Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: SirCmpwn on September 20, 2010, 04:45:27 pm

Title: Motherload
Post by: SirCmpwn on September 20, 2010, 04:45:27 pm
Hello,
I'm thinking of porting this (http://www.xgenstudios.com/game.php?keyword=motherload) game to Axe.



Recent Update: http://ourl.ca/7121/195114
Title: Re: Motherload
Post by: LordConiupiter on September 20, 2010, 04:47:03 pm
taht's a really very cool and addicting game! good idea!
Title: Re: Motherload
Post by: ztrumpet on September 20, 2010, 04:52:35 pm
That's cool!  Good luck. ;D
Title: Re: Motherload
Post by: DJ Omnimaga on September 20, 2010, 04:55:05 pm
That would be awesome, as long as it doesn't spam me with alert boxes every 2 second like the real game. I stopped playing after 40 seconds.
Title: Re: Motherload
Post by: SirCmpwn on September 20, 2010, 04:58:10 pm
Lol okay.
Title: Re: Motherload
Post by: qazz42 on September 20, 2010, 05:02:08 pm
hmm, I have seen this before, it are funz!

also, I dont want those annoying alert boxes like DJ said :P
Title: Re: Motherload
Post by: yunhua98 on September 20, 2010, 05:17:37 pm
that'd be cool.  I couldn't beat the game without using arcadeprehacks.com though, the devil at the end is immpossible.  :P
Title: Re: Motherload
Post by: meishe91 on September 20, 2010, 05:21:18 pm
Good luck!
Title: Re: Motherload
Post by: SirCmpwn on September 20, 2010, 05:29:58 pm
Hmm, there's a devil at the end?  I'm only 1500 feet down.
Title: Re: Motherload
Post by: yunhua98 on September 20, 2010, 05:34:23 pm
yeah, its at 6666ft down, but the ft becomes random after awhile, until you get to him.  and like most games, you have to kill him twice.  :P
who he is:
Spoiler For Spoiler:
its your boss.  ;)
SIr:  if you want to make it, you might want to play the hacked version, because otherwise its almost impossible to win.  :P  And you might want to make ihim only 666 ft down, otherwise its going to be a bit big.  :)
Title: Re: Motherload
Post by: Builderboy on September 20, 2010, 05:38:15 pm
This game is super addicting :D I had gotten so far but then a glitch made me go through the floor an i had no way to get back to the surface since you cant drill up :( A calc version would be Epic!!!
Title: Re: Motherload
Post by: yunhua98 on September 20, 2010, 05:39:28 pm
yeah, thats what happened to me on my first try, and I forgot to buy dynamite.  :P
Title: Re: Motherload
Post by: fb39ca4 on September 21, 2010, 06:18:17 pm
I love that game! Good luck with it!
Also, I believe there was a motherload game in TI-BASIC, but there was no upgrades, and probably no boss.
Title: Re: Motherload
Post by: Hot_Dog on September 21, 2010, 06:26:05 pm
I finished the whole thing twice, so feel free to come to me if you need some suggestions :)

Other than that, good luck! And PLEASE PLEASE PLEASE don't make earthquakes happen very often.  Those were humiliating and time-consuming when it came to playing the game.
Title: Re: Motherload
Post by: fb39ca4 on September 21, 2010, 06:49:51 pm
I can see the mineral tiles being an issue-they need to be easy to distinguish from one another, which can be hard with only monochrome graphics.
Title: Re: Motherload
Post by: Builderboy on September 21, 2010, 06:51:19 pm
Who says it needs to be monochrome ;) And how many tiles deep are you planning to make the pit?
Title: Re: Motherload
Post by: SirCmpwn on September 21, 2010, 06:59:53 pm
Well, as for how deep, I'm not sure yet.  I'm still trying to think of an innovative way to keep track of all the tiles when it gets really deep.
Title: Re: Motherload
Post by: Builderboy on September 21, 2010, 07:05:47 pm
Well you're going to need heaps of memory, i guess thats a given, perhaps new Axe nibble support could help some?
Title: Re: Motherload
Post by: SirCmpwn on September 21, 2010, 07:16:52 pm
Maybe... I need to think of a creative way to solve this.
Title: Re: Motherload
Post by: Deep Toaster on September 21, 2010, 07:18:07 pm
Awesome, I've actually played that game. I'd like to see how this turns out :)
Title: Re: Motherload
Post by: fb39ca4 on September 21, 2010, 07:18:29 pm
I have a suggestion:
Generate the tiles using some sort of two way formula; so the current row determines the row below it. The two way part would come in because the thing would also be used to determine the row above a given row. Then, you'd have another map, with 1-bit tiles to show what's been dug out.
Title: Re: Motherload
Post by: Builderboy on September 21, 2010, 07:20:32 pm
But the tilemap is dynamic, constantly changing as you drill deeper and harvest minerals, so im not sure how that would work...
Title: Re: Motherload
Post by: fb39ca4 on September 21, 2010, 07:22:36 pm
Yeah, it would take a lot of planning.
Title: Re: Motherload
Post by: Builderboy on September 21, 2010, 07:26:59 pm
Hmmm perhaps saving the map in a giant compressed Appvar, and then decompressing different sections based on where you are?

EDIT: I calculated, and Motherload has a map approximately 32x512 tiles, so thats 16384 tiles to keep track of if we are going for a direct clone at this point.  Using half byte thats already 8192 bytes
Title: Re: Motherload
Post by: SirCmpwn on September 21, 2010, 07:54:26 pm
O_O  Holy crap.
I was thinking of dynamically generating a tilemap that expands downward as you dig, and only keeps track of what you've already seen.
Title: Re: Motherload
Post by: Builderboy on September 21, 2010, 07:55:53 pm
So then when you do get to the bottom it would be keeping track of all 16384 tiles?
Title: Re: Motherload
Post by: Deep Toaster on September 21, 2010, 07:58:18 pm
Wow ... that's gonna be one big game.

Maybe half-nibbles? Depending on the number of tiles...
Title: Re: Motherload
Post by: SirCmpwn on September 21, 2010, 08:02:20 pm
Builderboy, imagine player movement is like this (where X's are tiles the player has seen):
_______XXXXX_______
________XXXXX______
________XXXXX______
_______XXXXX________
_______XXXXX________
________XXXXX_______
__________XXXXX_____
____________________
____________________

The X's would be the only thing stored.  I may super-hack Axe and use a spare RAM page to accomplish this.
Title: Re: Motherload
Post by: nemo on September 21, 2010, 08:04:28 pm
half-nibbles allows for 4 tiles. air, ground, and 2 minerals? that's not a very exciting game.

mind you, even with nibble compression being 8192 bytes, imagine the RLE compression on that beast. most of the level is just ground. i think you'd at least cut it down to 6K, with reckless coding.
Title: Re: Motherload
Post by: SirCmpwn on September 21, 2010, 08:06:28 pm
I think I will just use a RAM page for this, and take up as much space as I damn well want :)
Title: Re: Motherload
Post by: Builderboy on September 21, 2010, 08:09:16 pm
Lol sounds good.  Because even with your dynamic storage, it is possible for the player to view the entire map, at which you will need that amount of memory.  Personally i dont think 8000 bytes is too much for a save file of a game of this magnitude, especially if it winds up being an App (which might be a good idea)
Title: Re: Motherload
Post by: fb39ca4 on September 21, 2010, 08:15:57 pm
8k doesn't sound too bad, as long as the rest of the game doesn't take too much space.
Title: Re: Motherload
Post by: meishe91 on September 21, 2010, 09:56:43 pm
Ya i agree. Good luck on getting everything worked out though :)
Title: Re: Motherload
Post by: DJ Omnimaga on September 21, 2010, 11:37:36 pm
8 KB seems ok to me. Good luck!
Title: Re: Motherload
Post by: Builderboy on September 22, 2010, 01:39:17 am
Id say take out the earthquake all together, its so annoying when you have this huge mine dug, and then all of a sudden whoop deo doo you have to dig the whole thing over again
Title: Re: Motherload
Post by: SirCmpwn on September 22, 2010, 10:04:49 am
Yeah, I will take those out.  Earthquakes just piss me off, when I have a nice deep mine dug, and a central shaft, and lots of organization to it, when all of a sudden, BOOM, start over.
Title: Re: Motherload
Post by: Deep Toaster on September 22, 2010, 07:16:49 pm
Yeah, 8 KB isn't too bad for such a big game, especially if you set that as the size from the beginning.
Title: Re: Motherload
Post by: SirCmpwn on September 22, 2010, 07:19:32 pm
I'm still pretty sure I'm just going to use a spare RAM page.
Title: Re: Motherload
Post by: Hot_Dog on September 22, 2010, 07:23:02 pm
I'm still pretty sure I'm just going to use a spare RAM page.

I didn't know Axe could do that...hmm
Title: Re: Motherload
Post by: Deep Toaster on September 22, 2010, 07:25:03 pm
I'm still pretty sure I'm just going to use a spare RAM page.

Sorry for a random noobish question, but what are the spare RAM pages? Do all calcs have a RAM page that we can't access or something?
Title: Re: Motherload
Post by: SirCmpwn on September 22, 2010, 07:26:58 pm
Well, asm programs can access them, but outside of a program, the calculator will crash if they are used.  You have to be careful, but there is more RAM for programs to use.
Title: Re: Motherload
Post by: willrandship on September 22, 2010, 09:22:43 pm
You know, what I do in the PC version for earthquakes is instead of digging a one width tunnel, I'll dig it two wide. During earthquakes it's just shifting it to the right or left, and two wide makes it easier to find, so I can reclaim the lost distance.
Title: Re: Motherload
Post by: Hot_Dog on September 22, 2010, 09:24:37 pm
You know, what I do in the PC version for earthquakes is instead of digging a one width tunnel, I'll dig it two wide. During earthquakes it's just shifting it to the right or left, and two wide makes it easier to find, so I can reclaim the lost distance.

That's not my problem as much as having to lower myself little by little (needing to redig) rather than falling to previous location in under 15 seconds
Title: Re: Motherload
Post by: Builderboy on September 22, 2010, 10:02:58 pm
So Sir, you are using the RAM pages for data storage during the game, but what about for saving?
Title: Re: Motherload
Post by: SirCmpwn on September 22, 2010, 10:59:51 pm
x.x I forgot about that.
I'll try to think of something.
Title: Re: Motherload
Post by: DJ Omnimaga on September 22, 2010, 11:02:39 pm
Well, asm programs can access them, but outside of a program, the calculator will crash if they are used.  You have to be careful, but there is more RAM for programs to use.
How would you actually use those pages through Axe/Axe inline ASM?

