Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: yunhua98 on October 16, 2010, 06:01:00 pm

Title: Bomberman
Post by: yunhua98 on October 16, 2010, 06:01:00 pm
As many of you know, I stopped working on this due to a memory loss.  Well, yesterday, I was looking through my backups and found Bomberman again, I thought, maybe I should revive this?  I was a bit less busy, and all were doing in my Science and Math classes were review, so I decided to pick it up again.  heres what I have so far:
(http://img.removedfromgame.com/imgs/1287266276-Bomberman.gif)

I don't really understand why my enemy never faces the right direction though, and I would be glad if anyone could find some more bugs.
all, it does so far is drop bombs, explode stuff, including you but not the enemy yet, and the light blocks are explodable, the "grey" ones aren't

code:

Spoiler For code:
Quote from: BASIC Code
:.BOMBRMAN AXE BomberMan! v1.0 by: Yunhua Z
:.CLEAR SPRITE
:[2288228822882288→Pic0C
:.BOMB SPRITE
:[0C103C4E5E7E7E3C→Pic1
:.BLANK SPACE
:[0000000000000000→Pic2A
:.DOTTED BLOCK
:[7EABD5ABD5ABD57E→Pic2
:.BREAKABLE BLOCK
:[7E81BDA1A1A1817E→Pic3
:.GUY LEFT
:[1C7E1222142A1436→Pic4
:.GUY RIGHT
:[387E48442854286C→Pic5
:.GUY FRONT/BACK
:[1C3E22143E081436→Pic6
:.EXPLODE Horizontal(
:[00FF55AAAA55FF00→Pic7
:.EXPLODE Vertical
:[5A665A665A665A66→Pic8
:.ENEMY FORWARD
:[3C4281A58181A55A→Pic9
:.ENEMY LEFT
:[1C2241514141552A→Pic0
:.ENEMY RIGHT
:[3844828A8282AA54→Pic10
:.ENEMY BACK
:[3C4281818181A55A→Pic11
:.CHERRIES
:[08182464B6FB6F06→Pic12
:.COIN
:[184218A5A5184218→Pic13
:.EXPLODE CENTER
:[5AE75AA5A55AE75A→Pic0E
:"GAME OVER→Str1
:"YOU WIN→Str2
:DiagnosticOff
:ClrDraw
:0→X→Y→A→B→C→E
:16→Z→L
:88→G
:56→D
:For(L,0,11
:L*8→N
:For(M,0,7
:M*8→O
:Pt-On(N,O,Pic0C
:End
:End
:sub(BK
:Pt-Off(8,0,Pic0C
:Pt-Off(0,8,Pic0C
:0→θ
:Repeat K=15 or (L=0
:sub(DG
:.AI
:E+1→E
:If E^20=0
:Pt-Off(G,D,Pic0C
:rand^2→I
:If I=1
:If G>0 and (pxl-Test(G-7,D+6)=0
:G-(8*(rand^2))→G
:8→θ
:End
:If G<87 and (pxl-Test(G+9,D+6)=0
:G+(8*(rand^2))→G
:16→θ
:End
:End
:If I=0
:If D>0=(pxl-Test(G+1,D-2)=0
: D-(8*(rand^2))→D
:24→θ
:End
:If D<55 and (pxl-Test(G+1,D+14)=0
: D+(8*(rand^2))→D
:0→θ
:End
:End
:Pt-Off(G,D,Pic9+θ
:End
:If G=X and (D=Y
:0→L
:End
:
:
:
:
:
:.BOMB CHECK AND EXPLODE
:!If B=0
:A+1→A
:End
:If A=200
:Pt-Off(P,Q,Pic0E
:If pxl-Test(P+9,Q+2)=0
:Pt-Off(P+8,Q,Pic7
:If pxl-Test(P+17,Q+2)=0
:Pt-Off(P+16,Q,Pic7
:End
:End
:If pxl-Test(P-7,Q+2)=0
:Pt-Off(P-8,Q,Pic7
:If pxl-Test(P-15,Q+2)=0
:Pt-Off(P-16,Q,Pic7
:End
:End
:If pxl-Test(P+1,Q+10)=0
:Pt-Off(P,Q+8,Pic8
:If pxl-Test(P+1,Q+18)=0
:Pt-Off(P,Q+16,Pic8
:End
:End
:If pxl-Test(P+1,Q-6)=0
:Pt-Off(P,Q-8,Pic8
:If pxl-Test(P+1,Q-14)=0
:Pt-Off(P,Q-16,Pic8
:End
:End
:DispGraph
:Pause 100
:If (X-P≤16 or (P-X≤16)) and (Y=Q
:0→L
:End
:If (Y-Q≤16 or (Q-Y≤16)) and (X=P
:0→L
:End
:End
:If A=250
:Pt-Off(P,Q,Pic0C
:Pt-Off(P-8,Q,Pic0C
:Pt-Off(P-16,Q,Pic0C
:Pt-Off(P,Q-8,Pic0C
:Pt-Off(P,Q-16,Pic0C
:Pt-Off(P+8,Q,Pic0C
:Pt-Off(P+16,Q,Pic0C
:Pt-Off(P,Q+8,Pic0C
:Pt-Off(P,Q+16,Pic0C
:.DispGraph
:0→A→B
:End
:.END BOMB SECTION
:!If L=0
:.KEYCHECK SERIES
:getKey→K
:If K=48 and (B=1
:199→A
:End
:If K=54 and (B=0
:8→C
:1→B
:X→P
:Y→Q
:Pt-On(P,Q,Pic1
:Pt-On(P,Q,Pic0C
:.DispGraph
:End
:If K=3 and (X<87 and (pxl-Test(X+10,Y+5)=0
:8→Z
:sub(CS
:X+8→X
:End
:If K=2 and (X>0 and (pxl-Test(X-6,Y+5)=0
:0→Z
:sub(CS
:X-8→X
:End
:If K=4 and (Y>0 and (pxl-Test(X+2,Y-3)=0
:16→Z
:sub(CS
:Y-8→Y
:End
:If K=1 and (Y<55 and (pxl-Test(X+2,Y+13)=0
:16→Z
:sub(CS
:Y+8→Y
:End
:Pt-Off(X,Y,Pic4+Z
:.DispGraph
:End
:End
:.DIE ROUTINE
:!If L
:Output(0,0,Str1
:Pause 1000
:End
:Lbl CS
:.CLEAR ROUTINE
:Pt-Off(X,Y,Pic0C+C
:0→C
:.DispGraph
:Return
:.MAP
:Lbl BK
:For(O,1,7
:O*8→T
:O+1→O
:For(N,0,11
:8*N→V
:If rand^5≠0
:Pt-Off(V,T,Pic3
:End
:End
:End
:For(N,0,11
:8*N→V
:N+1→N
:For(O,1,7
:O*8→T
:If rand^5≠0
:Pt-Off(T,V,Pic3
:End
:End
:End
:Return
:Lbl DG
:For(N,1,10
:N+1→N
:N*8→R
:For(O,1,6
:O+1→O
:O*8→S
:Pt-Off(R,S,Pic2
:End
:End
:DispGraph
:Return
:.Lbl BK
:.For(M,1,11
:.M*8→T
:.M+1→M
:.For(U,1,7
:.U*8→V
:.U+1→U
:.Pt-On(T,V,Pic3
:.End
:.End
:.StorePic
:.DispGraph
:.Return
Generated by SourceCoder (http://sc.cemetech.net), © 2005-2010 Cemetech (http://www.cemetech.net)

