LV.B? Just before the Z-shooting P) where you have to walk towards the A, the screen wasn't cleared and the T and two dots were still there. Not a big deal, just thought you might want to know. Otherwise it's really nice, though i have to say that the spaced text is a bit odd ;) It might look better centered. You can also hit the B's with your sword and it'll disappear (or at least in LV.7), at first i was afraid that i'd destroyed it :PYeah, you beat the game. Thanks!
Another thing you can do is quit on LV.8 and pick up a lot of 1-ups. I guess the max is 10. Later when you die it looks like you've got 90, 80, 70, etc.
And like DJ, the first boss was hard. I guess you've got to just keep moving, but it's hard to see their bullets.
I think i just beat it, was the last level the one with the two M's? They didn't move or anything, so i'm not sure, but it just said i beat the game. It was fun, though a bit confusing at times. Nice job :)
Ok I'll try this one when I have a chance :)Added :)
Btw you should include screenies in the first post :P
Wow those were fixed fast! If you want, i can take some animated screenshots for the 83+ version (i don't have a CSE). The game is surprisingly fast, though, nice work :)Thanks! If you could take even still screenshots, that would be cool. :thumbsup:
Now that you say that, I have the urge to hack the game :PIt's not like I prevented other calcs from editing the files, though.
But I don't think I can
No, not currently, sorry :/I'll add the mirageOS header when I download it and when I get new batteries for my TI-83+
Like I said on the OP, you could just group all of your projects/games together, delete or archive them, and then download it.
If you don't really want to, the TI Group is in the .zip, so you can upload it and ungroup it when the time comes.
I think this is the first pure BASIC game that runs on both the monochrome and color calcs, so you got that going for you which is nice. And cool.Thanks. I'll look around to see if this is the case, just to be sure.
Nah, I got it. Uploading these fixes in a minute:Uploaded.Spoiler For Changed:
I think this is the first pure BASIC game that runs on both the monochrome and color calcs, so you got that going for you which is nice. And cool.Thanks. I'll look around to see if this is the case, just to be sure.Nah, I got it. Uploading these fixes in a minute:Uploaded.Spoiler For Changed:
Edit: If I want to update the file on ticalc, how could I delete/reupload it (as in, do I have to ask someone of a higher power to do so)?
Edit 2: Nevermind, Princetonlion told me, and it was on the top of the Upload screen [/facepalm]
Tell me if you need anything else (within the power of someone who started programming this year)Not really, I just need to know if there is anything wrong with the game.
When I get batteries, but I'll tryTell me if you need anything else (within the power of someone who started programming this year)Not really, I just need to know if there is anything wrong with the game.
Oh, could you take a (few) screenshot(s) of it working on a monochrome calc?
I think this is the first pure BASIC game that runs on both the monochrome and color calcs, so you got that going for you which is nice. And cool.IIRC, JWin's had success with his monochrome Lights Out game.
If you make a xlib version that could be fixed with real(10). I did that for dodge.
Or, if you have MirageOS, Source Seekers can run from there. Just make sure (theta)DEF is unarchived (at least, I think it needs to be).
Thanks for signing up! Either on the main screen or General Information would be acceptable.When I get batteries, but I'll tryTell me if you need anything else (within the power of someone who started programming this year)Not really, I just need to know if there is anything wrong with the game.
Oh, could you take a (few) screenshot(s) of it working on a monochrome calc?
1.2.1?
EDIT: I'm using an emulator
EDIT:2 there's a error after the help screen #3 in V.1.2.1 from post #1 of this thread
EDIT 3: Here's the screenshot of the gameplay running on Wabbitemu under a TI-83+BE ROM image. I died on purpose because I didn't want to spoil anything and I wanted to see the death screen.
EDIT 4: I might port this to the V200
EDIT 5: Where should I put this in the wiki? I've been editing
That's it for now
Fixed a small error with the Help screen, and if you've downloaded it before now, you should redownload it.It runs really fast :PThanks for signing up! Either on the main screen or General Information would be acceptable.When I get batteries, but I'll tryTell me if you need anything else (within the power of someone who started programming this year)Not really, I just need to know if there is anything wrong with the game.
Oh, could you take a (few) screenshot(s) of it working on a monochrome calc?
1.2.1?
EDIT: I'm using an emulator
EDIT:2 there's a error after the help screen #3 in V.1.2.1 from post #1 of this thread
EDIT 3: Here's the screenshot of the gameplay running on Wabbitemu under a TI-83+BE ROM image. I died on purpose because I didn't want to spoil anything and I wanted to see the death screen.
EDIT 4: I might port this to the V200
EDIT 5: Where should I put this in the wiki? I've been editing
That's it for now
Edit: Does it really run that slow on the emu, or was that just the capture software lagging it out?
It runs really fast :PYou can PM it to me.
EDIT 2: How could I share the pseudocode with you? There could be a wiki page
okay. I'll do that when I'm done. I'm converting the z80 TI BASIC version to pseudocode and then 68k TI BASIC (to the best of my abilities)It runs really fast :PYou can PM it to me.