Also please only use the one on newer 84+ models, so people with newer calcs can play your game.
Title: Re: Motherload
Post by: willrandship on September 23, 2010, 11:10:08 am
And don't use undocumented functions plz :P

I think this will be awesome. One suggestion though. The original actually does this too, btw, unless you download. Don't save the map at all. Just regenerate it every time you play. The only version that saved your digging between plays was Goldium edition. That probably would make the whole map issue much easier, right?
Title: Re: Motherload
Post by: Builderboy on September 23, 2010, 11:18:22 am
Thats one option, but i guess its up to SirCmpwn if he wants the user to re-dig every time you load up the game again
Title: Re: Motherload
Post by: SirCmpwn on September 23, 2010, 04:43:57 pm
Yeah, I think I may leave out saving for now.  It would be very hard.
Title: Re: Motherload
Post by: Deep Toaster on September 23, 2010, 06:26:43 pm
You could make it an app with 8 KB for saving/using.
Title: Re: Motherload
Post by: SirCmpwn on September 23, 2010, 06:39:07 pm
Read-only, remember?
Title: Re: Motherload
Post by: Deep Toaster on September 23, 2010, 06:39:34 pm
Oh, whoops :P

EDIT: And I have a quick related question: Is everything in archive read-only?
Title: Re: Motherload
Post by: SirCmpwn on September 23, 2010, 06:43:18 pm
Weeeelll... no.  You can reset bits in it if you unlock flash, and you can set an entire page to FFh, but it's best to assume that it's read only.
Title: Re: Motherload
Post by: Builderboy on September 23, 2010, 06:50:55 pm
Well couldnt you just RLE the map and store in an Appvar?  Im sure you could bring it down to about 4000 bytes probably, which isnt really that bad at all.
Title: Re: Motherload
Post by: SirCmpwn on September 23, 2010, 06:53:47 pm
BAH!  I will look into it.
Title: Re: Motherload
Post by: Builderboy on September 23, 2010, 06:56:03 pm
Haha sorry if i am too naggy :P Just work on what you can, game is more important right now ^^
Title: Re: Motherload
Post by: DJ Omnimaga on September 23, 2010, 07:04:50 pm
I lost the game :(

Anyway can't wait for screenshots ;D
Title: Re: Motherload
Post by: Builderboy on September 23, 2010, 07:08:27 pm
Me too!  Cant wait to see what you have :)
Title: Re: Motherload
Post by: willrandship on September 24, 2010, 05:40:08 pm
I bet this would be much easier on the nspire :P you have 32 Mb to mess around in.

I loved this game though. I can't wait to play it!

Oh, btw in the original it took longer to dig in deeper dirt than in shallower dirt. not sure if you'll want that or not, but it made the drills really properly ramped, since each level would have its optimum drill.
Title: Re: Motherload
Post by: SirCmpwn on September 24, 2010, 06:08:10 pm
Yeah, I noticed that, and will probably implement it.  Whenever there was an earthquake, I remember blazing through the top levels.
Title: Re: Motherload
Post by: ztrumpet on September 24, 2010, 09:40:55 pm
And don't use undocumented functions plz :P
Will the use of an extra ram page work on the Nspire?

I vote for the page that all the calcs except the 83+ has. :)

I can't wait to see how this looks.  Good luck Sir! ;D
Title: Re: Motherload
Post by: DJ Omnimaga on September 24, 2010, 10:41:52 pm
I am not certain RAM pages emulation works on the Nspire. I heard they were present, but I think I remember someone saying he had troubles accessing them from ASM programs. I might be wrong, though.
Title: Re: Motherload
Post by: willrandship on September 24, 2010, 11:57:50 pm
Doesn't it require being able to use the first page for MathPrint? That would mean at the very least it would work on 2.0 and 2.1, right?

I guess we can just find out when it's made, right?
Title: Re: Motherload
Post by: SirCmpwn on September 25, 2010, 09:52:07 am
Yeah, I have to admit that unfortunately, nSpire compatibility is not my number one goal.
Title: Re: Motherload
Post by: Deep Toaster on September 26, 2010, 10:41:06 am
I vote for the page that all the calcs except the 83+ has. :)

Noo, I want to play this too :P
Title: Re: Motherload
Post by: ztrumpet on September 26, 2010, 11:21:10 am
Well, I think it's either that page, or 83+se/84+(se) only, or just the older 83+se/84+(se)s only... =/
Is there a page on the 83+?
Title: Re: Motherload
Post by: DJ Omnimaga on September 26, 2010, 11:52:48 am
No the 83+ only has the 32 KB of RAM, 24 of which is for the user.
Title: Re: Motherload
Post by: Deep Toaster on September 26, 2010, 11:56:32 am
32-24=8 ... I really have no idea, but could this be used? ;D
Title: Re: Motherload
Post by: DJ Omnimaga on September 26, 2010, 01:11:35 pm
It is used by stuff like saferam areas, contrast settings and various other things by the OS.
Title: Re: Motherload
Post by: Hot_Dog on September 26, 2010, 01:12:06 pm
From what I've heard, the Nspire can emulate one RAM page, since the newest Ti-84+ OS requires it.  However, the problem with compatability would be if Axe uses any undocumented instructions

EDIT: Exactly.  If you mess with most of this RAM described by DJ, your calculator is toast
Title: Re: Motherload
Post by: Builderboy on September 26, 2010, 01:41:53 pm
Hmm i guess its SirCmpwn's decision on to how to implement the RAM he is going to use then
Title: Re: Motherload
Post by: Deep Toaster on September 26, 2010, 02:09:30 pm
Yeah, I have to admit that unfortunately, nSpire compatibility is not my number one goal.

Yeah, there aren't that many people playing 84+ games on an Nspire, anyway.

Hmm i guess its SirCmpwn's decision on to how to implement the RAM he is going to use then

Yup. Tell us which calcs to use when you figure it out! And good luck on this game. I'm looking forward to playing it.
Title: Re: Motherload
Post by: DJ Omnimaga on September 26, 2010, 03:06:24 pm
Personally I still hope it won't use the entire 128 KB though x.x. Else his program will have a smaller and smaller audience as years go by.
Title: Re: Motherload
Post by: Deep Toaster on September 26, 2010, 04:25:13 pm
I don't think he needs quite that much, thankfully :D

I wonder how Sir's gonna do it. RAM pages don't work in saving, remember.
Title: Re: Motherload
Post by: SirCmpwn on September 26, 2010, 08:01:52 pm
Not saving, at least not yet.
Title: Re: Motherload
Post by: DJ Omnimaga on September 26, 2010, 08:45:16 pm

I wonder how Sir's gonna do it. RAM pages don't work in saving, remember.
What do you mean by not working in saving? Do you mean extra RAM pages are not writable the way we do with regular ones?
Title: Re: Motherload
Post by: SirCmpwn on September 26, 2010, 08:46:21 pm
They are writable, but not guaranteed to remain intact.  I guess I could have a checksum type of thing where it would only let you load it if the checksum worked out.
Title: Re: Motherload
Post by: DJ Omnimaga on September 26, 2010, 08:48:56 pm
Oh ok, but won't they remain intact for the entire execution of the program, or does the TI-OS do stuff to them while the program is running?
Title: Re: Motherload
Post by: meishe91 on September 26, 2010, 08:51:08 pm
They are writable, but not guaranteed to remain intact.  I guess I could have a checksum type of thing where it would only let you load it if the checksum worked out.

I just wouldn't hassle with it in that case. I mean because then you save a big game thinking it will be back there, then boom. Checksum doesn't work and you have to start all over again.
Title: Re: Motherload
Post by: Builderboy on September 27, 2010, 01:10:46 am
Yeah, i agree on this one.  Either have a 100% reliable saving mechanism, or just go with the idea of not being able to save
Title: Re: Motherload
Post by: ztrumpet on September 27, 2010, 07:34:51 am
Yeah, i agree on this one.  Either have a 100% reliable saving mechanism, or just go with the idea of not being able to save
My thoughts too. :)
Title: Re: Motherload
Post by: willrandship on September 27, 2010, 11:30:41 am
But you should be able to save upgrades and stuff, IMO. That way, you're not really starting over completely every time you quit.
Title: Re: Motherload
Post by: whitevalkery on September 27, 2010, 02:07:24 pm
wow... this is a great idea and a really hard challenge...

i hope you good luck!

if you some how manage this, i bet it will get featured! :)
Title: Re: Motherload
Post by: DJ Omnimaga on September 27, 2010, 03:17:21 pm
Yeah I hope this is successful. I wonder if there are any similar games for calc right now? It might be a first.
Title: Re: Motherload
Post by: whitevalkery on September 27, 2010, 04:18:21 pm
Yeah I hope this is successful. I wonder if there are any similar games for calc right now? It might be a first.
i think its definetly a first...
never saw anything of this scale on a calculator ever before...
except perhaps some rpgs and stuff... but those dont have to keep track of this much data at a time...
Title: Re: Motherload
Post by: ztrumpet on September 27, 2010, 04:29:51 pm
This is such a cool game, and I really hope it can be ported.  Good luck Sir! ;D
Title: Re: Motherload
Post by: DJ Omnimaga on September 27, 2010, 05:30:20 pm
Yeah I hope this is successful. I wonder if there are any similar games for calc right now? It might be a first.
i think its definetly a first...
never saw anything of this scale on a calculator ever before...
except perhaps some rpgs and stuff... but those dont have to keep track of this much data at a time...
Yeah I meant games where you dig in the ground and stuff, or even stuff like Lierox. There was Tinyworms but that did not really involves digging and stuff.
Title: Re: Motherload
Post by: whitevalkery on September 27, 2010, 08:16:30 pm
Yeah I hope this is successful. I wonder if there are any similar games for calc right now? It might be a first.
i think its definetly a first...
never saw anything of this scale on a calculator ever before...
except perhaps some rpgs and stuff... but those dont have to keep track of this much data at a time...
Yeah I meant games where you dig in the ground and stuff, or even stuff like Lierox. There was Tinyworms but that did not really involves digging and stuff.
oh... i see...
i thought you meant the difficulty and memory/size of it...
yeah... dont think there are anything else that involves digging any where in entire archieve...

p.s. is tinyworms some sort of clone of Worms warfare or something?
Title: Re: Motherload
Post by: DJ Omnimaga on September 27, 2010, 10:44:17 pm
http://www.ticalc.org/archives/files/fileinfo/266/26607.html
Title: Re: Motherload
Post by: whitevalkery on September 28, 2010, 01:13:01 am
http://www.ticalc.org/archives/files/fileinfo/266/26607.html
hmm... i see... so it was an attempted worms warfare clone...
and it seems to be unfinished...

oh well... a possible project for me in the future after i become better at programing perhaps :)
*a note to self :P

mean while... i will be looking forward to the development of motherload :)
GOOD LUCK! :)
Title: Re: Motherload
Post by: DJ Omnimaga on September 28, 2010, 01:29:11 am
Yeah I remember following progress on it when I started doing calc stuff back in 2001-2002. I was sad when the original site shutted down :(

I never heard much of Worms Warfare clone, though.