Bomberman is the executable, no-stub
Axebomb is the source

also, if you can spot any optimizations, please point them out to me.  ;)

EDIT:
Credits list so far:
Omnimaga Community
DJ Omnimaga for inspiring this game with Axe Contest
Aichi for helping me figure out a bug that I was stuck on
Title: Re: Bomberman
Post by: matthias1992 on October 16, 2010, 06:09:23 pm
THERE IS SMILIES IN THE SOURCE :D

Looks great yunhua!
Title: Re: Bomberman
Post by: yunhua98 on October 16, 2010, 06:10:31 pm
lol  :P/me goes to change
Title: Re: Bomberman
Post by: MRide on October 16, 2010, 06:11:36 pm
code:

Spoiler For code:
Quote from: BASIC Code
:.BOMBRMAN AXE BomberMan! v1.0 by: Yunhua Z
:.CLEAR SPRITE
:[2288228822882288→Pic0C
:.BOMB SPRITE
:[0C103C4E5E7E7E3C→Pic1
:.BLANK SPACE
:[0000000000000000→Pic2A
:.DOTTED BLOCK
:[7EABD5ABD5ABD57E→Pic2
:.BREAKABLE BLOCK
:[7E81BDA1A1A1817E→Pic3
:.GUY LEFT
:[1C7E1222142A1436→Pic4
:.GUY RIGHT
:[387E48442854286C→Pic5
:.GUY FRONT/BACK
:[1C3E22143E081436→Pic6
:.EXPLODE Horizontal(
:[00FF55AAAA55FF00→Pic7
:.EXPLODE Vertical
:[5A665A665A665A66→Pic8
:.ENEMY FORWARD
:[3C4281A58181A55A→Pic9
:.ENEMY LEFT
:[1C2241514141552A→Pic0
:.ENEMY RIGHT
:[3844828A8282AA54→Pic10
:.ENEMY BACK
:[3C4281818181A55A→Pic11
:.CHERRIES
:[08182464B6FB6F06→Pic12
:.COIN
:[184218A5A5184218→Pic13
:.EXPLODE CENTER
:[5AE75AA5A55AE75A→Pic0E
:"GAME OVER→Str1
:"YOU WIN→Str2
:DiagnosticOff
:ClrDraw
:0→X→Y→A→B→C→E
:16→Z→L
:88→G
:56→D
:For(L,0,11
:L*8→N
:For(M,0,7
:M*8→O
:Pt-On(N,O,Pic0C
:End
:End
:sub(BK
:Pt-Off(8,0,Pic0C
:Pt-Off(0,8,Pic0C
:0→θ
:Repeat K=15 or (L=0
:sub(DG
:.AI
:E+1→E
:If E^20=0
:Pt-Off(G,D,Pic0C
:rand^2→I
:If I=1
:If G>0 and (pxl-Test(G-7,D+6)=0
:G-(8*(rand^2))→G
:8→θ
:End
:If G<87 and (pxl-Test(G+9,D+6)=0
:G+(8*(rand^2))→G
:16→θ
:End
:End
:If I=0
:If D>0=(pxl-Test(G+1,D-2)=0
:D-(8*(rand^2))→D
:24→θ
:End
:If D<55 and (pxl-Test(G+1,D+14)=0
:D+(8*(rand^2))→D
:0→θ
:End
:End
:Pt-Off(G,D,Pic9+θ
:End
:If G=X and (D=Y
:0→L
:End
:
:
:
:
:
:.BOMB CHECK AND EXPLODE
:!If B=0
:A+1→A
:End
:If A=200
:Pt-Off(P,Q,Pic0E
:If pxl-Test(P+9,Q+2)=0
:Pt-Off(P+8,Q,Pic7
:If pxl-Test(P+17,Q+2)=0
:Pt-Off(P+16,Q,Pic7
:End
:End
:If pxl-Test(P-7,Q+2)=0
:Pt-Off(P-8,Q,Pic7
:If pxl-Test(P-15,Q+2)=0
:Pt-Off(P-16,Q,Pic7
:End
:End
:If pxl-Test(P+1,Q+10)=0
:Pt-Off(P,Q+8,Pic8
:If pxl-Test(P+1,Q+18)=0
:Pt-Off(P,Q+16,Pic8
:End
:End
:If pxl-Test(P+1,Q-6)=0
:Pt-Off(P,Q-8,Pic8
:If pxl-Test(P+1,Q-14)=0
:Pt-Off(P,Q-16,Pic8
:End
:End
:DispGraph
:Pause 100
:If (X-P≤16 or (P-X≤16)) and (Y=Q
:0→L
:End
:If (Y-Q≤16 or (Q-Y≤16)) and (X=P
:0→L
:End
:End
:If A=250
:Pt-Off(P,Q,Pic0C
:Pt-Off(P-8,Q,Pic0C
:Pt-Off(P-16,Q,Pic0C
:Pt-Off(P,Q-8,Pic0C
:Pt-Off(P,Q-16,Pic0C
:Pt-Off(P+8,Q,Pic0C
:Pt-Off(P+16,Q,Pic0C
:Pt-Off(P,Q+8,Pic0C
:Pt-Off(P,Q+16,Pic0C
:.DispGraph
:0→A→B
:End
:.END BOMB SECTION
:!If L=0
:.KEYCHECK SERIES
:getKey→K
:If K=48 and (B=1
:199→A
:End
:If K=54 and (B=0
:8→C
:1→B
:X→P
:Y→Q
:Pt-On(P,Q,Pic1
:Pt-On(P,Q,Pic0C
:.DispGraph
:End
:If K=3 and (X<87 and (pxl-Test(X+10,Y+5)=0
:8→Z
:sub(CS
:X+8→X
:End
:If K=2 and (X>0 and (pxl-Test(X-6,Y+5)=0
:0→Z
:sub(CS
:X-8→X
:End
:If K=4 and (Y>0 and (pxl-Test(X+2,Y-3)=0
:16→Z
:sub(CS
:Y-8→Y
:End
:If K=1 and (Y<55 and (pxl-Test(X+2,Y+13)=0
:16→Z
:sub(CS
:Y+8→Y
:End
:Pt-Off(X,Y,Pic4+Z
:.DispGraph
:End
:End
:.DIE ROUTINE
:!If L
:Output(0,0,Str1
:Pause 1000
:End
:Lbl CS
:.CLEAR ROUTINE
:Pt-Off(X,Y,Pic0C+C
:0→C
:.DispGraph
:Return
:.MAP
:Lbl BK
:For(O,1,7
:O*8→T
:O+1→O
:For(N,0,11
:8*N→V
:If rand^5≠0
:Pt-Off(V,T,Pic3
:End
:End
:End
:For(N,0,11
:8*N→V
:N+1→N
:For(O,1,7
:O*8→T
:If rand^5≠0
:Pt-Off(T,V,Pic3
:End
:End
:End
:Return
:Lbl DG
:For(N,1,10
:N+1→N
:N*8→R
:For(O,1,6
:O+1→O
:O*8→S
:Pt-Off(R,S,Pic2
:End
:End
:DispGraph
:Return
:.Lbl BK
:.For(M,1,11
:.M*8→T
:.M+1→M
:.For(U,1,7
:.U*8→V
:.U+1→U
:.Pt-On(T,V,Pic3
:.End
:.End
:.StorePic
:.DispGraph
:.Return
Generated by SourceCoder (http://sc.cemetech.net), © 2005-2010 Cemetech (http://www.cemetech.net)

Bomberman is the executable, no-stub
Axebomb is the source

also, if you can spot any optimizations, please point them out to me.  ;)
I didn't know you could have smilies in code. :P

EDIT: Ninja'd
Title: Re: Bomberman
Post by: kindermoumoute on October 16, 2010, 06:19:10 pm
I like this game, nice project ;)
Title: Re: Bomberman
Post by: yunhua98 on October 16, 2010, 06:38:19 pm
thanks for the encouragement guys!  although I might not post screenies very often, I will work on it a bit everyday.  All I've got to worry about are like 2 tests on monday.  :P
Title: Re: Bomberman
Post by: Ranman on October 16, 2010, 06:46:50 pm
Wow... Lookin' good!
Title: Re: Bomberman
Post by: shmibs on October 16, 2010, 06:53:40 pm
this is how i would write the same code that you have here(although i probably screwed something up because i'm running a massive fever right now and just got back from work.) personally, though, i would use a matrix for the map data instead of a massive list of pixel-tests. bomberman is the greatest; good luck on implementing it!

