Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: simplethinker on March 25, 2009, 11:36:07 pm

Title: Demos
Post by: simplethinker on March 25, 2009, 11:36:07 pm
It's finally demo time!  This version brings you levels 1-4 and 6-7 ported (mostly) from the original game.  Instructions for installation and game-play have been included in the readme.  For those of you who use WabbitEmu, I also added folders with the individual files instead of groups.

This game is designed primarily for the 83+SE or any 84-series.  It is playable on the 83+ but the speed is somewhat crappy.

Please post any comments and bug reports in this thread.  Suggestions and other questions should go here (http://ourl.ca/2892)

Enjoy ;D

(http://img258.imageshack.us/img258/9761/demoscreenie2.gif) (http://img258.imageshack.us/my.php?image=demoscreenie2.gif)

[edit] Unfortunately, I've discovered a small bug.  The game quits after level 6 (the 5th level you play) and not level 7. This can be fixed by going to prgmZEND and changing the line "If L>.5length(Str9" to "If L>1+.5length(Str9".

[another edit] Problem fixed. in v1.00b

[another another edit] Now I begin experimenting and (possibly) starting the conversion to the string tilemapper and thus this will be the last update for a while (i.e. savor the experience :P)
Title: Re: Demos
Post by: DJ Omnimaga on March 26, 2009, 02:17:29 am
wow awesome alerady a demo! I will try to install on my TI-Nspire as soon as I get the time (I don't want to use my 83+ since I alerady have something on it in the RAM) :)
Title: Re: Demos
Post by: trevmeister66 on March 26, 2009, 02:40:46 am
Wow. That is amazing so far. The speed is great, and you have lots of the tiles in already. Heh all that's left is more levels and enemies :D. Very nice
Title: Re: Demos
Post by: simplethinker on March 26, 2009, 12:32:42 pm
Thanks guys :)

wow awesome alerady a demo! I will try to install on my TI-Nspire as soon as I get the time (I don't want to use my 83+ since I alerady have something on it in the RAM) :)
I made it Wabbit friendly (don't need groups) :)

Wow. That is amazing so far. The speed is great, and you have lots of the tiles in already. Heh all that's left is more levels and enemies :D. Very nice
If you had read the readme you should have realized that there's one tile I'm missing :P (look at the very last sentence in Notes)
Title: Re: Demos
Post by: DJ Omnimaga on March 26, 2009, 12:52:07 pm
really? I'll try in wabbit when i get time then. Some xlib games has trouble with wabbit sometimes x.x
Title: Re: Demos
Post by: skuller972 on March 26, 2009, 08:54:07 pm
wait one second...
... ok done.
how does a TI-Nspire play TI-83+ games?
isnt it like 240x320 and TI 83+ like 96x64?
Title: Re: Demos
Post by: simplethinker on March 26, 2009, 08:57:15 pm
wait one second...
... ok done.
how does a TI-Nspire play TI-83+ games?
isnt it like 240x320 and TI 83+ like 96x64?
It has an "84+ mode" with a built-in emulator (at least that's what Wikipedia says).
Title: Re: Demos
Post by: kalan_vod on March 26, 2009, 09:45:24 pm
This is nice, just a little on the slow side. There are many optimizations, but this is true to all we do ;). Great work!
Title: Re: Demos
Post by: trevmeister66 on March 26, 2009, 09:48:31 pm
This is nice, just a little on the slow side. There are many optimizations, but this is true to all we do ;). Great work!
Slow? I thought it was going at a decent speed for what it had to do..
Title: Re: Demos
Post by: simplethinker on March 26, 2009, 09:54:21 pm
This is nice, just a little on the slow side. There are many optimizations, but this is true to all we do ;). Great work!
Finally someone who agrees with me :D (about the speed).  Most of it's just pieced together, and the only part I've spent a lot of time on optimizing is ZMOVE (pretty much the only time-sensitive part).  I'm still looking for the optimal way to organize the tiles and the messiness of that program shows it.
Title: Re: Demos
Post by: kalan_vod on March 26, 2009, 10:50:43 pm
Glad you did not take that as a insult, I should post up my 3 year old code of chips to show a different route to take in having actions.
Title: Re: Demos
Post by: simplethinker on March 26, 2009, 10:52:27 pm
Glad you did not take that as a insult, I should post up my 3 year old code of chips to show a different route to take in having actions.
Yes.  Yes you should :)  I tried about three systems and this seems to be the most efficient so far.  Any ideas are welcome :)
Title: Re: Demos
Post by: DJ Omnimaga on March 26, 2009, 11:17:39 pm
wait one second...
... ok done.
how does a TI-Nspire play TI-83+ games?
isnt it like 240x320 and TI 83+ like 96x64?
It has an "84+ mode" with a built-in emulator (at least that's what Wikipedia says).
84+ Silver edition to be exact. Over here the funny thing is that the Nspire is only $2 more expensive than the 84+SE, yet you get two calcs instead of just one and despite some minor compatibilities problems and some rare mem clears when turning the calc back on, it still does the job
Title: Re: Demos
Post by: calc84maniac on March 26, 2009, 11:55:17 pm
wait one second...
... ok done.
how does a TI-Nspire play TI-83+ games?
isnt it like 240x320 and TI 83+ like 96x64?
It has an "84+ mode" with a built-in emulator (at least that's what Wikipedia says).
84+ Silver edition to be exact. Over here the funny thing is that the Nspire is only $2 more expensive than the 84+SE, yet you get two calcs instead of just one and despite some minor compatibilities problems and some rare mem clears when turning the calc back on, it still does the job
Though, I have noticed that it doesn't seem to be able to run at full 15MHz. :(
Title: Re: Demos
Post by: kalan_vod on March 27, 2009, 01:15:25 am
Glad you did not take that as a insult, I should post up my 3 year old code of chips to show a different route to take in having actions.
Yes.  Yes you should :)  I tried about three systems and this seems to be the most efficient so far.  Any ideas are welcome :)
Well, if you plan on making this into a basic builder app then you will need to cram the programs into fewer ones (so it would run faster). I use one file for the actions, which uses If Then End but has Returns to get it back to the main program (it exits the If Then End prematurely, but the Return makes it close it). I have a total of 3 programs: Main (the engine), Actions, Data (which at the time only had level data, no hints).