And it would be cool if you did some programming :D
Title: Re: Motherload
Post by: Magic Banana on September 28, 2010, 01:40:10 am
You wouldn't happen to know what size and color palette you are looking for in your sprites now would you? ;)
Title: Re: Motherload
Post by: Raylin on September 28, 2010, 01:48:04 am
Indeed. I shall help if I can. :)
Title: Re: Motherload
Post by: SirCmpwn on September 28, 2010, 06:13:40 pm
Lolwut?  When did I ask for sprites? :P
8x8 4 level grayscale.  Buildings can be larger.
Title: Re: Motherload
Post by: DJ Omnimaga on September 28, 2010, 11:20:04 pm
I don't think you did but it looks like Magic Banana and Raylin are interested in working on them ;D
Title: Re: Motherload
Post by: meishe91 on September 29, 2010, 02:26:33 am
I don't think you did but it looks like Magic Banana and Raylin are interested in working on them ;D

Maybe just a bit ;)
Title: Re: Motherload
Post by: Magic Banana on September 29, 2010, 11:38:16 am
Well, I had a few minutes so I whipped this up real quick. The vehicle can use a little work as it's a little plain, but the drills came out nicely.
Title: Re: Motherload
Post by: whitevalkery on September 29, 2010, 12:46:21 pm
Well, I had a few minutes so I whipped this up real quick. The vehicle can use a little work as it's a little plain, but the drills came out nicely.
wow... that looks pretty nice actually!!!
thumbs up on that!

now i am really looking forward to this
Title: Re: Motherload
Post by: DJ Omnimaga on September 29, 2010, 01:15:44 pm
Looks nice indeed. Nice job :D
Title: Re: Motherload
Post by: ztrumpet on September 29, 2010, 03:44:58 pm
Looks nice! ;D
Title: Re: Motherload
Post by: SirCmpwn on September 29, 2010, 03:47:23 pm
Epic.  Win.
Title: Re: Motherload
Post by: LordConiupiter on September 29, 2010, 04:03:18 pm
wow! that's really nice!
Title: Re: Motherload
Post by: Deep Toaster on September 29, 2010, 11:31:15 pm
Wow, nice! I think we all know this already, but you're really good at making sprites!
Title: Re: Motherload
Post by: DJ Omnimaga on September 29, 2010, 11:32:38 pm
Now if only he wasn't that busy anymore D:
Title: Re: Motherload
Post by: Builderboy on October 18, 2010, 01:50:26 pm
So how is progress coming on this?
Title: Re: Motherload
Post by: DJ Omnimaga on October 18, 2010, 02:42:45 pm
For some reasons I think he might have moved to a different digging game called Dig Dug, but I could be wrong. I got that impression when he requested Dig Dug sprites as I doubt he would be working on two similar games at once.
Title: Re: Motherload
Post by: Michael.3545 on October 18, 2010, 05:43:22 pm
I remember motherload.  This is a awesome game and I look forward to seeing it on a calc.  I would always get really deep and then die from something or other...

good times!
Title: Re: Motherload
Post by: ztrumpet on October 18, 2010, 05:44:04 pm
For some reasons I think he might have moved to a different digging game called Dig Dug, but I could be wrong. I got that impression when he requested Dig Dug sprites as I doubt he would be working on two similar games at once.
I believe he is working on both. ;D
Title: Re: Motherload
Post by: whitevalkery on October 18, 2010, 10:16:17 pm
i hope he is working on both...
but i like dig dug too lol... so i really can't choose...

motherload has more of a long term grip on the player while digdug has a really nice arcady feel to it... like how pacman feels :)
Title: Re: Motherload
Post by: SirCmpwn on October 19, 2010, 10:00:14 pm
x.x why did you have to bump this :P
I don't have much time, but I'll try to get on top of it later.  Marching season is almost over, I'll have extra time soon.
Title: Re: Motherload
Post by: ztrumpet on October 19, 2010, 10:00:56 pm
x.x why did you have to bump this :P
I don't have much time, but I'll try to get on top of it later.  Marching season is almost over, I'll have extra time soon.
Awesome. :) * ZTrumpet wishes Sir and his band good luck for the rest of the season. ;D
Title: Re: Motherload
Post by: Builderboy on October 19, 2010, 10:20:01 pm
Woohoo band geeks unite! ;D I cant wait for this to resume progress :)
Title: Re: Motherload
Post by: _player1537 on October 19, 2010, 10:20:46 pm
Band ftw!  SaxophoneClarinetSAXOPHONEWOODWINDSTRUMPETS!WOODWINDS! == Best instrument.
Edited by SirCmpwn
Edited by Tanner
Edited by ztrumpet
Edited by Tanner
Title: Re: Motherload
Post by: SirCmpwn on October 19, 2010, 10:25:46 pm
teehee
Title: Re: Motherload
Post by: _player1537 on October 19, 2010, 10:26:35 pm
Heehee :D
Title: Re: Motherload
Post by: whitevalkery on October 19, 2010, 10:27:48 pm
Band ftw!  SaxophoneClarinetSAXOPHONE == Best instrument.
Edited by SirCmpwn
nice!
shakugan no shana :)
love that anime too...


but anyways...
any news?
Title: Re: Motherload
Post by: SirCmpwn on October 19, 2010, 10:28:24 pm
Mwahahaha!
whitevalkery, nope :(
Title: Re: Motherload
Post by: _player1537 on October 19, 2010, 10:28:37 pm
Band ftw!  SaxophoneClarinetSAXOPHONE == Best instrument.
Edited by SirCmpwn
nice!
shakugan no shana :)
love that anime too...
[. . .]
You, my friend, are my favorite now.  That is all.
Title: Re: Motherload
Post by: ztrumpet on October 19, 2010, 10:29:01 pm
teeheeteehee... :P
Title: Re: Motherload
Post by: SirCmpwn on October 19, 2010, 10:31:39 pm
Heh
Let's stop screwing with _PLayer's post now... ;D
Title: Re: Motherload
Post by: DJ Omnimaga on October 20, 2010, 02:08:58 am
Lol :P

I hope you have more free time soon. When is the season ending btw?
Title: Re: Motherload
Post by: SirCmpwn on October 20, 2010, 10:14:34 am
Season ends this Sunday.
Title: Re: Motherload
Post by: willrandship on October 20, 2010, 11:04:36 am
Piano FTW.

have fun marching! Cross Country season actually ends today, so now I'll have lots more time on my hands.
Title: Re: Motherload
Post by: SirCmpwn on October 20, 2010, 04:50:02 pm
2nd place at a competition yesterday, with a score of 62ish!
Title: Re: Motherload
Post by: DJ Omnimaga on October 21, 2010, 04:19:31 am
Piano FTW.

have fun marching! Cross Country season actually ends today, so now I'll have lots more time on my hands.
Yay I was worried about where you went. I hope you both have more time soon :)
Title: Re: Motherload
Post by: ztrumpet on March 17, 2011, 06:04:38 pm
*Bump*
I still think a port of this would be epic. ;D
Title: Re: Motherload
Post by: Happybobjr on March 17, 2011, 06:20:05 pm
I have so many projects :P

But after I complete my first epic (Pkmn card game for contest), in 3 months,  I might try to port it.



I was also thinking about how easy minecraft would be.You could easily have Minecraft on calc. 70*70*8 world or so.
That would be a team project though.
Title: Re: Motherload
Post by: turiqwalrus on March 17, 2011, 06:29:14 pm
Motherload?
YES! I'd love to see this on calcs. It's even (relatively) simple, compared to many other games.
your only problem might come with the boss, as it's different gameplay, really
Spoiler For Spoiler:
the boss is Ms. Natas(read natas backwards)
Title: Re: Motherload
Post by: SirCmpwn on March 17, 2011, 06:45:36 pm
I can work on this on my cruise at night.
Title: Re: Motherload
Post by: Happybobjr on March 17, 2011, 06:46:50 pm
Lets see...  (my guessings)

Sprites would take 2-4 days.  (mostly shops etc.)
Day & night might take 3-5 (if using 4 lvl gray)
Physics probably 10 days for inexperienced members 1-3 for experienced.
Data structure for map about 2 days.  5 for real compression.
Map generator.  1-2 days
Invitory + upgrade items about 3-4 days.


gtg....
Title: Re: Motherload
Post by: willrandship on March 17, 2011, 06:57:01 pm
But the real issue, in my mind, is the sheer size of the maps. In the original, it was enormous, for a z80 calc.
Title: Re: Motherload
Post by: yunhua98 on March 17, 2011, 06:58:05 pm
thats why I suggested going down 666 feet instead of 6666.  ;)
Title: Re: Motherload
Post by: willrandship on March 17, 2011, 07:07:42 pm
But that removes the space for all the good stuff!
Title: Re: Motherload
Post by: SirCmpwn on March 17, 2011, 08:01:59 pm
I'm using some spare RAM for map storage, actually.
Title: Re: Motherload
Post by: ztrumpet on March 17, 2011, 08:03:05 pm
If I remember, Sir had a really good way to fit save huge maps on the calc somewhere in the thread. ;)
Title: Re: Motherload
Post by: Happybobjr on March 17, 2011, 08:33:23 pm
Ya, probably :/
My guess is that it is for solid (uneditable during game) maps however.
I would think there would be some easy compression though.
X and Y location don't cost any memory because are marked as location in the ram.  Then we could use 1 nibble (16 choices) per block.  This gives us 2 blocks per byte.
So on an extreme side, of 10K byte map (easy enough with a map generator)
We could have a 25 by 800 quickly and efficiently ;)
I hate using 666 as it just feels bad to me. (religious reasons that I won't push upon anyone)
Title: Re: Motherload
Post by: SirCmpwn on March 17, 2011, 09:16:46 pm
Hey, I know what I'm doing.  I do have good ideas occasionally :P besides, it will be open source, so if you don't like my approach, you can always change it.
Title: Re: Motherload
Post by: Happybobjr on March 17, 2011, 09:19:57 pm
Hey, I know what I'm doing.  I do have good ideas occasionally :P besides, it will be open source, so if you don't like my approach, you can always change it.

Opps, I missed your posts. :/ sorry but I am on my desktop, which is very laggy.
I didn't mean to offend you or anything.
I didn't realize someone had taken this up.

Edit: I had to gtg earlier because I felt a crash might be coming.
Title: Re: Motherload
Post by: SirCmpwn on March 17, 2011, 10:33:06 pm
No problem :P it is my project after all.  I've been looking for something to do with Axe.
Title: Re: Motherload
Post by: leafy on March 17, 2011, 10:55:09 pm
Oh, so you're porting the paid version?
Cool. The most annoying thing for me was the gas pockets that you hit pretty far down. Also, hit 0 to teleport to Natas, and fly up and up to meet mr. Dog.
Title: Re: Motherload
Post by: Builderboy on March 18, 2011, 01:24:10 am
i still think it would be epic for this game to be ported :D
Title: Re: Motherload
Post by: aeTIos on March 18, 2011, 09:13:59 am
Yes, actually I did a try 2 months ago, but it was epic fail ;D
Title: Re: Motherload
Post by: SirCmpwn on March 18, 2011, 09:15:20 am
I think I can manage a 25x1000 map.  I'll let you guys know more as I go along.
Title: Re: Motherload
Post by: DrDnar on March 18, 2011, 04:07:23 pm
>< This game is, indeed, addicting.

There are 10 collectible minerals, 3 types of bonuses, 2 types of hazard, and filled/unfilled. That's 17 different states for each square. If you remove a type of bonus (or make it so that one only appears above a certain depth, and the other below), that's 16 states, and you can store two squares per byte.