Code: [Select]
:.BOMBRMAN AXE BomberMan! v1.0 by: Yunhua Z
:.CLEAR SPRITE
:[2288228822882288→Pic0C
:.BOMB SPRITE
:[0C103C4E5E7E7E3C→Pic1
:.BLANK SPACE
:[0000000000000000→Pic2A
:.DOTTED BLOCK
:[7EABD5ABD5ABD57E→Pic2
:.BREAKABLE BLOCK
:[7E81BDA1A1A1817E→Pic3
:.GUY LEFT
:[1C7E1222142A1436→Pic4
:.GUY RIGHT
:[387E48442854286C→Pic5
:.GUY FRONT/BACK
:[1C3E22143E081436→Pic6
:.EXPLODE Horizontal(
:[00FF55AAAA55FF00→Pic7
:.EXPLODE Vertical
:[5A665A665A665A66→Pic8
:.ENEMY FORWARD
:[3C4281A58181A55A→Pic9
:.ENEMY LEFT
:[1C2241514141552A→Pic0
:.ENEMY RIGHT
:[3844828A8282AA54→Pic10
:.ENEMY BACK
:[3C4281818181A55A→Pic11
:.CHERRIES
:[08182464B6FB6F06→Pic12
:.COIN
:[184218A5A5184218→Pic13
:.EXPLODE CENTER
:[5AE75AA5A55AE75A→Pic0E
:"GAME OVER→Str1
:"YOU WIN→Str2
:DiagnosticOff
:ClrDraw
:0→X→Y→A→B→C→E+16→Z→L+40→D+32→GFor(L,0,11
:For(M,0,7
:Pt-On(L*8,M*8,Pic0C
:End:End
:sub(BK
:Pt-Off(8,0,Pic0C
:Pt-Off(0,8,Pic0C
:0→θWhile K^15+L
:sub(DG
:.AI
:E+1→E
:!If E^20
:Pt-Off(G,D,Pic0C
:rand^2→IIf I
:!If pxl-Test(G-7,D+6)*G
:G-(rand^2*8)→G
:8→θEnd
:If G<87 and (pxl-Test(G+9,D+6)=0
:G+(8*(rand^2))→G
:16→θ
:End
:Else
:!If pxl-Test(G+1,D-2)*D
:D-(rand^2*8)→D24→θEnd
:!If D>54*pxl-Test(G+1,D+14)
:D+(rand^2*8)→D-D→θ
:End
:End:End
:Pt-Off(G,D,Pic9+θ
:End
:If G=X and (D=Y
:0→LEnd
:
:
:
:
:
:.BOMB CHECK AND EXPLODE
:If B
:A+1→AEnd
:If A=200
:Pt-Off(P,Q,Pic0E
:!If pxl-Test(P+9,Q+2)
:Pt-Off(P+8,Q,Pic7
:!If pxl-Test(P+17,Q+2)
:Pt-Off(P+16,Q,Pic7
:End
:End
:!If pxl-Test(P-7,Q+2)
:Pt-Off(P-8,Q,Pic7
:!If pxl-Test(P-15,Q+2)
:Pt-Off(P-16,Q,Pic7
:End
:End
:!If pxl-Test(P+1,Q+10)
:Pt-Off(P,Q+8,Pic8
:!If pxl-Test(P+1,Q+18)
:Pt-Off(P,Q+16,Pic8
:End
:End
:!If pxl-Test(P+1,Q-6)
:Pt-Off(P,Q-8,Pic8
:!If pxl-Test(P+1,Q-14)
:Pt-Off(P,Q-16,Pic8
:End
:End
:DispGraph
:Pause 100
:If (X-P≤16 or (P-X≤16)) and (Y=Q
:0→L
:End
:If (Y-Q≤16 or (Q-Y≤16)) and (X=P
:0→L
:End
:End
:If A=250
:.mebbe add a for loop here instead of the massive list of PtOffs?
:Pt-Off(P,Q,Pic0C
:Pt-Off(P-8,Q,Pic0C
:Pt-Off(P-16,Q,Pic0C
:Pt-Off(P,Q-8,Pic0C
:Pt-Off(P,Q-16,Pic0C
:Pt-Off(P+8,Q,Pic0C
:Pt-Off(P+16,Q,Pic0C
:Pt-Off(P,Q+8,Pic0C
:Pt-Off(P,Q+16,Pic0C
:DispGraph
:0→A→BEnd
:.END BOMB SECTION
:If L
:.KEYCHECK SERIES
:getKey→K
:If K=48 and (B=1
:199→AEnd
:!If K^54*B
:1→B+7→CX→PY→QPt-On(P,Q,Pic1
:Pt-On(P,Q,Pic0C
:DispGraph
:End
:!If K=3*(X<87 and (pxl-Test(X+10,Y+5)
:8→Zsub(CS
:X+8→X
:End
:!If K=2*X*pxl-Test(X-6,Y+5)
:0→Zsub(CS
:X-8→X
:End
:If K=4 and (Y>0 and (pxl-Test(X+2,Y-3)=0
:16→Zsub(CS
:Y-8→Y
:End
:If K=1 and (Y<55 and (pxl-Test(X+2,Y+13)=0
:16→Z
:sub(CS
:Y+8→YEnd
:Pt-Off(X,Y,Pic4+Z
:DispGraph
:End:End
:.DIE ROUTINE
:!If L
:Output(0,0,Str1
:Pause 1000
:End
:Lbl CS
:.CLEAR ROUTINE
:Pt-Off(X,Y,Pic0C+C
:0→C
:DispGraph
:Return
:.MAP
:Lbl BK
:For(O,1,7
:O*8→T/8+1→O
:For(N,0,11
:If rand^5≠0
:Pt-Off(N*8,T,Pic3
:End
:End
:End
:For(N,0,11
:8*N→V
:N+1→N
:For(O,1,7
:If rand^5
:Pt-Off(O*8,V,Pic3
:End
:End
:End
:Return
:Lbl DG
:For(N,2,11
:For(O,2,7
:Pt-Off(N*8,O*8,Pic2
:End
:End
:DispGraph
:Return
:Lbl BK
:For(M,2,12
:For(U,2,8
:Pt-On(M-1*8,U-1*8,Pic3
:End:End
:StorePic
:DispGraph
:Return
Title: Re: Bomberman
Post by: yunhua98 on October 16, 2010, 06:55:43 pm
kk, thanks, but is the For(L,0,11 part supposed to not be on a seperate line?
Title: Re: Bomberman
Post by: shmibs on October 16, 2010, 07:38:40 pm
yes. some of the things in here are just personal preferences for code structuring, however
Title: Re: Bomberman
Post by: DJ Omnimaga on October 17, 2010, 04:20:29 am
WOW that's great that you found it agaiN! Now if only you could have managed to find it before the contest ended :(