EDIT 2: How could I share the pseudocode with you? There could be a wiki page
BumpThe DLC packs haven't been started yet, I have been very busy with sailing camp (it really knocks the wind out of you!) and lots of activities this summer. I will work on them when I have some free time, but for now, they are on hold. ._.
How are the DLC packs going?
EDIT we might as well celebrate the completion of this project
!peanuts
I don't mind, I'm also not really programmingBumpThe DLC packs haven't been started yet, I have been very busy with sailing camp (it really knocks the wind out of you!) and lots of activities this summer. I will work on them when I have some free time, but for now, they are on hold. ._.
How are the DLC packs going?
EDIT we might as well celebrate the completion of this project
!peanuts
Not trying to beat a dead horse or anything, but just as a question, how hard was THE GAME?I found the difficulty not too bad, except of course that aforementioned enemy that was very hard to beat :P.
* 123outerme runs
Seriously, I don't have a real opinion an anything Source Seekers. Since I programmed it, I know how to solve every puzzle, beat every enemy, etc.
you store something to K to skip the animationNot trying to beat a dead horse or anything, but just as a question, how hard was THE GAME?I found the difficulty not too bad, except of course that aforementioned enemy that was very hard to beat :P .
* 123outerme runs
Seriously, I don't have a real opinion an anything Source Seekers. Since I programmed it, I know how to solve every puzzle, beat every enemy, etc.
By the way, since I was busy I didn't have time yet to try the latest versions, but do they let you skip the A TILDA^3 PRODUCTIONS logo animation?
Not trying to beat a dead horse or anything, but just as a question, how hard was THE GAME?I found the difficulty not too bad, except of course that aforementioned enemy that was very hard to beat :P.
* 123outerme runs
Seriously, I don't have a real opinion an anything Source Seekers. Since I programmed it, I know how to solve every puzzle, beat every enemy, etc.
By the way, since I was busy I didn't have time yet to try the latest versions, but do they let you skip the A TILDA^3 PRODUCTIONS logo animation?
Well, considering there are RPGs that last 50 hours and that the original Reuben took 3-4 hours, I actually find Reuben Quest remake easy. :P In fact, Reuben original looked harder mostly because of the much slower speed that made grinding for levels look more tedious.you store something to K to skip the animationNot trying to beat a dead horse or anything, but just as a question, how hard was THE GAME?I found the difficulty not too bad, except of course that aforementioned enemy that was very hard to beat :P .
* 123outerme runs
Seriously, I don't have a real opinion an anything Source Seekers. Since I programmed it, I know how to solve every puzzle, beat every enemy, etc.
By the way, since I was busy I didn't have time yet to try the latest versions, but do they let you skip the A TILDA^3 PRODUCTIONS logo animation?
I found the game easy :P compared to Sorus axe remake of reuben quest (which took me 1 hour)
That's why I play ASM RPGs only :PWell, considering there are RPGs that last 50 hours and that the original Reuben took 3-4 hours, I actually find Reuben Quest remake easy. :P In fact, Reuben original looked harder mostly because of the much slower speed that made grinding for levels look more tedious.you store something to K to skip the animationNot trying to beat a dead horse or anything, but just as a question, how hard was THE GAME?I found the difficulty not too bad, except of course that aforementioned enemy that was very hard to beat :P .
* 123outerme runs
Seriously, I don't have a real opinion an anything Source Seekers. Since I programmed it, I know how to solve every puzzle, beat every enemy, etc.
By the way, since I was busy I didn't have time yet to try the latest versions, but do they let you skip the A TILDA^3 PRODUCTIONS logo animation?
I found the game easy :P compared to Sorus axe remake of reuben quest (which took me 1 hour)
One of the hardest calc RPG gotta be Illusiat 7: The Legend of Gwaf or some of the early 2000's Ticalc.org ASCII RPGs.
Except that there are like four decent ASM RPG for the 83+ series (one of which is actually written in Axe and is a remake rather than a full game) that are completed. All others are just demos of unfinished projects or very buggy. BASIC has many more quality RPGs since it takes much less effort to make them than in ASM, but a lot of them are low quality or slow so it takes more time to find a good one. On top of that, one of the only 2 completed/non-buggy ASM RPG out there, called Dying Eyes, is even harder than most BASIC ones.I love calcrouge. it's the only game I play :P
On TI-89/92+/V200 calcs it's even worse, since the only ever completed ASM/C RPG was CalcRogue.
I personally don't judge calc games solely based on the programming language, since a lot of games in each language are actually fun to play.
When I was writing down some ideas for Source Seekers Battle (http://www.omnimaga.org/ti-z80-calculator-projects/(axe)-source-seekers-ax'd-(ti-84-up)/new/#new), I thought that some of those could be added. So, when I get back from Band Camp, expect these things to be added:
*Multiple save files
*Naming your character
*More secrets
*Configurable Keys
*Optimizations