You could also store the map in flash, possibly copying the current section of the level into RAM. (BrandonW has routines for creating variables directly in flash.) Then, if you make the "empty" state 0000b, you can mark each square that been cleared as empty by overwriting it. And for earthquakes, you could copy the entire flash sector to the swap sector up until the point(s) where the map data is. Then, skip the map data, and finish copying anything that is after it (which should be nothing, if you do it right.) Next, use the map data in the original sector as the template for shuffling the level. Finally, erase the first sector and mark it as the swap sector; don't bother copying the map data back, because that can wait until the next earthquake. Of course, this would be slow. But if you copy all the code needed for shops, avoiding any OS or app routines, you could do this in the background when the player surfaces. . . . Well, just because you can do this doesn't mean you should.
Title: Re: Motherload
Post by: SirCmpwn on March 18, 2011, 04:09:58 pm
I'll probably only allow randomly generated maps in RAM for now.  Could someone do me a favor and get me a quick list of every kind of mineral you'd like to see, and every powerup, etc.  Just a simple list will do.
Title: Re: Motherload
Post by: turiqwalrus on March 18, 2011, 04:11:43 pm
power-up:
plastic explosive-clears large area
TNT-clears small area
quantum teleporter(unsafe)-teleports to surface
matter transmitter(safe)-teleports Directly to surface
fuel pack
repair pack
Title: Re: Motherload
Post by: DrDnar on March 18, 2011, 04:30:20 pm
Code: [Select]
Item           Mass (kg)  Value ($)

treasure                  5 000
martian                  10 000
artifact                 50 000

ironium          10          30
bronzium         10          60
silverium        10         100
goldium          20         250
platinium        30         750
einsteinium      40       2 000
emerald          60       5 000
ruby             80      20 000
diamond         100     100 000
amazonite       210     500 000

fuel              0       2 000
repair            0       7 500
dynamite          0       2 000
plastic explosive 0       5 000
quantum teleport  0       2 000
matter transport  0      10 000

Edit: fixing masses

Edit: Also, each block is 12 feet. People say the boss appears at 6666 ft, so that means you only have to go up to 556 blocks high.
Title: Re: Motherload
Post by: SirCmpwn on March 18, 2011, 05:34:37 pm
How about one (unspecified unit of distance) per bock, keep it at 1,000 blocks deep?
Title: Re: Motherload
Post by: DrDnar on March 18, 2011, 06:13:15 pm
FYI, the original is 44 blocks wide. Personally, I'd try to keep the gameplay as close to the original as possible, but it's your project.
Title: Re: Motherload
Post by: willrandship on March 18, 2011, 07:17:10 pm
Who says it has to be mr natas anyways? It could be at 1000 blocks and be cthulu. :P

What about being able to place the dirt blocks you dig up? Not for Motherload itself, but....2D minecraft ;)
Title: Re: Motherload
Post by: SirCmpwn on March 18, 2011, 07:27:33 pm
Minecraft later.  And I'll decide where to have the boss, and what to name him, thank you very much.
Title: Re: Motherload
Post by: Deep Toaster on March 18, 2011, 07:28:43 pm
I can work on this on my cruise at night.

Glad this isn't dead. I love the Flash version :D
Title: Re: Motherload
Post by: ztrumpet on March 18, 2011, 07:30:53 pm
Who says it has to be mr natas anyways? It could be at 1000 blocks and be cthulu. :P
lol :P
How about "emageht?" :D

Edit: Ninja'd times two...
Title: Re: Motherload
Post by: SirCmpwn on March 19, 2011, 11:22:19 am
I made an app that lets you view a 44x666 4 level grayscale smooth-scrolling map.  Now for gameplay.
Title: Re: Motherload
Post by: Ashbad on March 19, 2011, 11:23:04 am
:thumbsup:

can't wait to see the gameplay! :D
Title: Re: Motherload
Post by: jnesselr on March 20, 2011, 01:31:40 pm
I made an app that lets you view a 44x666 4 level grayscale smooth-scrolling map.  Now for gameplay.
So, 22x1332?  If you were really awesome, you would make it go 42x1337x666, but I guess this doesn't support 3D. ;-)
Title: Re: Motherload
Post by: fb39ca4 on March 20, 2011, 10:13:44 pm
thats why I suggested going down 666 feet instead of 6666.  ;)
Keep in mind that the blocks in the original game were 11-12 feet tall. If I remember correctly, the map was 7400 feet deep, so the level is about 650 blocks tall, meaning SirCmpwns map the correct size.
Title: Re: Motherload
Post by: willrandship on March 21, 2011, 12:22:08 am
That definitely makes it a lot smaller :P
Title: Re: Motherload
Post by: leafy on March 21, 2011, 02:15:33 am
4 level smooth scrolling? Impressive. xD
I would also like to know how your physics is going to work - linear movement downwards? Because theres still damage counters to factor in.
Title: Re: Motherload
Post by: SirCmpwn on March 24, 2011, 09:24:30 am
Okay, I'm back from the cruise with some pretty cool stuff.
I've added more tiles to map generation, including an impenetrable stone.  In addition to the 4 level grayscale smooth scrolling map, I've now added the player's craft, and the physics behind it.  I've also added the basic digging mechanics.  So now, you have all the following:
-A 44x666 smooth scrolling 4 level grayscale map
-A craft, and physics behind it (16 units per pixel)
-Basic digging
-Player tracking via camera movement

I also had a propeller animation for when you fly upwards, but I temporarily disabled it because of problems with redrawing the map.

This game runs in 15 MHz right now, but when I last tried it in 6 MHz, it looked playable.

I've also spent quite a bit of time on the grayscale quality, and I'm pretty satisfied with it.  I use DispGraphrr three times in a row to cycle the grayscale a bit before continuing the main loop.

I'll get screenshots later, and maybe a demo, but I'm still on the ship, sitting in port :P
Title: Re: Motherload
Post by: Happybobjr on March 24, 2011, 11:07:00 am

-A 44x666 smooth scrolling 4 level grayscale map

This game runs in 15 MHz right now.

I am confused.  This is axe right???
Do you put in normal speed mode at every dispgraphrr
Title: Re: Motherload
Post by: SirCmpwn on March 24, 2011, 11:21:40 am
I put it in 6MHz for grayscale, although I'd appreciate if Quigibo would fix grayscale for 15MHz mode.
Title: Re: Motherload
Post by: Happybobjr on March 24, 2011, 11:29:39 am
It does for a few calcs :P  but ya, iy would be nice.
Title: Re: Motherload
Post by: SirCmpwn on March 24, 2011, 12:12:02 pm
I'd appreciate if someone could sprite the building on the surface for me.
Thanks!
Title: Re: Motherload
Post by: Happybobjr on March 24, 2011, 12:27:40 pm
size of sprites?
Title: Re: Motherload
Post by: SirCmpwn on March 24, 2011, 12:33:25 pm
Probably no taller than 32 and no wider than 60.
Title: Re: Motherload
Post by: ztrumpet on March 24, 2011, 06:19:06 pm
Sounds really cool, Sir! :D
Title: Re: Motherload
Post by: fb39ca4 on March 24, 2011, 08:27:48 pm
I'm not too good with spriting anything big, but I could help sprite the ores and upgrades.
How are you planning on making the ores easily distinguishable without any color?
Title: Re: Motherload
Post by: SirCmpwn on March 24, 2011, 08:43:09 pm
The combination of available shapes and colors should be sufficient.  I already have a few adequate sprites, so wait until I post a screenie to get started (probably tomorrow).
Title: Re: Motherload
Post by: DJ Omnimaga on March 24, 2011, 08:55:51 pm
I'm glad this is revived. I can't wait for a demo or screenshot. :D
Title: Re: Motherload
Post by: SirCmpwn on March 24, 2011, 10:14:48 pm
I took a "screenshot" for you guys.

(http://www.omnimaga.org/index.php?action=dlattach;topic=4524.0;attach=6808;image)
Title: Re: Motherload
Post by: jnesselr on March 24, 2011, 10:17:07 pm
A very big screenshot I see.  Are you using the "perfect grayscale" method?
Title: Re: Motherload
Post by: SirCmpwn on March 24, 2011, 10:18:24 pm
No, this was done with Axe.
Title: Re: Motherload
Post by: DJ Omnimaga on March 24, 2011, 10:26:19 pm
Smaller "screenshot" <_<
Title: Re: Motherload
Post by: SirCmpwn on March 24, 2011, 10:29:11 pm
<.<
I took it with my phone, it's a surprise it uploaded at all x.x
graphmastur, it isn't perfect grayscale thepenguin style, but I worked very hard to ensure it would be of high quality.
Title: Re: Motherload
Post by: DJ Omnimaga on March 24, 2011, 10:36:38 pm
Wow I didn,t know phones could take pics that big. O.o

Also perfect grayscale isn't necessary. Just as long as it doesn't look terrible when scrolling to the point where we barely distinguish anything.
Title: Re: Motherload
Post by: leafy on March 24, 2011, 10:51:42 pm
Hm, that looks very awesome. Where's the placement of the HUD going to be at?
Title: Re: Motherload
Post by: SirCmpwn on March 24, 2011, 10:58:42 pm
DJ_O, it was originally that bad x.x
leafiness, I was thinking of taking up two tiles worth of space across the top of the screen.  One tiles worth, if I can manage it.
Title: Re: Motherload
Post by: yunhua98 on March 24, 2011, 11:02:54 pm
wow!  That looks very similar to the original game.  :crazy:
Title: Re: Motherload
Post by: SirCmpwn on March 25, 2011, 02:06:33 pm
Thanks!
Any word on those sprites, guys?
Title: Re: Motherload
Post by: fb39ca4 on March 25, 2011, 03:35:42 pm
Wow I didn,t know phones could take pics that big. O.o

Also perfect grayscale isn't necessary. Just as long as it doesn't look terrible when scrolling to the point where we barely distinguish anything.
Many phones have 3MP cameras now :P

The graphics look great!
Title: Re: Motherload
Post by: Happybobjr on March 25, 2011, 03:52:16 pm
Well you don't like my sprites so I'm not working on them :P
Title: Re: Motherload
Post by: SirCmpwn on March 25, 2011, 04:19:51 pm
Sorry happybobjr :/ I don't like converted sprites in general.
Also, my phone camera is 5 megapixels.
Title: Re: Motherload
Post by: Ashbad on March 25, 2011, 04:22:07 pm
Also, (I don't know if it's true or not) but archeologists found a version of the bible from around 300 AD that says the evil number is 616 -- not 666.  So somewhere, something got transcribed wrong, so who knows which one is which -- though I still say 666, since it really doesn't matter that much :P evil number is evil.

Anyways, maybe go for the average of 641? ;D
Title: Re: Motherload
Post by: SirCmpwn on March 25, 2011, 05:02:20 pm
Here's a screenie and a demo of what I've got so far.  I'm aware of quite a few of the issues with it, and I'm actively working to resolve them.  The digging mechanic will be done quite a bit differently, and right now I'm not showing the animation for digging or propeller movement (both of which are implemented and commented out).  I'm also going to make the HUD much prettier, it's only a placeholder to ensure test out my ideas for reserving a portion of the screen for non-map stuff (which was difficult because of my tilemapping technique).  I can probably make the building sprites myself if need be, and a lot more changes are upcoming.  This is just a little teaser.  Enjoy!
Also, this only works on the TI-83+ SE and above.  This does not work on a TI-83+ BE.  Please note that there is no restriction on going too low.  If you reach a place really deep where you just see a bunch of gobbly-gook, I would advise leaving that place to avoid crashing your calculator.
I will also be changing a few things later on, including the map generation (so that it actually makes sense :P).