ALso it looks great. I'm glad this is alive again :).
Title: Re: Bomberman
Post by: yunhua98 on October 17, 2010, 07:38:15 am
well, technically I knew where it was before the contest ended, but I just lacked the motivation to do anything with it.  :P
Title: Re: Bomberman
Post by: DJ Omnimaga on October 17, 2010, 02:06:05 pm
Ah ok D:

Btw did you lose some progress or was it a recent backup?
Title: Re: Bomberman
Post by: meishe91 on October 17, 2010, 04:54:14 pm
That looks great! Good luck on this :)
Title: Re: Bomberman
Post by: ztrumpet on October 17, 2010, 05:00:11 pm
That looks neat!  Nice job! ;D
Title: Re: Bomberman
Post by: Happybobjr on October 17, 2010, 05:06:36 pm
Optimization:  (not sure if this is any more efficient)  You don't need You win or Game Over stowed as a string.
The newer versions of axe can do this.
Disp "You Win"

I don't know if its any better though. (but i think it should be)

Also you should have "the Game"  Instead of "Game Over", either way, you/they lost the game.
Title: Re: Bomberman
Post by: ztrumpet on October 17, 2010, 05:07:56 pm
I don't know if its any better though. (but i think it should be)
It's not any better in the executable program, it just makes the source smaller. ;)
Title: Re: Bomberman
Post by: Happybobjr on October 17, 2010, 05:09:16 pm
I don't know if its any better though. (but i think it should be)
It's not any better in the executable program, it just makes the source smaller. ;)

my thought is that it wouldn't be stowed into a specific part of the memory?
Making a program to test it....
Edit: I was wrong, they were the same size... ):
Title: Re: Bomberman
Post by: ztrumpet on October 17, 2010, 05:10:54 pm
I don't know if its any better though. (but i think it should be)
It's not any better in the executable program, it just makes the source smaller. ;)

my thought is that it wouldn't be stowed into a specific part of the memory?
Nope, it all compiles to the exact same thing; you could even check this if you wanted to. :)
Title: Re: Bomberman
Post by: calc84maniac on October 17, 2010, 05:13:37 pm
You will want to store to a string if you're going to use it multiple times, though. If you include the literal string each time in the code, Axe will probably insert it into the executable twice.
Title: Re: Bomberman
Post by: yunhua98 on October 17, 2010, 08:25:54 pm
Ah ok D:

Btw did you lose some progress or was it a recent backup?
it was the back up from "3 weeks ago" mentioned in my sig before I deleted that part.

anyway, today I managed to make The Game playable so now the AI can die, it can kill you, etc.  theres still no specials, lives, powerups, or anything special yet though.  ;)

Screenie:
its still quite buggy though.  :P
and yeah, I messed up quite a few times.  ;)
don't worry, I finally win at the end.  :P
(http://img.removedfromgame.com/imgs/1287361522-bomberman2.gif)
Title: Re: Bomberman
Post by: meishe91 on October 17, 2010, 08:32:06 pm
That looks really cool. Do you think you'll ever mask the sprites so it's not just blank behind them?
Title: Re: Bomberman
Post by: yunhua98 on October 17, 2010, 08:35:39 pm
I'm going to do that when I have everything working correctly, then I will polish the game up.  although i may need some help at times...  ;)

which is why the lose and win messages are so messed up.  :P  and the title screens really just a placeholder I drew up in like 5 mins.

EDIT:  lol, I have my brother "beta testing" for me.  :P
Title: Re: Bomberman
Post by: DJ Omnimaga on October 18, 2010, 03:29:28 am
Looks nice!
Title: Re: Bomberman
Post by: Yeong on October 18, 2010, 08:38:52 am
cool! bomberman!
Title: Re: Bomberman
Post by: ztrumpet on October 18, 2010, 05:48:15 pm
Looks great!  Nice job! ;D
Title: Re: Bomberman
Post by: AngelFish on October 18, 2010, 06:23:04 pm
That looks really cool. Do you think you'll ever mask the sprites so it's not just blank behind them?

That could probably be easy to do with the appropriate background sprite and the Pt-Change( function.
Title: Re: Bomberman
Post by: DJ Omnimaga on October 18, 2010, 07:43:49 pm
I personally just do 2 versions of my char sprite: one that is the normal character, but the pixels that are not transparent are inverted and the rest white, and then another sprite where every non-transparent pixels are black and the rest white. Display the black-filler sprite first, using Pt-On() then display the other using the same function.
Title: Re: Bomberman
Post by: yunhua98 on October 20, 2010, 01:15:42 pm
Sorry about the lack of posts here, I sorta got into trouble the other day, so I can only post from school, and maybe get on for like 5 mins at home, so no screenies til weekends.  :(
but I figured out how to get extra variables (thanks guys!) so I managed to get mutiple enemies, and I 'm working on a version which user specified enemies.
Title: Re: Bomberman
Post by: DJ Omnimaga on October 20, 2010, 01:23:27 pm
I assume you got grounded? D: I hope you can get access again soon. :S

Good luck with progress and updates!
Title: Re: Bomberman
Post by: yunhua98 on October 20, 2010, 04:23:11 pm
nah, I didn't, I could get on here in front of them, but I'd rather not because of something else I don't want to get into.
Title: Re: Bomberman
Post by: DJ Omnimaga on October 21, 2010, 03:01:45 am
Ah ok, I hope it isn't something wrong that happened x.x
Title: Re: Bomberman
Post by: yunhua98 on October 23, 2010, 01:11:02 pm
Weekend at last!
anyways, I haven't done too much due to a ERR: Block for 3 days, but when I figured it out, I was plagued by another bug.  I managed to get a version with two enemies, and am working on aversion with a user specified number, but since I'm not done with that, no upload yet, just the 2-version.  ;)  heres what I have now, and yes, the title screen is still a placeholder.  :P  I can't kill the ghost for soome reason, as you will see in screenie, so Ima gonna need some help on that bug.  :P  And yes, you will be in the credits.  ;)

(http://img.removedfromgame.com/imgs/1287853584-bomberbug.gif)

