Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Compynerd255 on December 23, 2010, 06:29:29 pm

Title: Eitrix for TI-84 Plus
Post by: Compynerd255 on December 23, 2010, 06:29:29 pm
Hello everyone! I joined Omnimaga recently because I wanted to post my cool Axe game I was creating: Eitrix! It is a port of a remake of a game called Varmint's Eittris, which was a wildly popular 4-player Tetris with specials that either help you or hurt your victim. It can be found on http://www.ericjorgensen.com/eittris

EDIT: Right now, I have coded the complete Tetris grid logic, next piece, and steadily increasing speed. The trouble is, I don't see an "attach file" button on this site. Could someone please tell me how to attach files to a forum post? Thanks.
Title: Re: Eitrix for TI-84 Plus
Post by: AngelFish on December 23, 2010, 06:30:57 pm
Um, file?

Anyway, sounds great!
Title: Re: Eitrix for TI-84 Plus
Post by: Munchor on December 23, 2010, 06:32:29 pm
Right below the post content (text):)
Title: Re: Eitrix for TI-84 Plus
Post by: apcalc on December 23, 2010, 06:35:16 pm
Welcome to Omnimaga! :D
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on December 23, 2010, 06:35:18 pm
But what does the button look like? I know that attached files show up underneath the post's content, but where is the button that attaches a file? I don't see it anywhere!

EDIT: Oh, never mind, it's probably because I need at least 20 posts to do it. Sorry.
Title: Re: Eitrix for TI-84 Plus
Post by: Munchor on December 23, 2010, 06:37:23 pm
There you go:

(http://img.removedfromgame.com/imgs/OmnimagaAttachments.png)

But what does the button look like? I know that attached files show up underneath the post's content, but where is the button that attaches a file? I don't see it anywhere!

EDIT: Oh, never mind, it's probably because I need at least 20 posts to do it. Sorry.

Then look around Omnimaga and post a bit :)
Title: Re: Eitrix for TI-84 Plus
Post by: Ashbad on December 23, 2010, 06:38:38 pm
There you go:

(http://img.removedfromgame.com/imgs/OmnimagaAttachments.png)
lol, not in engwish instead? ;)
Title: Re: Eitrix for TI-84 Plus
Post by: Munchor on December 23, 2010, 06:39:37 pm
The button is in the same position. Language doesn't matter...
Title: Re: Eitrix for TI-84 Plus
Post by: Ashbad on December 23, 2010, 06:41:00 pm
Then look around Omnimaga and post a bit :)

Yeah, but preferrably not in randomness/introduce yorself, those don't count for posts.  Though, I do recommend you post something in Introduce yourself.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on December 24, 2010, 12:22:55 am
YES! I finally got enough posts! Now I can post the real game!  ;D

Everything you need to know is in the readme. Please play, modify, optimize, and comment on as you wish. Have fun!

Oh, and something that I want to know that needs rectified: Eventually, I want to interface this game with Calcnet 2 in order to have massive multiplayer battles. However, I read the Calcnet 2 Whitepaper and found out that the buffers it uses run into saveScreen, which is also where Axe stores A-Z and Theta. I know that the only reason that I would join Cemetech is to bring this up, so could someone with influence there please bring this up, and politely ask Kerm to move the buffers to the end of that saferam area? That would be much appreciated.

Happy Holidays, everyone!
Title: Re: Eitrix for TI-84 Plus
Post by: AngelFish on December 24, 2010, 01:27:54 am
I don't have any influence, but I've been talking to Kerm about Calcnet. He recommends sending him a message here (http://www.cemetech.net/forum/viewtopic.php?t=5112). In the meantime, you could just use Copy( to move the variables or just use another list.

EDIT: You're clearly good at programming. I looked through your source and I only found around a dozen bytes to quickly cut. My only real recommendation is to make the initial drop speed slightly higher.
Title: Re: Eitrix for TI-84 Plus
Post by: Builderboy on December 24, 2010, 01:41:52 am
Actually a new version of Axe should be coming out in a bit that allows you to move them to a different location, which would make Axe compatible with CalcNet :)
Title: Re: Eitrix for TI-84 Plus
Post by: shmibs on December 24, 2010, 05:22:17 am
let's see...

:0→Y→R→T
:6→X
:10→S

can be
:0→Y→R→T+6→X+4→S

:conj(Pic0,L6,768
:Repeat getKey(15)
:conj(Pic0,L6,768

is there any reason that isn't
:Repeat getKey(15)
:conj(Pic0,L6,768
?

:0→Y:N→Q:0→R
to
:0→Y→R+N→Q

:If ({I*3+L1}/16=15) and ({I*3+1+L1}/16=15) and ({I*3+2+L1}/64=3)
can be
:If {I*3+L1}/16=15 and ({I*3+1+L1}/16=15) and ({I*3+2+L1}/64=3)
or, if {I*3+1+L1}/16 and {I*3+2+L1}/64 never = 0
:If {I*3+L1}/16=15*15=({I*3+1+L1}/16)*3=({I*3+2+L1}/64)
(i'm not certain that that last one is faster, so don't take my word for it)

...

this is a very well thought out and well commented piece of code! congrats on your skills. and yes, quigibo is allowing variables to be moved from L1
Title: Re: Eitrix for TI-84 Plus
Post by: Munchor on December 24, 2010, 06:42:19 am
Attached is a screenshot I made... Well, no Game Over screen? You could make one :) And a way we can play again without reopening the program.

Anyways, nice game! :)
Title: Re: Eitrix for TI-84 Plus
Post by: shmibs on December 24, 2010, 07:24:33 am
keep in mind, scout, this is just a work-in-progress demo, so it isn't meant to be polished yet XD
Title: Re: Eitrix for TI-84 Plus
Post by: Munchor on December 24, 2010, 08:17:24 am
keep in mind, scout, this is just a work-in-progress demo, so it isn't meant to be polished yet XD

But I have to say it's quite good, I was just giving suggestions :)
Title: Re: Eitrix for TI-84 Plus
Post by: Ashbad on December 24, 2010, 08:38:26 am
nice coding, dude.  This is your first axe game?  If so, best first game I've seen from a person new to axe.  Congrats, and it's not only a good first game, it seems to be a good game in general :)

Welcome :D
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on December 24, 2010, 11:10:02 am
Actually, this isn't my first Axe game. I've coded several games before, and my first Axe game was a simple zombie shooter that can be found on ticalc.org (Axe Zombie). I used Paint to make the cool title screen for that game, and I will probably use it again to revamp the HUD picture.