In the screenshot below, I show off most of what is implemented, including the digging mechanics, the smooth scrolling map, and, towards the end of the screenshot, I show a large portion of the map (by no means the whole map) to showcase its size.
(http://img.removedfromgame.com/imgs/Motherload_Gameplay_3-25-11.gif)
Title: Re: Motherload
Post by: Ashbad on March 25, 2011, 05:06:09 pm
Looks very nice ^-^
Title: Re: Motherload
Post by: Munchor on March 25, 2011, 05:06:49 pm
Sir, this is looking fantastic! (13 pages late), really good job, some nostalgy too since I used to play this on the web when I was younger.
Title: Re: Motherload
Post by: yunhua98 on March 25, 2011, 05:07:23 pm
WOW.  O.O  That looks great!  It amazes me how fast/great you code, Sir.  :o
Title: Re: Motherload
Post by: SirCmpwn on March 25, 2011, 05:07:47 pm
Glad you guys like it!  It looks a lot better on the emulator than it does on-calc, though :P
Title: Re: Motherload
Post by: Munchor on March 25, 2011, 05:12:05 pm
Glad you guys like it!  It looks a lot better on the emulator than it does on-calc, though :P

Funny. The opposite usually happens :P
Title: Re: Motherload
Post by: ztrumpet on March 25, 2011, 05:12:52 pm
Sir, that's gorgeous.  Wonderful job. ;D
Title: Re: Motherload
Post by: SirCmpwn on March 25, 2011, 05:13:08 pm
By no means does it look bad on-calc (try it yourself! :P), but the emulator certainly glorifies it.
Title: Re: Motherload
Post by: Munchor on March 25, 2011, 06:09:43 pm
By no means does it look bad on-calc (try it yourself! :P), but the emulator certainly glorifies it.

I feel like you refer to the greyscale, cos it looks really nice on the screenshot.
Title: Re: Motherload
Post by: SirCmpwn on March 25, 2011, 06:12:22 pm
Yes, I'm referring to the grayscale.
By the way, this was made entirely from scratch over the course of my cruise :) I even wrote the tilemapper from scratch.
Title: Re: Motherload
Post by: jnesselr on March 25, 2011, 09:11:36 pm
I can't wait to try this when it's totally done!
Title: Re: Motherload
Post by: Munchor on March 25, 2011, 09:13:34 pm
Watching this made me go to Miniclip and play some Flash motherload, enjoyed it.
Title: Re: Motherload
Post by: Builderboy on March 26, 2011, 01:53:42 am
that is so awesome Sir!  :D I'm playing with this on my calc and its already looking awesome ^^ It is a shame that the screen shifting method screws with the grey scale though :( It can get to the point where as you are moving upward, the greyscale kinda freezes and only 1 diagonal is visible at a time :[ Oh well, it still looks epic :D Mayhaps if you really really needed good greyscale you could write a uber fast tilemapping axiom or something, but I don't think its necessary, it already looks great :)
Title: Re: Motherload
Post by: DJ Omnimaga on March 26, 2011, 01:57:23 am
This looks very great Sir. If you used 3 levels grayscale I would have suggested to simply freeze the grayscale during vertical/horizontal scrolling and have it work when not scrolling or when scrolling diagonaly, but this wouldn't work at 4 level I think...
Title: Re: Motherload
Post by: leafy on March 26, 2011, 02:01:11 am
Maybe while scrolling swap to a black/white tileset.
Title: Re: Motherload
Post by: DJ Omnimaga on March 26, 2011, 02:38:21 am
Hmm that could be an idea, although when scrolling a lot I worry this would look weird. He could maybe swap to 3 level mode or something, though.
Title: Re: Motherload
Post by: leafy on March 26, 2011, 02:38:56 am
3 level still looks fairly nasty while scrolling. In The Mighty Jill off all the black pixels run together.
Title: Re: Motherload
Post by: Darl181 on March 26, 2011, 02:39:39 am
The way I would do it is animated sprites, and not have the counting var increase if the screen moves.
Title: Re: Motherload
Post by: leafy on March 26, 2011, 02:40:28 am
Eh like in Tio? That's an idea. The game has to be running fairly fast though.
Title: Re: Motherload
Post by: DJ Omnimaga on March 26, 2011, 02:52:02 am
3 level still looks fairly nasty while scrolling. In The Mighty Jill off all the black pixels run together.
yeah true. I guess if possible it's just best to display a checkered version of the gray that won't move at all. When scrolling it will move anyway, creating a gray effect.
Title: Re: Motherload
Post by: leafy on March 26, 2011, 02:52:50 am
^That's probably the best way to do it but it's highly dependent on how fast you're moving.
Title: Re: Motherload
Post by: DJ Omnimaga on March 26, 2011, 02:53:55 am
Yeah. I guess it's not an issue if there are no physics, but otherwise it might give questionable grayscale quality.
Title: Re: Motherload
Post by: Builderboy on March 26, 2011, 02:55:45 am
Lol maybe do 3 level greyscale when moving even number of pixels, and 4 level greyscale when moving odd number of pixels :P maybe could work XD
Title: Re: Motherload
Post by: leafy on March 26, 2011, 03:00:29 am
Seeing how complicated it gets, maybe we could just live with the crappy greyscale :P
Title: Re: Motherload
Post by: DJ Omnimaga on March 26, 2011, 03:08:58 am
Yeah. Hopefully in final versions it won't look too bad when scrolling. X.x
Title: Re: Motherload
Post by: Munchor on March 26, 2011, 07:12:58 am
This looks very great Sir. If you used 3 levels grayscale I would have suggested to simply freeze the grayscale during vertical/horizontal scrolling and have it work when not scrolling or when scrolling diagonaly, but this wouldn't work at 4 level I think...

I agree. Or maybe 3 levels at times and 4 levels at other times.
Title: Re: Motherload
Post by: Builderboy on March 26, 2011, 10:36:20 am
Hmm suddenly I am confused as to why scrolling messes with the greyscale o.O Using screenshifts doesnt move the checkered pattern, it moves the buffers, so shouldn't the greyscale keep working?  Or are you doing something dastardly for your tilemapping which makes this not work?
Title: Re: Motherload
Post by: SirCmpwn on March 26, 2011, 11:25:48 am
Well, when it moves, even though it doesn't change the checkered pattern, the LCD delay is still there, so it mucks with other pixels.  I've also added terminal velocity since that demo, and it helps keep the scrolling in check.
Also, I've started working on trying to add buildings to the surface.  Cooliojazz has been great with spriting, now I just need to figure out how to best display them :P (I'm even having trouble displaying a test smiley face on the surface)
Title: Re: Motherload
Post by: Hot_Dog on March 26, 2011, 11:54:26 am
Good luck on the buildings.  I just saw your screenshot, and...YOU ROCK
Title: Re: Motherload
Post by: SirCmpwn on March 26, 2011, 02:34:47 pm
Good luck on the buildings.  I just saw your screenshot, and...YOU ROCK
Thanks!  Glad you like it.  I think I'm just going to have to use some sort of secondary tile map.
Title: Re: Motherload
Post by: ztrumpet on March 26, 2011, 09:53:37 pm
Sounds great. :)
Sir, would you like this to have its own sub-forum?
Title: Re: Motherload
Post by: SirCmpwn on March 26, 2011, 09:57:27 pm
Sure, ztrumpet.
Title: Re: Motherload
Post by: Builderboy on March 26, 2011, 09:58:08 pm
Well, when it moves, even though it doesn't change the checkered pattern, the LCD delay is still there, so it mucks with other pixels.

Ah, so the lower speed when scrolling is whats causing the problems?
Title: Re: Motherload
Post by: DJ Omnimaga on March 26, 2011, 10:06:23 pm
Yeah I always wondered why this happened no matter how Axe did grayscale. I guessed it was the slower scrolling, but even then I was surprised. O.o
Title: Re: Motherload
Post by: SirCmpwn on March 26, 2011, 10:07:22 pm
Hmm, this is kinda hard to explain from a phone.  I'll give a detailed explanation of why this happens next time I'm online.
Title: Re: Motherload
Post by: Camdenmil on March 27, 2011, 11:18:13 pm
Wow this looks amazing, I started porting this game a few days ago and I don't want to continue because I'd feel like I'm copying and this version is a lot better than I could get it :thumbsup:
Title: Re: Motherload
Post by: SirCmpwn on March 27, 2011, 11:23:54 pm
I don't mind at all if you'd like to make your own version.  I'd be happy to help if you have any problems.
Title: Re: Motherload
Post by: TIfanx1999 on March 28, 2011, 10:54:36 am
Well, I have to say the screenies of this already look quite impressive. I'm not at all familiar with the original game, but it looks interesting. I'll definitely keep an eye on this. :)
Title: Re: Motherload
Post by: leafy on March 31, 2011, 09:40:26 pm
There are a couple of glitches, but the greyscale looks just fine on my calculator. One glitch is that if your y velocity is too high you can smash through the ground and glitch through walls.
Title: Re: Motherload
Post by: SirCmpwn on March 31, 2011, 10:55:09 pm
Yeah, I added terminal velocity so that you can't go fast enough to cause that.
Title: Re: Motherload
Post by: SirCmpwn on April 02, 2011, 01:26:33 pm
So, I just finished designing a better HUD, and I'm quite happy with the result.  However, it required a tradeoff.  I decided that, because you do not need a lot of screen space to enjoy Motherload, I reduced the amount of screen dedicated to the map, and added more to the HUD.  The HUD is now quite a bit bigger, and takes up half of the screen.  On the other hand, I think it looks spectacular, and I'll be keeping it this way for now.
In other news, adding a full-byte map to the surface for buildings and such progresses, and I fixed the propeller code.
I still have yet to improve the digging mechanic, and it is still evident when digging down while scrolling, and left as well.
Title: Re: Motherload
Post by: willrandship on April 02, 2011, 01:29:02 pm
I love it just the way it is. You can see left and right plenty, and Up and Down don't need as much visibility.

Hmm..perfect-grey axiom...
Title: Re: Motherload
Post by: Ashbad on April 02, 2011, 01:30:10 pm
perfect gray can be obtained without an axiom ^-^ and I think sir's grayscale is well planned out in the renderloop, it looks quite good on emu.
Title: Re: Motherload
Post by: SirCmpwn on April 02, 2011, 01:30:15 pm
I love it just the way it is. You can see left and right plenty, and Up and Down don't need as much visibility.
Thanks!  I'm really satisfied with the quality of the HUD.

Hmm..perfect-grey axiom...
That would be near impossible to do.

perfect gray can be obtained without and axiom ^-^ and I think sir's grayscale is well planned out in the renderloop, it looks quite good on emu.
I DispGraphrr three times in a row to cycle the grayscale before moving on in the loop.
Title: Re: Motherload
Post by: Deep Toaster on April 02, 2011, 01:31:32 pm
That looks amazing. The views are perfect, as willrandship said. It's looking a lot like the original game :D
Title: Re: Motherload
Post by: SirCmpwn on April 02, 2011, 01:33:54 pm
That looks amazing. The views are perfect, as willrandship said. It's looking a lot like the original game :D
Thanks lots!  The HUD is a lot better than the last one, IMHO, but it will require me to make my own text routine and rotate a line to represent the fuel.  The HUD is actually a big spot for inefficiency, so I'm not sure how I'm going to take care of the rotation quickly.  As it is, I pre-render the HUD and store the image of it in memory, then copy it back to the screen each frame.  I don't re-draw it.
Title: Re: Motherload
Post by: Ashbad on April 02, 2011, 01:35:35 pm
I DispGraphrr three times in a row to cycle the grayscale before moving on in the loop.