Spoiler For Source:
Quote from: BASIC Code
:.BOMBRMAN AXE BomberMan! v1.0 by: Yunhua Z
:.TITLE
:[Pic1→Pic0T
:.CLEAR SPRITE
:[2288228822882288→Pic0C
:.BOMB SPRITE
:[0C103C4E5E7E7E3C→Pic1
:.BLANK SPACE
:[0000000000000000→Pic2A
:.DOTTED BLOCK
:[7EABD5ABD5ABD57E→Pic2
:.BREAKABLE BLOCK
:[7E81BDA1A1A1817E→Pic3
:.GUY LEFT
:[1C7E1222142A1436→Pic4
:.GUY RIGHT
:[387E48442854286C→Pic5
:.GUY FRONT/BACK
:[1C3E22143E081436→Pic6
:.EXPLODE Horizontal(
:[00FF55AAAA55FF00→Pic7
:.EXPLODE Vertical
:[5A665A665A665A66→Pic8
:.ENEMY FORWARD
:[3C4281A58181A55A→Pic9
:.ENEMY LEFT
:[1C2241514141552A→Pic0
:.ENEMY RIGHT
:[3844828A8282AA54→Pic10
:.ENEMY BACK
:[3C4281818181A55A→Pic11
:.CHERRIES
:[08182464B6FB6F06→Pic12
:.COIN
:[184218A5A5184218→Pic13
:.EXPLODE CENTER
:[5AE75AA5A55AE75A→Pic0E
:"GAME OVER→Str1
:"YOU WIN→Str2
:DiagnosticOff
:ClrDraw
:40→A
:Full
:Repeat K=54
:getKey→K
:If K=1 and (A=40
:48→A
:Pt-Off(22,40,Pic2A
:End
:If K=4 and (A=48
:40→A
:Pt-Off(22,48,Pic2A
:End
:Pt-On(22,A,Pic1
:DispGraph
:Pic0T→DispGraph
:End
:ClrDraw
:Normal
:If A=48
:."CREDITS:→Str3
:."THE OMNIMAGA COMMUNITY FOR SUPPORTING ME
:End
:If A=40
:0→X→Y→A→B→C→E
:16→Z→L
:88→G→{L[size=8]1[/size]+1}
:56→D→{L[size=8]1[/size]+2}
:For(L,0,11
:L*8→N
:For(M,0,7
:M*8→O
:Pt-On(N,O,Pic0C
:End
:End
:sub(BK
:Pt-Off(8,0,Pic0C
:Pt-Off(0,8,Pic0C
:0→θ→{L[size=8]1[/size]+3}
:1→L
:Repeat K=15 or (L=0 or (L=42
:sub(DG
:.AI
:E+1→E
:If E^15=0
:Pt-Off({L[size=8]1[/size]+1},{L[size=8]1[/size]+2},Pic0C
:Pt-Off(G,D,Pic0C
:rand^2→I
:If I=1
:If {L[size=8]1[/size]+1}>0 and (pxl-Test({L[size=8]1[/size]+1}-7,{L[size=8]1[/size]+2}+6)=0
:{L[size=8]1[/size]+1}-(8*(rand^2))→{L[size=8]1[/size]+1}
:8→{L[size=8]1[/size]+3}
:End
:If G>0 and (pxl-Test(G-7,D+6)=0
:G-(8*(rand^2))→G
:8→θ
:End
:If {L[size=8]1[/size]+1}<87 and (pxl-Test({L[size=8]1[/size]+1}+9,{L[size=8]1[/size]+2}+6)=0
:{L[size=8]1[/size]+1}+(8*(rand^2))→{L[size=8]1[/size]+1}
:16→{L[size=8]1[/size]+3}
:End
:If G<87 and (pxl-Test(G+9,D+6)=0
:G+(8*(rand^2))→G
:16→θ
:End
:End
:If I=0
:If {L[size=8]1[/size]+2}>0 and (pxl-Test({L[size=8]1[/size]+1}+1,{L[size=8]1[/size]+2}-2)=0
:{L[size=8]1[/size]+2}-(8*(rand^2))→{L[size=8]1[/size]+2}
:24→{L[size=8]1[/size]+3}
:End
:If D>0 and (pxl-Test(G+1,D-2)=0
:D-(8*(rand^2))→D
:24→θ
:End
:If {L[size=8]1[/size]+2}<55 and pxl-Test({L[size=8]1[/size]+1}+1,{L[size=8]1[/size]+2}+14)=0
:{L[size=8]1[/size]+2}+(8*(rand^2))→{L[size=8]1[/size]+2}
:0→{L[size=8]1[/size]+3}
:End
:If D<55 and (pxl-Test(G+1,D+14)=0
:D+(8*(rand^2))→D
:0→θ
:End
:End
:If L=20
:254→G→D
:End
:If L=22
:254→{L[size=8]1[/size]+1}→{L[size=8]1[/size]+2}
:End
:Pt-Off({L[size=8]1[/size]+1},{L[size=8]1[/size]+2},Pic9+{L[size=8]1[/size]+3}
:Pt-Off(G,D,Pic9+θ
:End
:If {L[size=8]1[/size]+1}=X and ({L[size=8]1[/size]+2}=Y
:0→L
:End
:If G=X and (D=Y
:0→L
:End
:.BOMB CHECK AND EXPLODE
:!If B=0
:A+1→A
:End
:If A=200
:Pt-Off(P,Q,Pic0E
:If pxl-Test(P+9,Q+2)=0
:Pt-Off(P+8,Q,Pic7
:If pxl-Test(P+17,Q+2)=0
:Pt-Off(P+16,Q,Pic7
:End
:End
:If pxl-Test(P-7,Q+2)=0
:Pt-Off(P-8,Q,Pic7
:If pxl-Test(P-15,Q+2)=0
:Pt-Off(P-16,Q,Pic7
:End
:End
:If pxl-Test(P+1,Q+10)=0
:Pt-Off(P,Q+8,Pic8
:If pxl-Test(P+1,Q+18)=0
:Pt-Off(P,Q+16,Pic8
:End
:End
:If pxl-Test(P+1,Q-6)=0
:Pt-Off(P,Q-8,Pic8
:If pxl-Test(P+1,Q-14)=0
:Pt-Off(P,Q-16,Pic8
:End
:End
:DispGraph
:Pause 100
:If (X-P≤16 or (P-X≤16)) and (Y=Q
:0→L
:End
:If (Y-Q≤16 or (Q-Y≤16)) and (X=P
:0→L
:End
:If G+8=P and (D=Q
:L+19→L
:End
:If G+16=P and (D=Q
:L+19→L
:End
:If G-8=P and (D=Q
:L+19→L
:End
:If G-16=P and (D=Q
:L+19→L
:End
:If G=P and (D+8=Q
:L+19→L
:End
:If G=P and (D+16=Q
:L+19→L
:End
:If G=P and (D-8=Q
:L+19→L
:End
:If G=P and (D-8=Q
:L+19→L
:End
:If {L[size=8]1[/size]+1}=P+8 and ({L[size=8]1[/size]+2}=Q
:L+22→L
:End
:If {L[size=8]1[/size]+1}=P+16 and ({L[size=8]1[/size]+2}=Q
:L+22→L
:End
:If {L[size=8]1[/size]+1}=P-8 and ({L[size=8]1[/size]+2}=Q
:L+22→L
:End
:If {L[size=8]1[/size]+1}=P-16 and ({L[size=8]1[/size]+2}=Q
:L+22→L
:End
:If {L[size=8]1[/size]+1}=P and ({L[size=8]1[/size]+2}=Q+8
:L+22→L
:End
:If {L[size=8]1[/size]+1}=P and ({L[size=8]1[/size]+2}=Q+16
:L+22→L
:End
:If {L[size=8]1[/size]+1}=P and ({L[size=8]1[/size]+2}=Q-8
:L+22→L
:End
:If {L[size=8]1[/size]+1}=P and (L[size=8]1[/size]+2}=Q-16
:L+22→L
:End
:End
:If A=250
:Pt-Off(P,Q,Pic0C
:Pt-Off(P-8,Q,Pic0C
:Pt-Off(P-16,Q,Pic0C
:Pt-Off(P,Q-8,Pic0C
:Pt-Off(P,Q-16,Pic0C
:Pt-Off(P+8,Q,Pic0C
:Pt-Off(P+16,Q,Pic0C
:Pt-Off(P,Q+8,Pic0C
:Pt-Off(P,Q+16,Pic0C
:.DispGraph
:0→A→B
:End
:.END BOMB SECTION
:!If L=0
:.KEYCHECK SERIES
:getKey→K
:If K=48 and (B=1
:199→A
:End
:If K=54 and (B=0
:8→C
:1→B
:X→P
:Y→Q
:Pt-On(P,Q,Pic1
:Pt-On(P,Q,Pic0C
:.DispGraph
:End
:If K=3 and (X<87 and (pxl-Test(X+10,Y+5)=0
:8→Z
:sub(CS
:X+8→X
:End
:If K=2 and (X>0 and (pxl-Test(X-6,Y+5)=0
:0→Z
:sub(CS
:X-8→X
:End
:If K=4 and (Y>0 and (pxl-Test(X+2,Y-3)=0
:16→Z
:sub(CS
:Y-8→Y
:End
:If K=1 and (Y<55 and (pxl-Test(X+2,Y+13)=0
:16→Z
:sub(CS
:Y+8→Y
:End
:Pt-Off(X,Y,Pic4+Z
:.DispGraph
:End
:End
:.WIN
:If L=42
:Output(1,1,Str2
:End
:.DIE ROUTINE
:!If L
:Output(0,0,Str1
:End
:Lbl CS
:.CLEAR ROUTINE
:Pt-Off(X,Y,Pic0C+C
:0→C
:.DispGraph
:Return
:.MAP
:Lbl BK
:For(O,1,7
:O*8→T
:O+1→O
:For(N,0,11
:8*N→V
:If rand^5≠0
:Pt-Off(V,T,Pic3
:End
:End
:End
:For(N,0,11
:8*N→V
:N+1→N
:For(O,1,7
:O*8→T
:If rand^5≠0
:Pt-Off(T,V,Pic3
:End
:End
:End
:Return
:Lbl DG
:For(N,1,10
:N+1→N
:N*8→R
:For(O,1,6
:O+1→O
:O*8→S
:Pt-Off(R,S,Pic2
:End
:End
:DispGraph
:Return
:.Lbl BK
:.For(M,1,11
:.M*8→T
:.M+1→M
:.For(U,1,7
:.U*8→V
:.U+1→U
:.Pt-On(T,V,Pic3
:.End
:.End
:.StorePic
:.DispGraph
:.Return
:End
:
Generated by SourceCoder (http://sc.cemetech.net), © 2005-2010 Cemetech (http://www.cemetech.net)