Thanks for your feedback, everyone! And that's really good news that I will be able to move A-Z around. And thanks for that screenshot, ScoutDavid.
Title: Re: Eitrix for TI-84 Plus
Post by: jnesselr on December 24, 2010, 11:19:41 am
Well, either way, it was very well done!
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on December 24, 2010, 05:30:20 pm
Hey, I just posted a new poll. I was thinking about that empty Score display and wondered just how many people care about score and how else I could use my screen real estate. Thank you for voting!

EDIT: Also, I wanted to mention that we are also developing an XBox and PC version of this game. It is also called Eitrix, and is available at http://betafreak.com/betafreak/Games/Eitrix/index.aspx . That game also has another discussion forum, which is linked to on my Betafreak site. (Betafreak is my company name)
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on December 25, 2010, 08:47:15 pm
Merry Christmas, everyone!

I have a nice Christmas present for all of you: Eitrix version 0.3! This new version contains Special Blocks, blocks with special powers that are activated when they are cleared. It's all in the readme.

And also, is there a more appropriate place to put this topic? I know that there is a Calc Projects board somewhere, and I think that that board would be a better place to move this. What do you think?
Title: Re: Eitrix for TI-84 Plus
Post by: Ashbad on December 25, 2010, 09:01:23 pm
Merry Christmas!  I can't try, but can someone post a .gif? I really am interested to see it in action...
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on December 26, 2010, 03:04:19 am
That game seems nice, the only problem is that it seems kinda slow when moving the block down. Do you think you might be able to increase the speed? Otherwise it's kinda good.

I may try to make a screenshot if I have time.
(http://img.removedfromgame.com/imgs/OmnimagaAttachments.png)
How did you manage to have the forums display in a non-english language? There aren't even any SMF language files installed! O.O

Are you also planning to post a bit about the Windows version in the non-calc projects section of Omni?
Title: Re: Eitrix for TI-84 Plus
Post by: JosJuice on December 26, 2010, 03:09:36 am
It seems like the "Browse..." button is always localized on every website. It's always displayed as "Bläddra..." for me.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on December 26, 2010, 03:13:17 am
Oh, maybe that's why. What's with the Nenhum fich... eleccionado text, though? His upload form looks different than mine and he has no upload field, it seems... O.O
Title: Re: Eitrix for TI-84 Plus
Post by: Michael_Lee on December 27, 2010, 12:38:04 am
Awesome game, although I found the key response to be a tad sluggish, especially when turning the pieces.

Just a question - in the readme, you refer to the game as 'Eittrix', but the title for this thread is 'Eitrix'.  Was this intentional?
And also, is there a more appropriate place to put this topic? I know that there is a Calc Projects board somewhere, and I think that that board would be a better place to move this. What do you think?

I agree, mov'd
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on December 27, 2010, 03:46:33 am
Yeah projects should be under calc projects and ideas actually.

Another suggestion that I got for the game would be to make the UP arrow key so it turns the pieces and have another key to make them fall instantly. Some Tetris games are set that way so it would be easier to get used to.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on January 05, 2011, 10:29:31 am
Hey people, sorry I haven't posted in a while...

I'm not posting a new version because it's not ready yet, but I've made the following changes so far...
- Up rotates and Alpha drops
- The game engine has been reassimilated into the main source
- You will randomly be hit by an Attack Special

These are the changes I'm going to make before I release again:
- You will eventually be able to send Attack specials to your opponents over link (using Axe's protocol for now)
- A menu on the title screen will let you choose between Single and Multiplayer

Also, since the new version of Axe came out, I can now start interfacing with Calcnet 2.2. I know that there are four subroutines that need to be called (StartCalcNet, StopCalcNet, ClearSendBuffer, and ClearRecieveBuffer). I downloaded the whitepaper and can figure out the address equates, but could someone please tell me how to call a subroutine with an absolute address in Axe? Thanks.

Oh, and BTW, several times when I ran the game in Doors CS, my calc froze. Can anyone help me figure out why?
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on January 05, 2011, 07:09:33 pm
Great to hear! I hope you also return soon :). I'm not sure about DCS incompatibility, you might want to check with Quigibo first then KermMartian.
Title: Re: Eitrix for TI-84 Plus
Post by: Eeems on January 05, 2011, 07:19:39 pm
Also, since the new version of Axe came out, I can now start interfacing with Calcnet 2.2. I know that there are four subroutines that need to be called (StartCalcNet, StopCalcNet, ClearSendBuffer, and ClearRecieveBuffer). I downloaded the whitepaper and can figure out the address equates, but could someone please tell me how to call a subroutine with an absolute address in Axe? Thanks.
[shameless plug] http://future_history.freehostia.com/Files/Resources/ASM/z80_Convertion_Tools.html [/shameless plug]
call ** == $CD
Just put that hex in the program followed by the hex equate of the subroutine so:
[shameless plug] http://future_history.freehostia.com/Files/Resources/program%20readmes/Axe/Commands.htm#Sym [/shameless plug]
Code: [Select]
...code...
Asm(CD####)
...code...
I believe this works.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on January 06, 2011, 12:02:46 pm
call ** == $CD
Just put that hex in the program followed by the hex equate of the subroutine so:
[shameless plug] http://future_history.freehostia.com/Files/Resources/program%20readmes/Axe/Commands.htm#Sym [/shameless plug]
Code: [Select]
...code...
Asm(CD####)
...code...
I believe this works.
Thank you, Eeems. I'll remember that, and I'll be forever greatful.

One thing I also read in the whitepaper is since CALCnet2.2 uses interrupts, it does not like GetCSC as a scan code, instead providing its own subroutine for getting keys. However, the keys are debounced, which is probably not what I want. What method does Axe use for the direct Getkey method (getkey(XX))? If it uses GetCSC, how would I read the input directly?