I never thought of that idea ^-^ that's actually quite a great idea, now that I think of it :P
Title: Re: Motherload
Post by: Deep Toaster on April 02, 2011, 01:36:31 pm
But wouldn't that leave one of the cycles on the screen longer than the others?
Title: Re: Motherload
Post by: SirCmpwn on April 02, 2011, 01:47:02 pm
But wouldn't that leave one of the cycles on the screen longer than the others?
Yes, it does.  However, after lots of testing (I spent a few hour fine-tuning grayscale), the result from this method is the best.  You can see in the demo posted a few pages ago on your own calc, it looks pretty good this way.
Title: Re: Motherload
Post by: leafy on April 02, 2011, 01:48:23 pm
Hm the HUD is a bit big for my tastes. Is the title motherload really necessary? You could save space by shrinking the fuel gauge a bit and removing that.
Of course, it's your decision.
Title: Re: Motherload
Post by: SirCmpwn on April 02, 2011, 01:49:15 pm
Hm the HUD is a bit big for my tastes. Is the title motherload really necessary? You could save space by shrinking the fuel gauge a bit and removing that.
I'll consider it, and perhaps do some more testing, but I kind of like having the title there.  You don't really need too much vertical space on the map to play this game.
Title: Re: Motherload
Post by: leafy on April 02, 2011, 01:51:08 pm
I was thinking about problems with the final boss fight but now that I think about it it shouldn't be much of a problem.
Title: Re: Motherload
Post by: SirCmpwn on April 02, 2011, 01:52:17 pm
I was thinking about problems with the final boss fight but now that I think about it it shouldn't be much of a problem.
With the final boss, I was considering removing most of the HUD, actually.  I'll look more into it once I get that far.  Also, I misspelled "Integrety" on the HUD.

For those of you that don't like the current HUDs size, here are some alternatives.  I kind of like the simulated damage on the "Motherload" text, it adds the impression of wear, so I added it to the other text in two of these HUDs.  I also have a small placard in two of them, that can accommodate up to four characters.  Any suggestions on what these characters should be?  Perhaps an alternative thing to put in that space?  It feels kind of dull when there is nothing there.
Title: Re: Motherload
Post by: Deep Toaster on April 02, 2011, 02:05:29 pm
Hm the HUD is a bit big for my tastes. Is the title motherload really necessary? You could save space by shrinking the fuel gauge a bit and removing that.
I'll consider it, and perhaps do some more testing, but I kind of like having the title there.  You don't really need too much vertical space on the map to play this game.

Yeah, IIRC the original game is pretty horizontal. The screen size in Sir's shot looks pretty good IMO :)
Title: Re: Motherload
Post by: SirCmpwn on April 02, 2011, 02:08:15 pm
I edited my post above, for those of you who don't like the current HUD size.  Let me know which you like best, and I'll consider changing it.
Title: Re: Motherload
Post by: DJ Omnimaga on April 02, 2011, 02:32:45 pm
O.O woah this look awesome! I agree that the HUD is a bit too big, though. I like the ones you posted better. I personally like the ones with non-damaged text, because they're a bit easier to read. What is the gray bar thing, though?
Title: Re: Motherload
Post by: SirCmpwn on April 02, 2011, 02:41:33 pm
O.O woah this look awesome! I agree that the HUD is a bit too big, though. I like the ones you posted better. I personally like the ones with non-damaged text, because they're a bit easier to read. What is the gray bar thing, though?
I also have a small placard in two of them, that can accommodate up to four characters.  Any suggestions on what these characters should be?  Perhaps an alternative thing to put in that space?  It feels kind of dull when there is nothing there.
Title: Re: Motherload
Post by: fb39ca4 on April 02, 2011, 03:25:35 pm
I agree that the HUD is kind of big. Instead of having words and a percentage, maybe here could be a small icon for each item and a bar next to it.

[heart]===== [drop of oil]=====
depth                              $money

Title: Re: Motherload
Post by: SirCmpwn on April 02, 2011, 03:32:55 pm
I think I like the 24 pixel tall one.  I don't want to remove the analog, because I think it looks really nice.  It would be pretty bland with just numbers and a couple icons.
Title: Re: Motherload
Post by: willrandship on April 02, 2011, 04:14:14 pm
Hmm....what about having a button that gets rid of/brings up the HUD? Then you can play fullscreen, but run the risk of not seeing your fuel.
Title: Re: Motherload
Post by: SirCmpwn on April 02, 2011, 04:14:58 pm
Hmm....what about having a button that gets rid of/brings up the HUD? Then you can play fullscreen, but run the risk of not seeing your fuel.
I can look into that, but keep in mind that the map scrolling may be impacted by allowing that to be defined with a variable.
Title: Re: Motherload
Post by: DrDnar on April 02, 2011, 04:25:38 pm
I'm joining the Smaller HUD chorus.
Title: Re: Motherload
Post by: SirCmpwn on April 02, 2011, 05:22:53 pm
Yeah, I'm doing a smaller HUD, so you get one extra row of tiles.
Attached is a GIF of the new version.
Title: Re: Motherload
Post by: Munchor on April 02, 2011, 05:24:19 pm
Yeah, I'm doing a smaller HUD, so you get one extra row of tiles.
Attached is a GIF of the new version.

Great update :D
Title: Re: Motherload
Post by: Runer112 on April 02, 2011, 05:51:57 pm
Here are two smaller HUDs I threw together in case you wanted them. They're both (for the most part) only 16 pixels high. You'll see why I say "for the most part" when you see the second HUD. Although redrawing that small portion of it will take up a bit of space and CPU time, I think it looks pretty neat.



EDIT: How to draw and then later erase the portion of the second HUD extending into the game. I also attached a tokenized version of it, because this is a pain to convert.

Code: (210 bytes, 980 cycles excluding DispGraphʳʳ) [Select]
{16*12+0+L₆}ʳ→{0+ᴇBE6A}ʳ·ᴇ0080﹢ᴇ0360→{16*12+0+L₆}ʳ
{16*12+0+L₃}ʳ→{2+ᴇBE6A}ʳ﹢ᴇFF7F→{16*12+0+L₃}ʳ
{17*12+0+L₆}ʳ→{4+ᴇBE6A}ʳ·ᴇ01C0﹢ᴇ0E38→{17*12+0+L₆}ʳ
{17*12+0+L₃}ʳ→{6+ᴇBE6A}ʳ﹢ᴇFE3F→{17*12+0+L₃}ʳ
{18*12+0+L₆}ʳ→{8+ᴇBE6A}ʳ﹢ᴇFC1F→{18*12+0+L₆}ʳ
{18*12+0+L₃}ʳ→{10+ᴇBE6A}ʳ﹢ᴇFC1F→{18*12+0+L₃}ʳ
{19*12+0+L₆}ʳ→{12+ᴇBE6A}ʳ﹢ᴇE003→{19*12+0+L₆}ʳ
{19*12+0+L₃}ʳ→{14+ᴇBE6A}ʳ﹢ᴇE003→{19*12+0+L₃}ʳ
DispGraphʳʳ
{0+ᴇBE6A}ʳ→{16*12+0+L₆}ʳ
{2+ᴇBE6A}ʳ→{16*12+0+L₃}ʳ
{4+ᴇBE6A}ʳ→{17*12+0+L₆}ʳ
{6+ᴇBE6A}ʳ→{17*12+0+L₃}ʳ
{8+ᴇBE6A}ʳ→{18*12+0+L₆}ʳ
{10+ᴇBE6A}ʳ→{18*12+0+L₃}ʳ
{12+ᴇBE6A}ʳ→{19*12+0+L₆}ʳ
{14+ᴇBE6A}ʳ→{19*12+0+L₃}ʳ
Title: Re: Motherload
Post by: SirCmpwn on April 02, 2011, 07:12:56 pm
Thanks to Runer112 for the help getting the fuel gauge to stick out properly!  This is the final version of the HUD.
Title: Re: Motherload
Post by: leafy on April 02, 2011, 08:06:58 pm
This I like. Awesome work! :D
Title: Re: Motherload
Post by: Builderboy on April 03, 2011, 02:44:13 am
That looks delicious! I think it looks a lot better than the 32 pixel version :) I especially like the sticking out fuel gauge, props to Runer ^^
Title: Re: Motherload
Post by: willrandship on April 04, 2011, 11:55:36 pm
Sweet! I think the gravity looks a little strong going down, though. you should be able to cushion yourself. Of course, if you made it harder to damage yourself than the original, it's not a problem. It looks really nice though.
Title: Re: Motherload
Post by: DJ Omnimaga on April 04, 2011, 11:58:46 pm
O.O This looks too great with the new HUD. It blends so well. Nice job. :D
Title: Re: Motherload
Post by: SirCmpwn on April 04, 2011, 11:59:04 pm
So I've got some bad news.  I finally got some final numbers for how much memory I need for this game, and sat down to do some serious math.  With the current plans, the best I can get is 300 bytes more than I actually have.  So, some cuts will have to be made.  But some good news - if I make the map one tile narrower, I'll meet my memory requirements with 33 bytes to spare.
Another problem that came up is the accuracy of physics.  Right now, there are 16 units to a pixel.  After recently fixing a bug that only let you dig 113 feet down, I found another limit - the calculator crashed 255 feet down.  Coincidence?  I didn't think so, either.  Turns out that -255 feet is my physics engine's limit.  It can't handle depths past that, though the map spans far below.  So, the quality of physics will take a hit.  I'll change the units per pixel to 6.  This means that physics will be half as smooth (but I predict that there will not be a major noticeable difference).  6 is the maximum units per pixel that I can use.  However, it isn't as fast to divide a number by 6 as it is to do it by 16.  This means grayscale will take a hit.

So, in order for this project to be feasible, here's a concise list of the changes that have to be made:
-Map is one tile narrower
-Grayscale will suffer slightly
-Physics will loose precision

In better news, I have made the HUD use live data.  It updates every 8 frames, and even correctly rotates the dial on the analog fuel meter.
Title: Re: Motherload
Post by: willrandship on April 05, 2011, 12:01:46 am
Hmm....what about just having 3-level or monochrome to increase speed?
Title: Re: Motherload
Post by: SirCmpwn on April 05, 2011, 12:02:06 am
Absolutely not.  I've spent at least a third of the total time working on Motherload fine-tuning the grayscale.  It has arguably the best looking grayscale graphics of any Axe game out there right now, and that took a lot of hard work.  I will instead optimize the hell out of it until it submits and looks good.  And 3 level isn't an option either, since it doesn't get much better performance than 4 level.
Title: Re: Motherload
Post by: Builderboy on April 05, 2011, 12:04:14 am
what about having physics use onscreen coordinates with a map offset?
Title: Re: Motherload
Post by: DJ Omnimaga on April 05, 2011, 12:05:44 am
I think the physic change is fine. After all it won't end up just moving up while holding down the jump key then instantly moving down at a constant speed when releasing it like in that old Mirage-only Mario game released before Super Mario 1.2

For grayscale are you planning to release a map demo so people can see how it's like? Maybe it will be fine so you don,t have to remove it completely or something.
Title: Re: Motherload
Post by: SirCmpwn on April 05, 2011, 12:09:10 am
what about having physics use onscreen coordinates with a map offset?
That wouldn't work too well, because of the size of the map, and some dirty tricks I'm going to have to do for the surface map and the boss.
For grayscale are you planning to release a map demo so people can see how it's like? Maybe it will be fine so you don,t have to remove it completely or something.
I'll release another demo on Wednesday, when I'm sure I'll have all this crud sorted out.
Title: Re: Motherload
Post by: willrandship on April 05, 2011, 12:10:37 am
Quality over quantity eh? I admire that. I'd have given up on grey by now :P

I do like the idea of relative addressing, though. That way, you wouldn't sacrifice any physics capabilities, and it would make your engine even better! This is the same one from HL2 OC, right? That one was pretty darn cool.