here's the program
Title: Re: Bomberman
Post by: DJ Omnimaga on October 23, 2010, 01:15:25 pm
I really love that bomb explosion animation. As for the bugs maybe you could post your source code so someone can help? (Maybe in the Axe sub-forum so people notice)
Title: Re: Bomberman
Post by: yunhua98 on October 23, 2010, 01:17:52 pm
well, the source is in the spoiler, but I'll post it in the Axe subforum as well.  and as for the explosion, I got if from a Flash version of bomberman.  ;)
Title: Re: Bomberman
Post by: DJ Omnimaga on October 23, 2010, 01:32:58 pm
Ah I didn't see the code in there. I am used to asking because most people doesn't post their source right away since it's their project.
Title: Re: Bomberman
Post by: yunhua98 on October 23, 2010, 01:36:17 pm
yeah, but I know when I can't do something myself.  And I honestly don't think anyone here would steal anyone else's projects.  Besides, even if someone did, I have the rest of Omnimaga knowing that I was the one who was making it, so I'm not worried.  ;)

Long Live Omnimaga!

ok...  maybe that sounded a bit out of place.  :P
Title: Re: Bomberman
Post by: DJ Omnimaga on October 23, 2010, 02:44:04 pm
Yeah true but I know some people want their game to be closed source so other people discover their tricks by themselves (as some sort of competition I guess :P)
Title: Re: Bomberman
Post by: Happybobjr on October 23, 2010, 02:55:57 pm
I think i see a problem...

:If {L1+1}=P and ({L1+2}=Q+8
:L+22→L
:End

should be
:If {L1+1}=P and ({L1+2}=(Q+8)
:L+22→L
:End
Title: Re: Bomberman
Post by: yunhua98 on October 29, 2010, 05:40:28 pm
thanks for everyone's help guys!
I figured out the bug with the help of Aichi, so I'm gonna post another version hopefully with menus soon, and then it'll be playable.  afterwards is the bonus stuff.  ;)
/me goes to add Aichi to credits...
Title: Re: Bomberman
Post by: DJ Omnimaga on October 29, 2010, 11:25:16 pm
Glad to hear, can't wait to try it when I have time :)
Title: Re: Bomberman
Post by: yunhua98 on November 04, 2010, 01:17:19 pm
I got a decent titlescreen now. but I removed the second ghost since it seemed to be causing problems.  I'm gonna recode that section and see if it works.  ;)

btw, will repeatedly displaying and removing a picture using Axe to produce waves damage the LCD?  cause thats what I'm using for the title.
Title: Re: Bomberman
Post by: DJ Omnimaga on November 04, 2010, 07:43:46 pm
Do you mean something like Repeat getkey=15:DrawInv:DispGraph:End that quickly flashes? That should be perfectly fine. Will you post a screenshot of the title screen, by the way? I'm happy to see it is still progressing :)
Title: Re: Bomberman
Post by: yunhua98 on November 04, 2010, 11:24:28 pm
no, its just repeatedly Pic1->DispGraph type thing.  as for screenie, I will but not until weekends.  ;)
Title: Re: Bomberman
Post by: DJ Omnimaga on November 04, 2010, 11:40:05 pm
I'M not sure what you mean then ???
Title: Re: Bomberman
Post by: yunhua98 on November 05, 2010, 11:40:16 pm
here's a screenie:
(http://img.removedfromgame.com/imgs/1289014657-bombermantitle.gif)

it doesn't really show it well at all though.  its kinda like a ripple effect where grey slanted rows of pixels scroll up on a black background.

you can try it out by downloading my program or by using the following code:
Code: [Select]
:.AXE
:[Pic1->Pic1  (where Pic1 is basically a black screen)
:DiagnosticOff
:Repeat getkey(0)
:Pic1->Dispgraph
:End
Title: Re: Bomberman
Post by: Hot_Dog on November 06, 2010, 03:11:05 am
And it's a beauty!
Title: Re: Bomberman
Post by: Netham45 on November 06, 2010, 03:25:19 am
This looks amazing, how did I just see this? lol


Also, just a tip, put your stuffs inside a [code] tag when it's inside a spoiler, else you'll get giant 1's and smiley faces. :P
Title: Re: Bomberman
Post by: Aichi on November 06, 2010, 03:52:36 am
Wow, pretty amazing!
You should use Rect(0,63,96,1) or DrawInv : Rect(0,63,96,1) : DrawInv
to remove the random data from the last buffer line in the title screen.
Another way to fix it is ClrDraw : Copy (Titlescreen, buffer, 756).
Title: Re: Bomberman
Post by: squidgetx on November 06, 2010, 09:46:02 am
oooh nice effect yunhua :) Looking forward to this game
Title: Re: Bomberman
Post by: Munchor on November 06, 2010, 09:52:35 am
(http://img.removedfromgame.com/imgs/1289014657-bombermantitle.gif)

Looks great
Title: Re: Bomberman
Post by: yunhua98 on November 06, 2010, 05:48:52 pm
This looks amazing, how did I just see this? lol