Oh - and I also read the Axe documentation and noticed that the direct getkey command had been changed so that it could use a variable and not just a constant. If, of course, this doesn't mean it's using GetCSC, I could let players remap the keys to whatever they want. How does that sound?
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on January 07, 2011, 02:11:06 am
I like the custom game keys idea. :D
Title: Re: Eitrix for TI-84 Plus
Post by: squidgetx on January 07, 2011, 07:20:48 am
One thing to remember is that the variable key detection will make the game a bit slower (and larger)
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on January 07, 2011, 07:10:02 pm
Yeah true, I would only really use it for custom controls, really.
Title: Re: Eitrix for TI-84 Plus
Post by: Quigibo on January 07, 2011, 08:36:05 pm
Scanning the keys yourself is actually much faster than GetCSC.  But obviously scanning all the keys is always going to be slower than scanning a single key.

Code: [Select]
:Lbl KEY
:For(A,1,56)
:ReturnIf getkey(A)
:End
:Return 0

Calling this subroutine will give A the value of the current key being pressed or 0 if nothing is pressed.

Oh, and the actual slowdown for variable key detection is so small compared to Dispgraph or sprite drawing that I would consider it negligible.  It isn't much bigger either since it only needs to add the subroutine to the program once.
Title: Re: Eitrix for TI-84 Plus
Post by: willrandship on January 07, 2011, 08:54:55 pm
So the keys count up to 56? Where are the other keys?
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on January 09, 2011, 01:09:24 am
Scanning the keys yourself is actually much faster than GetCSC.  But obviously scanning all the keys is always going to be slower than scanning a single key.

Code: [Select]
:Lbl KEY
:For(A,1,56)
:ReturnIf getkey(A)
:End
:Return 0

Calling this subroutine will give A the value of the current key being pressed or 0 if nothing is pressed.

Oh, and the actual slowdown for variable key detection is so small compared to Dispgraph or sprite drawing that I would consider it negligible.  It isn't much bigger either since it only needs to add the subroutine to the program once.

This is actually useful stuff, Quigibo. But the reason I was asking about this is because I use the getKey(XX) method to get the key input for the player (download the game and look). I wanted to know if I could still do that, and apparently I can. You (somewhat indirectly) answered my question. This is cool code, anyway. Thanks, Quigibo!

EDIT: Yes, and I do plan to use custom keys for the game, eventually. I know that people have different opinions about what keys should drop and what keys should rotate (I've seen several games where UP drops, and some games where UP rotates). I personally prefer UP as my drop key, but I know that other people think differently, so I'll allow players to redefine their keys.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on January 10, 2011, 01:41:32 am
Yeah personally I just got used to versions of Tetris that used UP to rotate. I had Tetris for the NES around 1993, but I did not play long enough to remember. Tetris for the NES used a different key, if I remember. ALlowing the user to choose would definitively be a good idea.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on January 14, 2011, 02:41:23 pm
Hey guys! I have a new version of Eitrix: 0.3.1!

The big new thing is Attacks: effects that mess up your block configurations. Every frame, there is a 1 in 256 chance that you will recieve an Attack on your screen.

However, the real reason that I wanted to post now is that I wanted to get some optimizations before I added CALCnet2.2. These are the things that need fixed:
- The game becomes incredibly slow when more blocks are added to the grid
- The title screen does not like to show up when compiled with Axe 0.4.7
- The game freezes when run with Doors CS 7.1

Please look at this code and tell me what you find!

EDIT: I just made a change to the game code that made the game a whole heck-of-a-lot faster. It uses an appvar to keep a rendered copy of the grid, and the grid is only rerendered when it is changed. This makes the game that much faster (except when specials are active). I'll post this update soon, after I fix the key timers to be more sane.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on January 17, 2011, 05:15:35 pm
Cool, a new update. I'll try it when I have some time. I'm glad you figured out the speed issue. I guessed it was due to drawing every block every frame, right?
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on January 18, 2011, 10:28:36 am
Yes, it was. However, since I want to migrate all of the player grid information to L3 to make way for CALCnet2.2, I couldn't use that as my rendered image. Thus, Eitrix steals 768 bytes of usermem, in the form of an appvar named EITWORK. However, Eitrix goes a lot faster, except when specials are underway.

Additionally, I'm in the middle of configuring the game so that an automatic interrupt triggers keypress timing, rather than the frame count, as I had originally been doing. It's almost done, so I'm going to try to post tomorrow morning.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on January 19, 2011, 03:30:21 pm
I see, I guess it should be fine. Otherwise you can always store the grid info at the end of your program using an arbitrary buffer if you want to keep the game into one file, although if the program is ran from MirageOS it will keep that info saved in even after exiting so you need to check for that and even when not playing it would still take that 768 bytes of RAM.

Good luck!
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on January 21, 2011, 10:31:14 am
FINALLY! EITRIX VERSION 0.4 IS AVAILABLE!

These are the new features:

Please play and tell me what you think! Also, I did find a few bugs in the code, so if anyone would like to check them out and fix them, please do.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on January 25, 2011, 12:55:41 am
Cool! Downloading now :)
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on February 04, 2011, 09:58:50 pm
I am very sad to announce that I am now abandoning CALCnet2.2 integration. I just cannot get a robust engine to work, so I am going to abandon it until somebody else writes a robust solution. I am not abandoning the entire project, however. As of now, I am coding more special attacks, and am going to work out a head-to-head mode with Axe's built in linking commands. I'm still not giving up on Eitrix, but it will not be the massively multiplayer game that it was originally planned to be.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on February 05, 2011, 03:47:40 am
Sorry to hear. I'm glad the project is still alive, though. Calcnet integration seems like a huge undertaking so maybe it might be best to wait until the entire game is done then maybe some people could help for CALCnet integration.

Btw nice avatar. :P
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on February 07, 2011, 10:35:51 am
It's for the other Eitrix game, the one we're making for XBox. (http://betafreak.com/betafreak/Games/Eitrix/index.aspx). That project is currently on hold, although this one is not (since it's a great time killer :) ).

BTW, since this weekend, I have added a Play/Quit menu on the title screen, which lets people quit the game if they didn't want to play. Up next, I will add a Game Over screen, return the game to the title screen after the game ends, and THEN add simple, 2-player linkplay.

EDIT: After I add linkplay, I'm going to post to ticalc.org, because at that point the game will be feature-worthy.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on February 08, 2011, 01:53:47 am
Ah cool. Are you planning to post about some of these Xbox games here too in the future? Maybe in the console/rom hacking/homebrew section.. although if they're only for the old Xbox, not the 360, and require console modding, maybe not a lot of people will be interested since they would get banned from Xbox Live, but we never know.