Edit: OP Ninja :P
Title: Re: Motherload
Post by: SirCmpwn on April 05, 2011, 12:14:32 am
No, this engine is custom built for Motherload.  The HL2 engine handles multiple active bodies, where in Motherload there is only one active body and one complex static body, and using the HL2 engine would have caused unnecessary overhead.
Title: Re: Motherload
Post by: Eeems on April 05, 2011, 12:36:01 am
Just saw all the screenshots and gave this topic a proper gander :) Love it so far :D
Can't wait for some good playable demos :P ( *hint hint* *nudge nudge* ).
Title: Re: Motherload
Post by: leafy on April 05, 2011, 12:48:57 am
Hehe I used the HL2OP engine in Graviter (or I tore a lot of it out of SirCmpwn's code) I would like a playable demo very much, if only to help find bugs :P I'm pretty good at doing that.
Title: Re: Motherload
Post by: SirCmpwn on April 05, 2011, 08:47:47 am
Glad to hear you got some use out of the engine, could you credit me in the readme?

Eeems, coming soon to a calculator near you.
Title: Re: Motherload
Post by: SirCmpwn on April 05, 2011, 04:26:02 pm
So I reduced the map size to 42x666, which brought me back within memory constraints.  I also fixed some more bugs that showed up when digging deep, but map corruption showed up around 342 meters, and I don't know why, but I'm sure I'll be able to fix it.  I reduced the vertical physics precision to 6 units per pixel, and it still looks fine.  I left the horizontal precision the same.  Demo tomorrow, if all goes well!
Title: Re: Motherload
Post by: Deep Toaster on April 05, 2011, 10:21:32 pm
The new HUD looks great :)

Now to figure out what "HUD" stands for :P
Title: Re: Motherload
Post by: SirCmpwn on April 05, 2011, 10:24:08 pm
Thanks, and some props to Runer112 for saving me the headache of making it stick out.  HUD is Heads Up Display, which is what all in-game interfaces are called.
I also optimized the up/down scrolling routines to be up to 8 times faster, which improved grayscale slightly when scrolling up and down.
Title: Re: Motherload
Post by: willrandship on April 05, 2011, 10:59:58 pm
Nice! I did notice that a little in the screenies, I think.
Title: Re: Motherload
Post by: SirCmpwn on April 05, 2011, 11:03:48 pm
What did you notice?  There aren't any public screenies of the up/down scrolling optimizations.
Title: Re: Motherload
Post by: SirCmpwn on April 06, 2011, 09:25:53 pm
Sorry, no demo today.  It's never guaranteed that I'll be able to get to a TI-Connect capable computer while grounded, so I'm afraid I don't have new screenies or a new demo.  Friday is probably the day to get a new demo.
However, I'm growing increasingly more concerned about this project.  Today, I added some basic drilling animations for one direction, which took up about 1,000 bytes.  However, I currently have 3,000 bytes worth of space remaining in the app to fill with stuff, and two more drilling directions would sit me at 1,000 bytes remaining.  The surface buildings will probably take up 2,000 bytes in images and code, and the main menu will probably take up about 2,000 bytes in images and code, so I had to take out the drilling animation.  That leaves me with very little wiggle room to add more features, unfortunately.  Plus, Motherload is pretty darn optimized.  I also only have about 100 bytes of RAM available, which I need to use for storing cargo, as well as information about how the user has upgraded their craft.  I'll need to find some corners and cut them, but hopefully I'll be able to crank this out with a reasonable feature set.
Title: Re: Motherload
Post by: Happybobjr on April 06, 2011, 10:26:35 pm
you might do what I am doing with my Pokemon game.

I currently have over 10k bytes of sprites so far (still increasing)
I have it stored as an archived app variable.

I know it is a pain making people to have more than one thing in their memory, but it can be a life saver.
Title: Re: Motherload
Post by: SirCmpwn on April 06, 2011, 10:29:21 pm
you might do what I am doing with my Pokemon game.

I currently have over 10k bytes of sprites so far (still increasing)
I have it stored as an archived app variable.

I know it is a pain making people to have more than one thing in their memory, but it can be a life saver.
Accessing files like appvars is difficult considering that all RAM from 0x8000-0xBFFF is inaccessible, and most OS routines are not able to be used.
Title: Re: Motherload
Post by: Builderboy on April 06, 2011, 10:30:38 pm
Hmmmm that does pose an interesting problem.  Basically you are needing all 100% of code and data present to be stored in the App itself?
Title: Re: Motherload
Post by: SirCmpwn on April 06, 2011, 10:32:06 pm
Hmmmm that does pose an interesting problem.  Basically you are needing all 100% of code and data present to be stored in the App itself?
That is correct.
Title: Re: Motherload
Post by: Happybobjr on April 06, 2011, 10:33:48 pm
you might do what I am doing with my Pokemon game.

I currently have over 10k bytes of sprites so far (still increasing)
I have it stored as an archived app variable.

I know it is a pain making people to have more than one thing in their memory, but it can be a life saver.
Accessing files like appvars is difficult considering that all RAM from 0x8000-0xBFFF is inaccessible, and most OS routines are not able to be used.
You can't use files if you are using an app!???

If yes. Oh S*it
Title: Re: Motherload
Post by: SirCmpwn on April 06, 2011, 10:35:42 pm
You can't use files if you are using an app!???

If yes. Oh S*it
You can't use files if you swap in a spare RAM page and take control over the whole calculator, which I do.  I can't use very many OS routines this way.
Title: Re: Motherload
Post by: willrandship on April 06, 2011, 10:59:39 pm
Hmm...How much of the drilling animation could be reused? Right now, it seems to be size over speed for them, so having them as several subroutines (esp. particles and such) might decrease the space. Can you do sprite flipping, to shave it to 2000 bytes?

Just some random thoughts.
Title: Re: Motherload
Post by: SirCmpwn on April 06, 2011, 11:01:47 pm
Hmm...How much of the drilling animation could be reused? Right now, it seems to be size over speed for them, so having them as several subroutines (esp. particles and such) might decrease the space. Can you do sprite flipping, to shave it to 2000 bytes?

Just some random thoughts.
Well, digging as it is right now is just removing the tile from the map and letting inertia or gravity carry you through the tile.  The drill requires me to take more control over the digging process.
Title: Re: Motherload
Post by: willrandship on April 06, 2011, 11:04:43 pm
Hmm....What about having no change in the player sprite, just some particle effects? Dirt flying, etc. should only take one animation, with several particles, but they behave in the same way, falling in an exponential curve downward over the dirt chunks. The digging itself is also only one process, not three. No idea how big they would all be, though :P
Title: Re: Motherload
Post by: SirCmpwn on April 06, 2011, 11:07:58 pm
Hmm....What about having no change in the player sprite, just some particle effects? Dirt flying, etc. should only take one animation, with several particles, but they behave in the same way, falling in an exponential curve downward over the dirt chunks. The digging itself is also only one process, not three. No idea how big they would all be, though :P
Thanks for the advice, but that would probably be even bigger.  I'll take it under consideration.
Title: Re: Motherload
Post by: leafy on April 07, 2011, 12:41:05 am
Hm. A couple of sprites (3-4?) could show the motion pretty accurately. It would be choppy when starting and stopping though, but it would give more depth to the game IMHO.
Title: Re: Motherload
Post by: SirCmpwn on April 07, 2011, 05:54:38 pm
Hm. A couple of sprites (3-4?) could show the motion pretty accurately. It would be choppy when starting and stopping though, but it would give more depth to the game IMHO.
I'm currently using 3 sprites for animation :P I've also been doing some optimization, and have so far gotten rid of 1,000 bytes of program without losing any features.
Also, new demo!  This version fixes the bug where you could only go down to about 100 feet.  A new bug sets the current limit at 342 (you can go further, but the map is corrupted and I'm not responsible if your calculator eats your babies).  This one also has damage implemented, so try not to hit the ground too hard.  The GUI is also being fed live data every 8 frames, though if your hull reaches zero or your fuel runs out, nothing happens.  Also note the increased speed when scrolling down, with the new optimized method for doing so.
Title: Re: Motherload
Post by: ztrumpet on April 07, 2011, 08:34:01 pm
Wow, this is looking incredible!  Mad, mad props to Sir for his work on this. :D  Runer (and Sir), the HUD looks really nice as well. ;)

Would it be possible to do some haxes (hacks) to make this into a 2 page App, with page two containing only data, or would that be too hard? :)

Edit: If you hold [Up] for a long time and then release it, you can skip over one tile and land in the second row down. ^-^
Title: Re: Motherload
Post by: SirCmpwn on April 07, 2011, 08:40:47 pm
Perhaps that would be possible if the majority wasn't code.
Although I have thought of several h4x to get two pages.
Title: Re: Motherload
Post by: DrDnar on April 07, 2011, 10:37:15 pm
You can't use files if you swap in a spare RAM page and take control over the whole calculator, which I do.  I can't use very many OS routines this way.
What would you want to keep in an external file? You can always cache the location of archived data, and swap those pages manually, e.g.
Code: [Select]
getExternalData:
; Reads data from an external data file in the archive. The location must be cached.
; Data file must not be larger than 16K.
; Input:
; - HL: Address. If greater than 8000h, will wrap to next page
; - (dataPage): Base page that the external data file resides on
in a, (6)
push af
ld d, (dataPage)
ld a, 080h ; CHANGE FOR APPS!!
cp h
jp nc, dataInArchGoodAddr
ld a, 0C0
add a, h
ld h, a
inc d
dataInArchGoodAddr:
ld a, d
out (6), a ; CHANGE FOR APPS!!
ld d, (hl)
pop af
out (6), a
ld a, d
ret
EDIT: Yes, I know you're writing in Axe, but Axe can embed assembly code. Also, this can be optimized if you save the page of your application in RAM.
Title: Re: Motherload
Post by: willrandship on April 07, 2011, 10:38:16 pm
but this is in axe :P I suppose there's always the hex command :P
Title: Re: Motherload
Post by: SirCmpwn on April 07, 2011, 10:44:01 pm
I could use that to read data, but saving data is a concern.
Title: Re: Motherload
Post by: DrDnar on April 07, 2011, 11:10:01 pm
Yeah, reading from flash definitely has some major drawbacks that limits its use. There's also flash write and flash copy code, but I'd recommend against doing that for anything other than saving when the user quits. BrandonW has routines for creating variables directly in flash, but in the end, all this extra code might not actually save you any space. It's still something to keep in mind, especially in places where performance matters less.