If I add more actions it would become slower, but I had all non monster functions added and it ran fine.
Title: Re: Demos
Post by: simplethinker on March 27, 2009, 01:46:44 am
That's a nice idea.  So you would execute the action program, which was just If:Then:End blocks and each block used Return to go back to the main program?  Wouldn't it still take a while if the action was the last (or near the end) in the program?  (It would go through all If statements).

I actually just had an idea (I was trying to sleep).  This would add a considerable number of subprograms, but if I just can't get the speed right I might have to resort to this (actually, I haven't done any testing at all so this might just be a useless over-complication).  The code for each action would be in its own subprogram, the name would be something like "ZXX" where XX would be the number.  I could just use a sub( to get the corresponding name with the given action number, then real(10 (or something similar) to run it.  Keep in mind that this idea was thunk of when I was 3/4 asleep.
Title: Re: Demos
Post by: kalan_vod on March 27, 2009, 02:09:04 am
This would be fastest yes, but take a lot of space (clutter). And yes as you said it was laid out, but I also had added the two into two smaller blocks. Which was the actions (say they are 30) If Action_Variable<15 Then (at this point I could make it an else of have two If Then End).
Title: Re: Demos
Post by: simplethinker on March 27, 2009, 04:32:34 pm
I'm curious on how you did the green switches (that toggle walls), traps, and the teleports.  For the toggle walls I just change the pic it uses.  With teleports I have a matrix with the new location calculated by the position and direction you're facing.  For traps I have a matrix with switch location vs. trap location and check if the corresponding switch has anything on it.  Are they anything like yours?
Title: Re: Demos
Post by: kalan_vod on March 27, 2009, 05:14:17 pm
Not really, mine was basically using decimals in xLIB (matrices). The underlying tile (decimal) coordinated the action to take place, and then following the next decimal it was the number of the list (the list is the coordinates of the actions, ie the switches for tanks and doors etc..) Let me know if I need to elaborate more..
Title: Re: Demos
Post by: DJ Omnimaga on March 27, 2009, 06:58:41 pm
wait one second...
... ok done.
how does a TI-Nspire play TI-83+ games?
isnt it like 240x320 and TI 83+ like 96x64?
It has an "84+ mode" with a built-in emulator (at least that's what Wikipedia says).
84+ Silver edition to be exact. Over here the funny thing is that the Nspire is only $2 more expensive than the 84+SE, yet you get two calcs instead of just one and despite some minor compatibilities problems and some rare mem clears when turning the calc back on, it still does the job
Though, I have noticed that it doesn't seem to be able to run at full 15MHz. :(
Yeah some stuff like sending programs seems signifiantly slower too. I also wish there was a way to stretch the display so we don't have a gray border around the screen in 83+ mode, which looks crappy with some games
Title: Re: Demos
Post by: kalan_vod on March 31, 2009, 12:19:13 am
Well I have heard that the boarder around the screen (still the LCD) is not capable of showing pixels, still would be neat (like an 86 calc ;) ).
Title: Re: Demos
Post by: DJ Omnimaga on April 05, 2009, 05:06:17 pm
this will sure be one of the best calc games avaliable when finished, Even if not finished alerady it is alerady in the best puzzels games IMHO, just for the features. On top of that it's one of the first of its kind for the calculators.