Good luck with both games! I think it could be feature-worthy indeed in the future if it has a lot of stuff ZTetris doesn't offer, unless the news editor that gets hired still barely features anything by then (in which case, your game will most likely make Omnimaga front page news anyway, since we feature stuff regardless of where it's hosted. :D
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on February 08, 2011, 11:51:58 am
The XBox games are on 360. Anyone with a Silver or Gold membership and 240 MS Points to spare can buy them on the XBox Live marketplace, under Indie Games. They don't require any console modding. Spin (our first XBox game) also has a free PC version, but Furball (our massively multiplayer XBox game) does not. Sadly, neither of these games have done very well on Marketplace - it's really quite dismal to check on your game's purchases and be happy about *1* free trial download. :(. But Eitrix will be better.

Also, I don't know where you would post this, but I think it would be really cool to create a gamertag system for 84 Plus. Basically, you would have an 8-character name, a 16x16 avatar, and any Achievements you have unlocked in supported games. You could view it using a certain program (or App) and you would see your opponent's when playing link games. If no one else has created such a system, I'll take it on as my next project and make Eitrix and Axe Zombie compatible with it.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on February 11, 2011, 10:36:00 am
So, I wrote a little link library that I wanted to use for Eitrix. Basically, it works by hiding the actual data sending and recieving behind an interrupt (much like CALCnet2.2) and then pulling the bytes off of a queue. The usage is supposed to be:
sub(LNB) : Initalize the link library
sub(LNE) : Shut down the link library
sub(LNS) : Add a byte to the send queue
sub(LNG) : Get the first byte from the recieve queue

Code: [Select]
.LINKTEST LINK LIBRARY

"THEIR BYTE:"üStr1
"NOT CONNECTED!"üStr2

ClrHome
0üA
sub(LNB)
Repeat getKey(15)
A+1^256üA
sub(LNG)üB
sub(LNS,A,10)
Output(0,0,"YOUR BYTE:"
Output(0,1,AåDec
Output(0,2,"RCV:"
Output(4,2,BåDec
Output(0,4,"RCV NUM:"
Output(0,5,"SND NUM:"
Output(0,7,"TIMER:"
Output(8,4,{L1+65}åDec
Output(8,5,{L1}åDec
Output(8,7,{L1+99}åDec
End
sub(LNE)
Return

.BEGIN LINKING
Lbl LNB
0ü{L1}
Fill(L1,101
fnInt(LNI,2
Return

.LINK END
Lbl LNE
LnReg
0ü{L1}
Fill(L1,101
Return

.LINK INTER.
Lbl LNI
Get(ü{L1+98}
!If {L1+98}+1
{L1+98}ü{L1+66+{L1+65}}
{L1+65}+1ü{L1+65}
End
If {L1}
Send({L1+1},50)ü{L1+100}
{L1+99}+1ü{L1+99}
If {L1+99}ù{L1+2} or {L1+100}
{L1}-1ü{L1}
If {L1}
conj(L1+1,L1+3,{L1}*2
End
0ü{{L1}*2+L+11}õ
0ü{L1+99}
End
End
Return

Lbl LNG
FnOff
If {L+65}
{L1+66}ü{L1+101}
{L1+65}-1ü{L1+65}
If {L1+65}
conj(L1+66,L1+67,{L1+65})
End
0ü{L1+66+{L1+65}}
FnOn
{L1+101}:Return
End
FnOn
ú1:Return

Lbl LNS
FnOff
If {L}<32
r1ü{(L*2)+L+1}
r‚ü{(L*2)+L+2}
{L1}+1ü{L1}
End
FnOn
Return

Now, when I run this code on two linked calculators, the number of send packets in the queue is 1 most of the time, occassionally switching to zero. However, no data is actually appearing on the other calculator. My question is, why?
Title: Re: Eitrix for TI-84 Plus
Post by: Builderboy on February 11, 2011, 12:24:56 pm
Hmmm you might want to get contact with Kerm, as he doesn't frequent these forums as often.  He would be the one to talk to about any CalcNet issues
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on February 12, 2011, 04:06:59 pm
This isn't CALCnet. I gave up on that weeks ago. :)

This is simply using the Get and Send routines that come with Axe. The purpose of it is to store the bytes the calculator sends and recieves into queues so I don't have to worry about timing. I could just call the subroutines directly if this doesn't work, but I would prefer to use this system.

Oh, and I should clarify: the u's with the little dots on them are STO arrows.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on February 14, 2011, 01:20:02 am
The XBox games are on 360. Anyone with a Silver or Gold membership and 240 MS Points to spare can buy them on the XBox Live marketplace, under Indie Games. They don't require any console modding. Spin (our first XBox game) also has a free PC version, but Furball (our massively multiplayer XBox game) does not. Sadly, neither of these games have done very well on Marketplace - it's really quite dismal to check on your game's purchases and be happy about *1* free trial download. :(. But Eitrix will be better.

Also, I don't know where you would post this, but I think it would be really cool to create a gamertag system for 84 Plus. Basically, you would have an 8-character name, a 16x16 avatar, and any Achievements you have unlocked in supported games. You could view it using a certain program (or App) and you would see your opponent's when playing link games. If no one else has created such a system, I'll take it on as my next project and make Eitrix and Axe Zombie compatible with it.
Ah that's good, I guess I could check them eventually. :). TOo bad they do not sell well, though. THis is why I will never develop for the 360, because you have to pay to get your games online and then if you make no profit you lose money...

As for achievement this would be offline, right? (Noticing you ditched CALCnet dev)
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on February 14, 2011, 10:32:16 am
Yeah, achievements would be offline. It's mainly for the novelty of having a calculator gamertag. In Eitrix, when you play link, you would see your opponent's gamertag before you start playing ("You're playing against DJOmnimaga" for example). However, I probably would let players upload their gamertags to my website so that others could look at them.

As for XBox 360 dev, the best way to get money is to advertise your game and get a significant following so that when the game is released, you turn a profit.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on February 15, 2011, 12:10:42 am
THat would be cool. Maybe you could have someone create a Gamertag converter or something so when someone uploads anappvar containing their Gamertag and info a PHP script extracts it and puts it in a MySQL database. You should use some sort of checksum/encryption (even if simple) to prevent too many people from hacking their file too.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on February 15, 2011, 12:01:02 pm
Yeah, a checksum. I didn't think of that.