Also, just a tip, put your stuffs inside a [co<a></a>de] tag when it's inside a spoiler, else you'll get giant 1's and smiley faces. :P
that doesn't show up right in IE and Chrome, apparently.  ???  So I don't put it inside spoilers anymore.  ;)

thanks ScoutDavid
Wow, pretty amazing!
You should use Rect(0,63,96,1) or DrawInv : Rect(0,63,96,1) : DrawInv
to remove the random data from the last buffer line in the title screen.
Another way to fix it is ClrDraw : Copy (Titlescreen, buffer, 756).

thanks, will do.  ;)
Title: Re: Bomberman
Post by: AngelFish on November 06, 2010, 05:52:15 pm
It looks great. Are you planning on overlaying the character onto the background to that the space behind them isn't white?
Title: Re: Bomberman
Post by: yunhua98 on November 06, 2010, 05:53:33 pm
Yes, but probably only on one column per sprite, since otherwise the guy looks messed up.  :P  but that also means I'm gonna have to shift the front and back sprites a bit.
Title: Re: Bomberman
Post by: squidgetx on November 06, 2010, 06:28:41 pm
It looks great. Are you planning on overlaying the character onto the background to that the space behind them isn't white?

Pt-Mask() ?
Title: Re: Bomberman
Post by: yunhua98 on November 06, 2010, 06:29:45 pm
couldn't I just change the background in the actual sprite since the current background id the only one he is ever going to stand on?
Title: Re: Bomberman
Post by: squidgetx on November 06, 2010, 06:32:19 pm
couldn't I just change the background in the actual sprite since the current background id the only one he is ever going to stand on?

Woops, right. :P I'm currently having a pt-mask phase right now; I don't think I've used a single normal Pt-On/Pt-Off anywhere in Ash lol
Title: Re: Bomberman
Post by: shmibs on November 06, 2010, 07:59:33 pm
Quote from: yunhua
you can try it out by downloading my program or by using the following code:
Code:

:.AXE
:[Pic1->Pic1  (where Pic1 is basically a black screen)
:DiagnosticOff
:Repeat getkey(0)
:Pic1->Dispgraph
:End
i might be missing something, but wouldn't that just turn the screen black and leave it that way???
Title: Re: Bomberman
Post by: yunhua98 on November 06, 2010, 08:00:29 pm
no, it produces a ripple effect of grey scrolling up.  it has to do with the way TI calcs clear the screen i think.

EDIT:  777th post!
Title: Re: Bomberman
Post by: shmibs on November 06, 2010, 08:36:20 pm
i guess that must have something to do with the way axe handles the ->DispGraph command, then.
in case anybody knows:does it clear the entire screen before it starts copying the data to the lcd? if not i'm sorely confused(it should just be copying black onto already black pixels, resulting in no change)
Title: Re: Bomberman
Post by: ASHBAD_ALVIN on November 06, 2010, 09:50:24 pm
It clears the screen, and then updates it.  It doesn't write over anything in the process, just sweeps up the current screen status ;)

Also, saw that title screen, just want to tell you that it's looking amazing! :D
Title: Re: Bomberman
Post by: yunhua98 on November 06, 2010, 09:52:23 pm
on a real calc?  because it doesn't really work on an Emu.  my only concern is if it damages the screen though...  from what DJ said, probably not, but I hadn't really made myself clear then.
Title: Re: Bomberman
Post by: ASHBAD_ALVIN on November 06, 2010, 09:54:21 pm
by clear the screen I meant not by erasing the bufer but actuall switching the image showing on the LCD itself. 

Just realized that I might cause some confusion without this explanation :)
Title: Re: Bomberman
Post by: DJ Omnimaga on November 07, 2010, 02:13:30 am
no, it produces a ripple effect of grey scrolling up.  it has to do with the way TI calcs clear the screen i think.

EDIT:  777th post!
Yeah it's different depending of how it is used. If it's incredibly fast, on some calcs it causes a weird 9000 level grayscale vertical wave effect. It's hard to achieve, though, and is not recommended, because it doesn't work on all models.

Btw I just saw the screenshot and it looks awesome so far! Do you think you would be able to add smooth movement transition between tiles? (not tile-by tile movement)
Title: Re: Bomberman
Post by: yunhua98 on November 09, 2010, 05:56:50 pm
maybe, but, it'll be like BuckeyeD's pokemon clone, where it always ends up at the same place, only it shows smooth transition, but you can't stop midway trough.  ;)
also, is there a way to loop to close to the top of the program only if a condition is satisfied?  Goto won't work here for some reason.  ???
Title: Re: Bomberman
Post by: DJ Omnimaga on November 10, 2010, 02:19:41 am
AH ok, it's fine I think. Kinda like RPGs. As for Goto I'm not too sure, I haven't used Axe in a while.
Title: Re: Bomberman
Post by: squidgetx on November 10, 2010, 07:12:01 am
maybe, but, it'll be like BuckeyeD's pokemon clone, where it always ends up at the same place, only it shows smooth transition, but you can't stop midway trough.  ;)
also, is there a way to loop to close to the top of the program only if a condition is satisfied?  Goto won't work here for some reason.  ???

That's how the movement engine works in Ash too ;)

Does goto just..not jump properly? I broke my usual habits and used a few in Ash and they all work fine ???
Title: Re: Bomberman
Post by: yunhua98 on November 10, 2010, 04:28:13 pm
Like how do you put a Goto in an if?  because Axe Ifs always end in End?
Title: Re: Bomberman
Post by: squidgetx on November 10, 2010, 04:42:36 pm
It's perfectly fine to do that. ;)
TI failed epically hard at coding their Goto instructions.

Title: Re: Bomberman
Post by: ztrumpet on November 10, 2010, 04:48:30 pm
It's perfectly fine to do that. ;)
TI failed epically hard at coding their Goto instructions.
Yup, in Axe, this code will never, ever Err: Memory:
Code: [Select]
.TEST
Lbl AAA
Repeat getKey(15)
If 1
If 1
If 1
!If 0
Goto AAA
End
End
End
End
End
Title: Re: Bomberman
Post by: DJ Omnimaga on November 10, 2010, 11:58:12 pm
I think in ASM it's the same, but I am not sure if ASM got If instructions, lol :P
Title: Re: Bomberman
Post by: yunhua98 on November 11, 2010, 06:25:22 pm
nope, I think its substituted with CP and checking for flags.  (Maybe?)  anyway, thanks to Hot_Dog's ASM lessons!
Title: Re: Bomberman
Post by: Builderboy on November 13, 2010, 01:43:48 am
Yep, in asm, there are ONLY goto instructions XD thats why there can't be memory leaks :D (just imagine if you built all your basic programs with goto, yes it would be slow, but it wouldn't get leaks because no loops to break out of :D)
Title: Re: Bomberman
Post by: DJ Omnimaga on November 13, 2010, 01:59:03 am
Ah right. I guess there's a lot of jumping from a memory address to another, lol. It must be a bit confusing to read a massive ASM program source. X.x

Anyway any updates on Bomberman? :)
Title: Re: Bomberman
Post by: yunhua98 on November 13, 2010, 08:06:40 pm
Not too much, I'm pretty much halting most stuff for the Team Battle.  although I have added multiple levels, so you can't beat the entire game now, you can only push losing far back, just like The Game, although unlike The Game, you can quit.  but its really not enough of an update to release something, plus its not like something graphical, so its not screenie-worthy either.  ;)
Title: Re: Bomberman
Post by: yunhua98 on November 13, 2010, 11:35:19 pm
Level Transitions!