My only suggestion would be to remove the references about colors, such as "blue blocks" or "green blocks", because there are no color on the 83+/84+ :P
Title: Re: Demos
Post by: simplethinker on April 05, 2009, 09:09:57 pm
Thanks :)

My only suggestion would be to remove the references about colors, such as "blue blocks" or "green blocks", because there are no color on the 83+/84+ :P
So true.  I just haven't been able to think of better names yet.
Title: Re: Demos
Post by: kalan_vod on April 06, 2009, 12:44:07 am
Yeah I did notice that too, great demo though. I want to finish my chips...
Title: Re: Demos
Post by: skuller972 on April 07, 2009, 05:56:06 pm
where is level five anyways?!?!? well on another topic, i discovered the codes for the majority of the tile mapper, and that it is a list->matrix thing with lists as columns.
Title: Re: Demos
Post by: simplethinker on April 07, 2009, 07:22:02 pm
where is level five anyways?!?!? well on another topic, i discovered the codes for the majority of the tile mapper, and that it is a list->matrix thing with lists as columns.
Level 5 had lots of enemies (or the potential for them with the cloner thing) so I didn't add it into the demo since I'm not sure if I'll be adding in many enemies (but I am sure I won't add in the cloner, at least for enemies).

I had written an assembly program for storing to the matrix, but since I started using fractional parts in the matrix that program was made useless.
Title: Re: Demos
Post by: skuller972 on April 08, 2009, 06:07:30 pm
well you could make enimies that just follow a premade path that you program in during making the level or it could determine the path like the chips challenge game does (eg. bee goes against wall on left, blob is random, etc.)
Title: Re: Demos
Post by: Galandros on April 13, 2009, 11:28:42 am
wait one second...
... ok done.
how does a TI-Nspire play TI-83+ games?
isnt it like 240x320 and TI 83+ like 96x64?
It uses 4 pixels for 1 pixel and do not use all the screen... I think is it.


a demo with usual bugs of levels... They are annoying to find and sometimes solve... Either waylooks great.
Title: Re: Demos
Post by: DJ Omnimaga on April 13, 2009, 05:55:48 pm
3 pixels for 1 i think, with a ugly gray border surrounding the screen and poor contrast
Title: Re: Demos
Post by: noahbaby94 on April 13, 2009, 05:56:52 pm
Wait how you 3 work I get 4 but 3??
Title: Re: Demos
Post by: DJ Omnimaga on April 13, 2009, 06:26:53 pm
well the pixels are very small. I swear I saw 3, but again I could be wrong x.x. Looking carefully I definitively see 3x3 pixels usage for each 84+ pixels, though

I wonder if there's a way to make the screen stretched to use the entire screen even in 84+ mode?
Title: Re: Demos
Post by: skuller972 on May 05, 2009, 07:17:31 pm
240 divided by 64 is 3.9 or so, so it cant use any more than three unless it chops off four rows vertically and six horizontally, so three is a good as it gets but still, the gray border could be improved.
Title: Re: Demos
Post by: DJ Omnimaga on May 06, 2009, 12:10:06 am
well stretched would prbly cause some pixels to be 4 rows large and others 3
Title: Re: Demos
Post by: skuller972 on May 07, 2009, 08:33:30 pm
that would look pretty bulgish (if thats a word :) )
Title: Re: Demos
Post by: skuller972 on May 19, 2009, 08:05:35 pm
any progress on making enemies?
Title: Re: Demos
Post by: simplethinker on May 19, 2009, 08:10:16 pm
any progress on making enemies?
I'm not going to be putting in enemies unless I have one hell of an epiphany :)

I've been periodically working with Chip's Challenge, but there haven't been any significant changes since my last update.  I have a list of ideas that are mostly planned out, so once I get the urge to work on Chip's again you guys will be in for a few nice surprises ;D

Title: Re: Demos
Post by: skuller972 on May 20, 2009, 07:24:51 am
*tries to use telepathy to flip that switch in simplethinker's head that is labeled "URGE"*
*notices how easy it is because he doesn't have to pull out a map of the brain's lobes*
*is grateful that simplethinker really is a simple thinker* *lol that was lame*