However, I think that we've gone too far on this tangent. We need to get back to Eitrix, because I want to get this link system working (without it, Eitrix is quite pointless). We could discuss the Gamertag system on another topic, though.

EDIT: Compynerd255 has just Leveled Up to Level 3!
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on February 15, 2011, 03:49:57 pm
No problem, I hope to see new progress on the game soon. :)
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on February 24, 2011, 10:26:32 am
Great news! Eitrix 0.4.999 has been released!

Changes:
- Title Menu!
   - Select from Play, Link, or Quit on the title screen
   - Return to the menu after you die
- A preliminary version of Linkplay!
   - When you select Link, the calculator will wait for an opponent to do the same
   - Once that happens, a link game will begin
   - The attack items that you used to get randomly in single player are now the form of Special Blocks. When you clear them, your opponent feels the pain...
   - Currently buggy (which is why this isn't Version 0.5 yet): Regardless of what attack special you clear, your opponent only gets The Wall. Also, the game doesn't end when your opponent dies
- Two new attacks: Speed Up and Jumble
- Escalator has been changed to Bullet Holes
- Attacks will not be active while a row is clearing

Please play and tell me what you think!
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on February 25, 2011, 04:27:43 pm
Great to see a new update! I'Ll try this when I have some time. :D
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on February 25, 2011, 05:01:51 pm
Hey, DJ, are you the only one who posts to this forum? I have just noticed that the last user to post here other than me and you was Builderboy, and he didn't even know what was going on. (No offense, Builderboy). Do you think it would be rude to PM everybody and say "Hey, play my game?" or do something similar?
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on February 25, 2011, 05:13:30 pm
I think it might be due to the lack of screenshots and the large amount of project updates, so attention is split between them. Combining the fact you have fierce competition from Ztris, Ztetris, Retrix, Tetris Marathon, NGTetris and Grayscale Tetris with the fact you have no screenshot can have a big impact on the attention your project gets, also you do not post as often, so when the topic gets an update, after a few days it quickly gets halfway down in the page. I myself sometimes take a week to catch up X.x. It doesn't help that many people are busy with school, too. I'M sure a lot of people are interested, but they have absolutely no time to reply nor try it right now. PM'Ing people isn't recommended, however, same for asking to check the topic in the IRC channel, since people see it as advertising/spam.

Another thing that won't help certain other projects is that some authors post wall of text as update. The lack of screenshots in that case also have a huge impact on the amount of response that project gets, because most people doesn't want to read through 40 lines of text to know the game runs 0.01 frames per second faster.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on February 27, 2011, 08:31:45 pm
Okay, thank you DJ. Next time I do an update, I'll add a screenshot. (or two)
Title: Re: Eitrix for TI-84 Plus
Post by: Darl181 on February 27, 2011, 09:19:40 pm
Here's a post from a different person ;)
And I'd like to say that you're not the only one in the boat.  In the TWHG thread at Cemetech all but 7 of the posts (out of four pages) were by Kerm or I :P

Looking good, by the way.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on February 28, 2011, 12:10:06 am
Yeah it's typical for many projects to go through replies slumps sometimes. Last Summer, for 2 months I was the only person ever replying to S.A.D project updates by Hot Dog. It is even worse for 68K programmers and people who makes math programs, because there are very few 68K users here anymore and since the site is game-oriented math programs won't get much attention. It could be worse, though: In 2004 when I posted The Reign of Legends 3 updates, on United-TI I had to quadruple posts sometimes before I got replies.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on March 04, 2011, 10:20:54 am
Hey, everyone! Eitrix 0.5 is available! Here's what's new:

I also added a screenshot so that you can see the progress I've made. I also plan to post to ticalc.org, once I get my account verified.
Title: Re: Eitrix for TI-84 Plus
Post by: jsj795 on March 04, 2011, 10:42:43 am
Hmmm I just read this post and it looks pretty nice! Although it's kind of sad that since I graduated High School not many people seem to be willing to play any calculator games, because they are not forced to stay in class :P and plus they usually go on their laptops. So I wouldn't be able to play with others =/

I hope when this project gets finished, someone can make CalcNet support so I can play online!
jsj795 dreams for a bit ;)

Edit: After playing with it for a bit with wabbitemu, I really like the Time Attack, because I haven't seen that feature in any other calc tetris that I know of. Few things that I didn't like about it tho was that the key response would often get slow/non-responsive while the attack is being performed. I think it would be a lot better if time attack happens after the player drops his block and before the new block comes down, so the overall play won't be affected.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on March 04, 2011, 06:33:47 pm
Yay, a new fan! It's always great to see that my following is increasing, even if it is just one person.

I tried to add Calcnet support, but I could never get it to work, especially since Axe has no built in commands for accessing the Calcnet routines. Now, it would be really cool if Wabbitemu added a feature that let one calculator link with an instance of another calculator on a different computer either on the network or online. Now that seems cool. I know that Wabbit has an SDK for interfacing different aspects...
* Compynerd 255 dreams for a bit

Also, regarding the Time Attack, it is actually just called an Attack, since it has nothing to do with time. It has much more to do with an opponent (hypothetical or real) throwing attacks at you by clearing the special blocks. I don't know how to fix the key response problem while the attack is being preformed, since it has to redraw the grid every frame. And I know I can't fix it by triggering the attack while the block is falling, since that defeats the point.

And, to be techincal, the attack concept wasn't even my idea. This whole game is actually a port of a game my dad made in the 90's, available at http://betafreak.com/betafreak/Games/Eitrix/index.aspx. That link will also take you to a work-in-progress version of a remake.
Title: Re: Eitrix for TI-84 Plus
Post by: jsj795 on March 04, 2011, 07:02:02 pm
I don't know how to fix the key response problem while the attack is being preformed, since it has to redraw the grid every frame. And I know I can't fix it by triggering the attack while the block is falling, since that defeats the point.