The Game is fully playable now.  ;)

Title: Re: Bomberman
Post by: Deep Toaster on November 13, 2010, 11:36:58 pm
Level Transitions!

The Game is fully playable now.  ;)



Awesome! It's looking really fun. I like the splash screen :D
Title: Re: Bomberman
Post by: DJ Omnimaga on November 14, 2010, 04:03:44 am
Hmm in the beta you posted in the other topic, the executable has glitchy title screen it seems. ???

The rest of the game works fine, though. Looks nice by the way :)
Title: Re: Bomberman
Post by: yunhua98 on November 14, 2010, 10:38:24 pm
what was the glitch, are you referring to the axes as the screen?  cause I have no idea how that happened but I fixed it.  ;)
Title: Re: Bomberman
Post by: DJ Omnimaga on November 15, 2010, 02:51:03 am
Yeah the Axes. I think when compiling you probably included the wrong pic or something. I used the compiled version, by the way.
Title: Re: Bomberman
Post by: yunhua98 on November 16, 2010, 04:29:20 pm
oh, maybe

also, the size of the picture I'm using for Bomberman is 774 bytes for some reason, i thought they had to be 767?  ???
Title: Re: Bomberman
Post by: ASHBAD_ALVIN on November 16, 2010, 04:33:19 pm
Then it didn't create the pic correctly.  It should be only 767, axe has problems with creating pics. :P
Title: Re: Bomberman
Post by: yunhua98 on November 16, 2010, 04:37:02 pm
I made it using Pen.  ???
Title: Re: Bomberman
Post by: DJ Omnimaga on November 16, 2010, 08:15:23 pm
Did you send it to the computer then back to the calc? TI-Connect makes pictures 779 bytes large.
Title: Re: Bomberman
Post by: yunhua98 on November 20, 2010, 12:00:49 am
oh, ok, that was why then.  ;)
Title: Re: Bomberman
Post by: yunhua98 on November 23, 2010, 08:19:14 pm
There hasn't been a lot of progress lately on this, because I'm working on a new project now that the game has a beta out, I'm still going to continue working on it, but slowlier.  (Not that I was really fast before.  :P)  btw, should I upload this to ticalc yet, or wait till completely finished?
Title: Re: Bomberman
Post by: DJ Omnimaga on November 24, 2010, 03:08:17 am
Idk, maybe wait a bit and if you don't work on it for 2 weeks then release the beta on ticalc and Omni downloads section.

What is your other project by the way? I might do a sub-forum if you plan to announce it soon. :)
Title: Re: Bomberman
Post by: yunhua98 on November 24, 2010, 10:06:30 am
may some other time.  I'm not that far with it yet and it may get cancelled.  :P  But I think I'll keep at it.  ;)  *cough*Fighting/Platformer*cough*
Title: Re: Bomberman
Post by: DJ Omnimaga on November 24, 2010, 03:35:52 pm
I hope you don't kill it :(

Title: Re: Bomberman
Post by: yunhua98 on November 24, 2010, 03:36:36 pm
I doubt it.  ;)
Title: Re: Bomberman
Post by: DJ Omnimaga on November 24, 2010, 03:58:42 pm
Glad to hear. :D
Title: Re: Bomberman
Post by: squidgetx on November 24, 2010, 04:54:13 pm
Good luck with that new project yunhua ( I remember hearing about it on IRC and i'm excited ;) )
Title: Re: Bomberman
Post by: yunhua98 on December 14, 2010, 05:52:16 pm
Okay, so this projects been pretty silent for a while due to a severe lack of a large stretch of time (I can't program over scattered points of time without finishing one thing), so I've been making games i can finish quickly.
anyway, do you all think I should just upload the most recent beta to ticalc and wait till after Exams, or wait until the next version and then upload?
Title: Re: Bomberman
Post by: Deep Toaster on December 14, 2010, 06:23:49 pm
IMO always wait if you have to. If you release a beta when you're busy, you'll have a hard time dealing with bug reports if there are any. Just my $(http://www.sitmo.com/gg/latex/latex2png.2.php?z=100&eq=\frac{1}{50}).
/me sits back and waits for new versions
Title: Re: Bomberman
Post by: yunhua98 on December 14, 2010, 06:25:35 pm
ok then, in that case, I'll wait.  ;)
Title: Re: Bomberman
Post by: DJ Omnimaga on December 15, 2010, 03:39:22 am
Yeah I would wait and if it becomes clear you will not have time in long terms then maybe release a beta. (I hope you can finish it D:). GOod luck!
Title: Re: Bomberman
Post by: yunhua98 on December 15, 2010, 05:12:35 pm
If I do not have that much time, I won't let it die, just... halt indefinitely.  ;)
btw, should I make an Axe counterpart to Homescreen Gamepack?
Title: Re: Bomberman
Post by: DJ Omnimaga on December 16, 2010, 03:46:10 am
Hmm Homescreen Game pack in Axe might be cool, but I fear the speed gain won't be that big since it uses homescreen, plus it would be very large.
Title: Re: Bomberman
Post by: yunhua98 on December 16, 2010, 12:06:53 pm
Hmm...  APP maybe?
either way, I need to make more games.  ;)
Title: Re: Bomberman
Post by: DJ Omnimaga on December 16, 2010, 10:01:11 pm
Yeah that could work. I just wonder if it would be worth it if the speed gain isn't that great. I guess you could try, though. Maybe the speed will be higher than I think. I just remember Eeems making an homescreen ASM game once and it barely ran faster than its TI-BASIC counterpart when ran in 15 MHz mode.
Title: Re: Bomberman
Post by: yunhua98 on December 16, 2010, 10:46:56 pm
not necessarily homescreen though.  ;)
Title: Re: Bomberman
Post by: DJ Omnimaga on December 17, 2010, 12:08:10 am
Oh I thought you wanted to port them exactly as they are now. It would be nice to see graphical versions of them. :)
Title: Re: Bomberman
Post by: yunhua98 on December 17, 2010, 01:48:18 pm
Thats actually a good idea, I was actually thinking of cramming the minigames I've been making recently into one, but now that you mention it, I could try that...  :D
Title: Re: Bomberman
Post by: yunhua98 on December 27, 2010, 11:27:58 pm
So, due to being bored of making minigames, working fruitlessly on platformers (although I'm still continuing it), and more free time, I resumed work on this again.  It'll probably be my main priority for a while.
I changed the background to greyscale, optimized about 300 bytes, masked a bunch of sprites, and added the first powerup.
Get the cherry, although there isn't one in every level, and you take one of the enemy's lives.  So on the first level, the cherry will kill the ghost.
Can't upload now because TI-Connect is messing up and giving "Access is Denied" Errors; I'll probably upload it tomorrow.  ;)
Title: Re: Bomberman
Post by: DJ Omnimaga on December 28, 2010, 01:51:13 am
Glad to see this is not dead! Can't wait for more screenshots. Good luck with TI-Connect errors.
Title: Re: Bomberman
Post by: yunhua98 on December 28, 2010, 07:27:20 pm
Uploaded!
It also supports multiple lives now.
although if you touch the ghost, you die, but your own bombs won't instantly kill you if you have more than one life.  Collect the hearts to get them.
also changed the floor tiles a bit...
Title: Re: Bomberman
Post by: DJ Omnimaga on December 30, 2010, 02:36:11 am
Cool! I'll try it later :)