I meant the attack happens while the block is falling... And while I'm trying to rotate my block, the attack happens and the key response gets slow/unresponsive, and in one instance a block that's falling got "stuck" to other blocks because of the attack :/ So I was suggesting may be when there is attack, it should be right before the new block begins to fall, and give a slight pause for the calculator to redraw the grids.

ugh idk if I explained well enough. May be I'll try to make a diagram of what I mean on paint or something
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on March 05, 2011, 02:42:10 pm
No, I get what you are trying to say. The block is falling while the attack is happening, and that slows down the game/kills the key response. I see why that would be frustrating, and I'll see what I can do to optimize the speed (e.g. only redraw the rows that have been updated, or check the keys within the interrupt routine). However, I don't want to fix the problem by waiting for the block to set before unleashing the attack because not only would I have to put the attack in a queue, but part of the point of attacking people is to ruin their plans with the current block. Additionally, I will be adding a feature that lets people stop an attack while it is in progress, and to wait for the block to set would ruin that strategy.

If you go to that link I gave you earlier, you can also play the computer version of this game with your college buds. Try that one sometime.

Oh, and before I forget... I looked at your "funny life mathematics" spoiler, and I think you should add this one:
Girls = Time * Money (Girls are a combination of time and money)
Time = Money (Time is money)
Girls = Money squared (So, girls are money squared)
Money = sqrt(Evil) (Money is also the root of all evil)
Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
:D
Title: Re: Eitrix for TI-84 Plus
Post by: jsj795 on March 05, 2011, 02:47:23 pm
hahahah yeah i should recommend them. Right now all of them are in Tetris-craze, because of Facebook Tetris Attack thingy :)

and added your equation to my mathematics
Title: Re: Eitrix for TI-84 Plus
Post by: Ashbad on March 05, 2011, 04:24:30 pm
Hey, everyone! Eitrix 0.5 is available! Here's what's new:
  • Working Linkplay!
  • Usually sends the correct specials. Guaranteed to afflict your opponent within 2 to 3 seconds of clearing the block
  • When your opponent dies, you recieve a "WIN" message and the game will end
  • Attack Display: The empty grid spaces are replaced with a range of indicators to show what attacks are currently hitting you.
  • Fixed row clear bug - now all of the rows you clear should clear at once
  • Have had some problems with DoorsCS compatibility (interrupt related). Run with MirageOS.

I also added a screenshot so that you can see the progress I've made. I also plan to post to ticalc.org, once I get my account verified.

this looks surprisingly nice!  I think it's an awesome work in progress, and that it could go very, very far :D

nice design and use of 4x4 blocks, good sprites for them too.  this could be the next big game of tetris for calc!  bravo! :D
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on March 05, 2011, 04:38:33 pm
Thanks for the feedback, Ashbad. I'd like to make this game go as far as possible. After I work out a few bugs I found, I'm going to start adding a lot more special attacks, to flavor the game up even more. Some of these attacks won't even be block related - they will be diseases that last indefinitely until you use an upcoming defensive powerup on them. I'm also going to add score and tournament mode. Keep checking up on the post - I'll add more and more.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on March 07, 2011, 04:20:37 pm
Wow I like the new release so far. I didn't have time to try it until now. I'm glad this is progressing nicely. :D
Title: Re: Eitrix for TI-84 Plus
Post by: ztrumpet on March 07, 2011, 06:49:31 pm
This looks really cool so far! ;D
I tried to play it in Wabbit, but then Wabbit started acting up.  I'm pretty sure it's Wabbit's fault, not yours. ;)
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on March 07, 2011, 06:59:53 pm
It worked fine in Wabbit for me. However if you used DCS then it might be why, as his update mentions the game had troubles with DCS.
Title: Re: Eitrix for TI-84 Plus
Post by: ztrumpet on March 07, 2011, 07:16:42 pm
It worked fine in Wabbit for me. However if you used DCS then it might be why, as his update mentions the game had troubles with DCS.
That's probably it.  Let's try this again. :D

Edit:  This is great.  To me, it's only missing a pause button. ;)
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on March 08, 2011, 10:24:16 am
To me, it's only missing a pause button. ;)
I know, some people want a pause button, too. I will eventually add one for single-player mode, but because it is hard/unfair to pause a versus game, it's low on my priority list.

I attached a small update to the game. There was a bug where if you sent Jumble to a 2-player opponent, they would win. This update fixes the bug.

One thing I have noticed with the MirageOS, DoorsCS compatibility is that it inexplicably switches between being compatible with Mirage and being compatible with Doors. For instance, my current working copy crashes in Mirage as soon as you click "Play", but it works fine in Doors. I know it has something to do with the interrupt routine, but I'm clueless past that.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on March 09, 2011, 04:22:53 am
Strange ???. You will probably have to ask in the Axe section. I'm sure some people could help. If it turns out to be a DCS issue then you would need to report this to KermMartian on his forum.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on March 16, 2011, 10:46:32 am
Hey guys! Version 0.6 is out! Here's what's new!
Version 0.6:
- Antidotes!
   - 25% of all Special Blocks (more in single player) will be empowered with Antidotes.
   - Clear the block to add 1 Antidote to your total.
   - Antidotes are kept in a stockpile of up to 65535 antidotes.
   - Use an Antidote by pressing MODE
   - When you use an Antidote, all attacks you are currently recieving will be deactivated,
     and any future attacks you recieve over the next few seconds will be negated.
- Diseases!
   - These attacks last perpetually and do not affect the grid directly
   - Clear them away with Antidotes.
   - Specials Added: No More Hints, Static Background, Zee Virus, and Blindness
- Removed Interrupts once and for all! Now it works in both MOS and DCS!
- Changed the Slow Down symbol to a turtle (courtesy of stiny.net)
- Hit CLEAR from the main menu to quickly quit the game
- Several other bug fixes

This will probably be my last Work in Progress release before I publish the 1.0 beta, since there is so little that has to be done now. Just more specials, and seeing your opponent's grid height.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on March 23, 2011, 01:46:33 pm
Awesome update! I like the antidote idea a lot. :D

I need to try this one out when I have time. :)
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on March 25, 2011, 04:59:28 pm
I just posted the updated Eitrix on ticalc.org.

Please play the game and tell me what you think. If anyone can get WabbitEmu link to work, please let me know!
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on March 25, 2011, 05:03:38 pm
Cool to hear. Are you planning to put the final version in the downloads section here too by the way?

I'll probably try the new version this weekend if I have some time. I liked the other one a lot. :D
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on April 01, 2011, 09:00:40 pm
*bump*

Nothing new to download yet, but I do have some much needed features coded in:
- A few more new specials
- You can now see the opponent's grid height in multiplayer!
- In single player, that grid height gauge changes to a "screwed-o-meter" gauge that slowly increments as time progresses. The Wall special is available to rocket that up. When the gauge hits the top, you win!

I'm not releasing yet because their are some strange bugs where the game crashes when linkplay is attempted. I'm wondering why this doesn't work.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on April 13, 2011, 06:05:40 pm
Cool, what are the new specials? I also like the opponent grid height thing, it should be easier to know if you're about to pwn your opponent XD. Good luck fixing the bugs.
Title: Re: Eitrix for TI-84 Plus
Post by: Spyro543 on April 15, 2011, 06:37:11 pm
Eitrix sounds really fun, it must have been hard to program, especially with all of those features. But I only know Python and I have yet to get a TI-84+ and I would then need to learn Axe...
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on April 15, 2011, 11:38:32 pm
Cool, what are the new specials? I also like the opponent grid height thing, it should be easier to know if you're about to pwn your opponent XD. Good luck fixing the bugs.
The new specials are Attacks: the Tower of EIT, which creates a castle tower with holes in it; and the Flip, which flips your grid vertically within the areas with blocks (not changing your overall grid height, but exposing the bottom of your grid).

One thing that I've noticed is that the game doesn't even work on 84 Pluses for some reason (or at least my friends'). It seems to only work on the 83 Plus, in single player mode. This will seriously hurt my audience if I can't fix that bug, but, unfortunately, I don't have an 84 Plus.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on April 15, 2011, 11:41:07 pm
Eitrix sounds really fun, it must have been hard to program, especially with all of those features. But I only know Python and I have yet to get a TI-84+ and I would then need to learn Axe...
I hope you eventually start programming for calcs. Feel free to ask help by the way if you do. One advice, however, make sure you know TI-BASIC before learning Axe.

And thanks for the info Compy. Sorry to hear about the 84+ issue. Maybe ask in the Axe help section?
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on April 16, 2011, 09:56:20 pm
I can't debug the program because no debugger geared for Axe exists. However, what I have noticed is that the crash always occurs when the program starts, meaning that there is something faulty with the code in every situation. However, whenever I output text characters to mark where it crashes, it always works fine, but then crashes when I remove the output commands. ???
Title: Re: Eitrix for TI-84 Plus
Post by: Darl181 on April 18, 2011, 12:47:51 am
Maybe you could try closing quotes or something?

I know wabbitemu has an automatic debugger for ASM, and axe compiles to ASM so if you can find where it crashes, it could be "translated" back to axe, hopefully showing where the problem happened.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on April 20, 2011, 04:01:12 pm
Strange. I unfortunately don't have time to try it now, though. Sorry :(

As I said, however, you should post in the Axe section of the site, else no one might see your issue. It will require you to post the source, though.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on April 22, 2011, 10:20:57 am
I have been able to narrow down the bug consistently to one specific routine: the routine that eliminates cleared rows (and is always called except when there are highlighted rows). It crashes rarely in single player on my 83 Plus, but nearly always crashes in multiplayer mode, especially when DCS is involved. Also, the link routines have issues as well. I'll post an update as soon as I can.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on April 22, 2011, 10:13:09 pm
Good to hear. I hope I have time to try this during my vacations in a month or two. I only tried on WabbitEmu so far and it was version 0.5 or so.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on April 23, 2011, 07:48:35 pm
UPDATE: 0.6.1!

Here's the new code.

EDIT: And here's what's new about it!

There are still a few bugs, like the random crashing bug in DCS and strange, buggy messages in link mode (sometimes it says YOU WIN even though you didn't). However, I finally whittled down the crashing bug to a bug in the CLB (cascade cleared rows) subroutine, where if the top row was marked to clear, a bug in the For loop structure would cause all of memory, including my program, to cascade down and crash. :D I'll post an update when I confirm that the bug is actually fixed.
Title: Re: Eitrix for TI-84 Plus
Post by: ralphdspam on April 28, 2011, 12:21:09 am
Nice progress!  Keep up on the great work. :D
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on April 28, 2011, 10:23:26 am
UPDATE: Version 0.7

Here are the new features:

Please download and tell me what you think!
Title: Re: Eitrix for TI-84 Plus
Post by: aeTIos on April 28, 2011, 10:24:22 am
There is no attachment...
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on April 28, 2011, 10:25:03 am
There is no attachment...
I just put it there. Thanks for the fast response, though.
Title: Re: Eitrix for TI-84 Plus
Post by: aeTIos on April 28, 2011, 10:27:31 am
You might also add 'not in solo mode' in the for ppl who only play solo for example
Title: Re: Eitrix for TI-84 Plus
Post by: ralphdspam on April 29, 2011, 12:12:14 am
Nice!  Thanks for the quick updates.  :D
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on May 05, 2011, 11:58:01 am
SAD DAY!  :'(

The compiled Eitrix just hit the 8811 byte limit! I was adding a score system to the game, and the game immediately crashed when code broke into the fourth page. Now all progress will be stopped until I hunker down and optimize the thing to death. :banghead:

(And before anyone suggests I compile as an APP, that is not an option to me, because not only would that lock me out of any possibility of CALCnet, but also, my calc likes to turn off randomly, and if it turns off while the APP is writing, I lose everything).
Title: Re: Eitrix for TI-84 Plus
Post by: Munchor on May 09, 2011, 07:35:04 am
SAD DAY!  :'(

The compiled Eitrix just hit the 8811 byte limit! I was adding a score system to the game, and the game immediately crashed when code broke into the fourth page. Now all progress will be stopped until I hunker down and optimize the thing to death. :banghead:

(And before anyone suggests I compile as an APP, that is not an option to me, because not only would that lock me out of any possibility of CALCnet, but also, my calc likes to turn off randomly, and if it turns off while the APP is writing, I lose everything).

That's really sad, also because it can't be compiled as an App. :( Good Luck with optimizing, perhaps you can ask help in the forums with that?
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on May 09, 2011, 10:28:42 am
Thanks. I just eradicated the score system, instead replacing it with a system of multiple wins. Could someone please optimize these statements which I commonly use?:
Title: Re: Eitrix for TI-84 Plus
Post by: aeTIos on May 09, 2011, 10:34:45 am
My idea: Ask Runer for optimizing, he's an optimizing guru.
Title: Re: Eitrix for TI-84 Plus
Post by: Darl181 on May 09, 2011, 07:14:04 pm
My idea: Ask Runer for optimizing, he's an optimizing guru.
Just make sure to ask to keep it readable..
Title: Re: Eitrix for TI-84 Plus
Post by: Ashbad on May 09, 2011, 07:24:54 pm
My idea: Ask Runer for optimizing, he's an optimizing guru.
Just make sure to ask to keep it readable..

the two don't mix well ;)
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on May 11, 2011, 10:35:22 am
VERSION 1.0 BETA:

I am approaching the Final Version! I just fixed some bugs and added a few features, and I am feeling done with it. I probably will fine tune some features, however.

Here's what's new:
- Cleaned up some bugs, including the one where a special block cleared by an attack doesn't dissappear
- Grid height gauge flashes when it is close to the top (both single and multiplayer)
- Some code optimized
- A "today's wins and losses" counter appears at the bottom of the title screen (for tournaments)

Please play and find bugs!
Title: Re: Eitrix for TI-84 Plus
Post by: aeTIos on May 12, 2011, 09:12:49 am
Woo, cool1o! nice job!
Title: Re: Eitrix for TI-84 Plus
Post by: ralphdspam on May 13, 2011, 11:59:42 pm
Well done!  While this could be considered a finished game, I would like to see what other neat things you can add. :D
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on May 16, 2011, 10:33:58 am
I might add an APD feature to the program (press ON), but that's about it. Then I'll post to ticalc, ask for a feature, and also post to the Omni download section.
Title: Re: Eitrix for TI-84 Plus
Post by: aeTIos on May 16, 2011, 01:45:58 pm
I have one thing: The block is turning the wrong way. IMAO, it should be turning clockwise, but its turning counter-clockwise. Maybe you could fix that.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on May 17, 2011, 10:35:12 am
I have one thing: The block is turning the wrong way. IMAO, it should be turning clockwise, but its turning counter-clockwise. Maybe you could fix that.
Done.

I LUVS key timers!
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on May 19, 2011, 10:35:51 am
VERSION 1.0!

Eitrix Version 1.0 is complete! Here are the changes from 1.0 beta:

- Bug with Speed Up (the rabbit) has been fixed, where the rabbit would continue to work long
  after it expired. It now works much like the Flip attack, in that the icon appears to warn you,
  then the effect hits.
- When a block is on the ground, press ALPHA to set it. (Before, it would reset the drop timer,
  letting it sit there perpetually as long as you held the button down...)
- Flipped the rotation keys. Now UP is actually clockwise and 2ND is actually counterclockwise
- Stats screen added! Your total wins and losses in both modes are recorded, both for all time
  and for that program execution.
   - Stats are kept in the 31-byte appvar Eitrix.
   - The Appvar is kept in archive when the program is not running. You will only lose your
     stats to a RAM clear if Eitrix happens to be running at the time.
- Because no new features are planned (other than patches and bug fixes) the Upcoming Features
  section has been replaced with a Testimonials section.

I hope you enjoy it!
Title: Re: Eitrix for TI-84 Plus
Post by: Munchor on May 19, 2011, 10:36:57 am
Oh did you hear you can now use CrabCake with Axe? So your program can haver more than 8K without becoming an App.

Either way, lots of good updates are good :D
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on May 19, 2011, 11:34:45 am
I'll look into Crabcake.

Oh, yes, and I just uploaded to the omni downloads section (http://www.omnimaga.org/index.php?action=downloads;sa=view;down=670) and ticalc.org. I'll add links when the files are approved.
Title: Re: Eitrix for TI-84 Plus
Post by: Munchor on May 19, 2011, 11:35:08 am
I'll look into Crabcake.

Oh, yes, and I just uploaded to the omni downloads section and ticalc.org. I'll add links when the files are approved.

Omnimaga Downloads are always automatically approved.
Title: Re: Eitrix for TI-84 Plus
Post by: JosJuice on May 19, 2011, 11:36:48 am
I'll look into Crabcake.

Oh, yes, and I just uploaded to the omni downloads section and ticalc.org. I'll add links when the files are approved.

Omnimaga Downloads are always automatically approved.
Only if you have a huge amount of posts. :P
Title: Re: Eitrix for TI-84 Plus
Post by: Munchor on May 19, 2011, 11:38:58 am
I'll look into Crabcake.

Oh, yes, and I just uploaded to the omni downloads section and ticalc.org. I'll add links when the files are approved.

Omnimaga Downloads are always automatically approved.
Only if you have a huge amount of posts. :P

Oh! I had no idea :(
Title: Eitrix
Post by: Compynerd255 on May 19, 2011, 02:54:42 pm
Eitrix



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=670

Eitrix: Tetris with a multiplayer twist! Eitrix is a fun and innovative game in the style of Tetris, with an important twist: Occassionally, one of the blocks in your grid will become energized with a Special Power. Clear the row the block is in, and the Special Power will be unleased, either helping you or harming your opponent. Eitrix is a game that "is different every time" (Collin Hudson), something you will want to "play every day" (Dillon Johnson). Have fun, and download today!
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on May 19, 2011, 03:11:32 pm
Omnimaga Download Approved!

http://www.omnimaga.org/index.php?action=downloads;sa=view;down=670
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on May 20, 2011, 03:05:35 am
Hi I merged your auto topic with this one. I'll have to check the new version soon, I've been busy lately. It looks promising :D

It will also definitviely need a news.
Title: Re: Eitrix for TI-84 Plus
Post by: Compynerd255 on May 20, 2011, 10:23:43 am
Hi I merged your auto topic with this one. I'll have to check the new version soon, I've been busy lately. It looks promising :D

It will also definitviely need a news.
Thanks, DJ.

BTW, I tried Crabcake this morning and could not get it to work (immediate crash). I think that if I wanted to add more features to Eitrix, I'll want to compile as an APP, and maybe get the code for CALCnet2.2 if that is being distributed at all.
Title: Re: Eitrix for TI-84 Plus
Post by: DJ Omnimaga on May 21, 2011, 01:09:09 am
Aw sorry to hear. Maybe post in the Crabcake topic? Hot Dog might be able to help you. As for gCn you could maybe ask Kerm, although I bet he could help you integrate it without copying the code or something.