I'd like to know how exactly you're remapping memory, because I can think of lots of hacks for getting more memory to use. Like, it seems to me that way too many people forget that there are 400 bytes of free RAM at the stack. You just have to be a little careful about your stack usage.
Title: Re: Motherload
Post by: SirCmpwn on April 07, 2011, 11:12:17 pm
I think I'll be able to work with as much RAM as I have right now, but for the record, I'm putting page 0x83 into bank 2.
Title: Re: Motherload
Post by: willrandship on April 08, 2011, 01:15:34 am
Hooray! I think  :-\ Well, glad to hear you got around that :) Love the demo.

Do you plan on having variable digging speeds, or is it already there? In the original, the deeper you were the slower everything dug.
Title: Re: Motherload
Post by: SirCmpwn on April 08, 2011, 09:05:17 am
I will try to implement that as best I can.
Title: Re: Motherload
Post by: Builderboy on April 08, 2011, 01:44:52 pm
I'm curious as to what is taking up the enormous amount of space in this app.  You said previously that you had 13000 bytes of program in the app, and later that you optimized around 1000 bytes?  So what specifically is taking up this 12000 bytes of space?  Like in terms of the tilemapper, physics, and graphics?
Title: Re: Motherload
Post by: SirCmpwn on April 08, 2011, 04:21:48 pm
Well, there is the tilemapper, the physics, the HUD, map generation, a placeholder for the surface map, sprites, and everything needed to tie them together.
Title: Re: Motherload
Post by: willrandship on April 08, 2011, 05:52:49 pm
Placeholder? Is that in case there isn't already a map file? Perhaps you could optimize that away with a generator, or force an error if there isn't one, while including one in the final program's zip file.
Title: Re: Motherload
Post by: SirCmpwn on April 08, 2011, 05:54:05 pm
Placeholder? Is that in case there isn't already a map file? Perhaps you could optimize that away with a generator, or force an error if there isn't one, while including one in the final program's zip file.
I can't automatically generate the surface map, and in any case, there isn't enough RAM.  My optimizations have brought me up to almost 5,000 bytes of space left, so perhaps I can get it smaller.
Title: Re: Motherload
Post by: ztrumpet on April 08, 2011, 06:44:09 pm
Sir, did you see my edit from last night?  Are you going to put a height limit on negative feet and a terminal velocity?
Title: Re: Motherload
Post by: SirCmpwn on April 08, 2011, 06:48:17 pm
Sir, did you see my edit from last night?  Are you going to put a height limit on negative feet and a terminal velocity?
I will eventually put a height limit on negative depth at about -100, and there already is a terminal velocity.
Title: Re: Motherload
Post by: whitevalkery on May 17, 2011, 04:56:38 pm
wow... the demo is awesome!

i found some weird stuff though :/
you can go towards the right infinitly and after you go a certain distance you start getting an extra row of stuff above the original surface, and you can't land on it while you can dig it. If you attempt to land on it you seem to just fall through it and land on the second level and unable to fly out since the layer above you remains intact. if you keep flying or digging in ththat direction even further you get bugs in which there are undiggable blocks that look like what was the intended sprite for the drill? O.o
Title: Re: Motherload
Post by: SirCmpwn on May 17, 2011, 04:57:35 pm
wow... the demo is awesome!

i found some weird stuff though :/
you can go towards the right infinitly and after you go a certain distance you start getting an extra row of stuff above the original surface, and you can't land on it while you can dig it. If you attempt to land on it you seem to just fall through it and land on the second level and unable to fly out since the layer above you remains intact. if you keep flying or digging in ththat direction even further you get bugs in which there are undiggable blocks that look like what was the intended sprite for the drill? O.o
You got it right.  I'm aware of these issues, and have them fixed in my personal version.
Title: Re: Motherload
Post by: DJ Omnimaga on May 17, 2011, 05:02:08 pm
There's a demo? O.O

EDIT: Nvm I saw on a previous page and this looks incredible! O.O
Title: Re: Motherload
Post by: SirCmpwn on May 17, 2011, 05:11:34 pm
There's a demo? O.O

EDIT: Nvm I saw on a previous page and this looks incredible! O.O
Lol, thanks!
Title: Re: Motherload
Post by: DJ Omnimaga on May 17, 2011, 05:24:05 pm
Only one thing, though, you need to make sure we can't go off the map, like around -666 height :P
Title: Re: Motherload
Post by: SirCmpwn on May 17, 2011, 05:31:58 pm
Only one thing, though, you need to make sure we can't go off the map, like around -666 height :P
Yeah, I'll add that <.<
Title: Re: Motherload
Post by: ztrumpet on May 22, 2011, 12:17:01 pm
Sir, how's this going?
Title: Re: Motherload
Post by: Builderboy on May 22, 2011, 12:17:34 pm
On hold for contest I imagine :P
Title: Re: Motherload
Post by: JosJuice on May 22, 2011, 12:19:45 pm
On hold because of lack of a calc IIRC.
Title: Re: Motherload
Post by: SirCmpwn on May 22, 2011, 05:15:10 pm
All of the above?
Title: Re: Motherload
Post by: Happybobjr on June 24, 2011, 06:04:55 pm
bump
Title: Re: Motherload
Post by: DJ Omnimaga on June 24, 2011, 06:37:48 pm
You got my hopes up for a second D:

He's currently busy on tiDE, though. He will most likely get his calc back after moving out of his parents home at the end of June 2015.
Title: Re: Motherload
Post by: ztrumpet on June 24, 2011, 06:54:04 pm
You got my hopes up for a second D:
Me too. :-\
Title: Re: Motherload
Post by: whitevalkery on June 24, 2011, 08:04:00 pm
AHH! you guys posting in this thread got me a notification email...

:/
Title: Re: Motherload
Post by: DJ Omnimaga on June 24, 2011, 08:06:25 pm
Lol sorry. I guess people just can't wait for updates ;D
Title: Re: Motherload
Post by: Happybobjr on June 24, 2011, 08:24:36 pm
sorry.  And I didn't know he got his calc taken away :(.
That's what I get for being gone.
Title: Re: Motherload
Post by: Deep Toaster on June 24, 2011, 08:34:34 pm
sorry.  And I didn't know he got his calc taken away :(.

Aw he did? That's terrible, but at least it gives him time to work on tiDE ;D
Title: Re: Motherload
Post by: fb39ca4 on June 24, 2011, 08:46:42 pm
You got my hopes up for a second D:
Me too. :-\
Same here :(
There's always emulators, tho.
Title: Re: Motherload
Post by: SirCmpwn on June 24, 2011, 09:19:30 pm
First of all, I refuse to code via an emulator.  Secondly, I don't have the latest source.
Title: Re: Motherload
Post by: mrmprog on June 24, 2011, 09:46:18 pm
You got my hopes up for a second D:
Me too. :-\
Same here :(
Might as well join the party...
I did not know that this game was being developed. I really like the computer version, so I anxiously await the arival.
Title: Re: Motherload
Post by: SirCmpwn on June 24, 2011, 10:02:46 pm
You can play the demo!
Title: Re: Motherload
Post by: Belberith on July 10, 2011, 10:35:13 pm
I've finally finished reading through all 22 pages watching the development of this game. It's AWESOME! I came across this thread while googling specs for Motherload (I'm programming it in a different language, Lua) and the detailed (and semi-official) specs I found will free up a TON of memory for you. I'll post the link, but here are the most pertinent specs:
"The digging area is 34 squares wide, and the depth is 584 squares." <-- This looks right, because the surface building widths match up and the depth looks accurate from the quick block generator I made to go that depth.
Link: http://forums.xgenstudios.com/showthread.php?32229-Motherload-Advanced-tips-info-and-strategies.&highlight=rock+depth
Another link (this is an official Motherload fan site with basically all of the other specs and info): http://www.motherloadkb.com/

Also, I do apologize if this sent you all notifications and got your hopes up again.
Title: Re: Motherload
Post by: SirCmpwn on July 10, 2011, 10:42:33 pm
Thanks!
And welcome to the forums!  I'm sure that info will prove to be very useful, however, my game already has a huge depth, which I think I like better anyway.  I've fit as much gameplay as possible on to that calculator.
Don't worry, it isn't dead, I'll pick up work on it right after the contest.
Title: Re: Motherload
Post by: Belberith on July 10, 2011, 10:48:52 pm
You're welcome, and thank you! :)
Oh ok. I'm just a perfectionist, therefore when I'm programming based off another game I try to make it as much like the original as absolutely possible. :P
And that's awesome! I was concerned since I've had games die on me before. Motherload will be the third of six games that I will have actually finished.
Title: Re: Motherload
Post by: SirCmpwn on July 10, 2011, 10:50:06 pm
I can understand, but I'm not doing a straight up clone, I'm just basing a game off of it.
Title: Re: Motherload
Post by: Belberith on July 10, 2011, 11:00:42 pm
Yeah.
I have only two suggestions:
The money bar seems a bit too small at only 4 characters. You'd have to do a TON of scaling down of prices (or just completely make up your own I guess). I noticed that you have one extra space on the HUD which CAN be used:
Money12345Hull100%
Cargo100%Depth0000
My other suggestion is that if you get too concerned about space but still want to add more stuff you could just knock a column off the side.

PS I just noticed that you guys have a "Link to xkcd comic" button above the reply box!! I love you guys now!! :w00t: :angel:
Title: Re: Motherload
Post by: SirCmpwn on July 10, 2011, 11:33:24 pm
Oh noes!
It seems that one of my source programs (prgmMOTHRSUB, which contains all of the subroutines, including rotating points, drawing the map, etc) is severely corrupted, beyond all hope of restoration.  I'll be hunting around for backups, but no promises.
Title: Re: Motherload
Post by: Belberith on July 10, 2011, 11:44:40 pm
:O No! (...You didn't take backups of this when you got all that done...?) :(
Title: Re: Motherload
Post by: SirCmpwn on July 10, 2011, 11:45:11 pm
I do backups all the time, but I also code all the time :)
Title: Re: Motherload
Post by: ztrumpet on July 10, 2011, 11:49:30 pm
No, Sir!  Not corruption! D:  I hope enough survives so this is completed.

Also, welcome to Omnimaga, Belberith. :)
Title: Re: Motherload
Post by: Belberith on July 10, 2011, 11:50:05 pm
Oh ok. I really hope you find a backup... :/

Edit: Thanks ztrumpet!
Title: Re: Motherload
Post by: SirCmpwn on July 10, 2011, 11:51:02 pm
Yeah, I think the last backup of that particular program was longer ago than I'd like.  It doesn't have the rotate code, or some special text code, or some other nice stuff.
Title: Re: Motherload
Post by: Belberith on July 10, 2011, 11:53:25 pm
Well at least you have a bunch of big stuff such as the tile generator, physics, and map scroller. (Well, I don't know if the map scrolling is all that big or not, I don't do a lot of calc programming.)
And the live HUD stats.
Title: Re: Motherload
Post by: SirCmpwn on July 10, 2011, 11:54:09 pm
Yeah, the tilemapper is still there, which is good, because that took forever to get working properly.  It may not have some important optimizations, though.

Edit by ztrumpet: Just to be clear, there was a spammish post by someone in between Sir's posts that was deleted by that user.  So Sir did not double post. ;)
Title: Re: Motherload
Post by: SirCmpwn on July 11, 2011, 02:50:35 am
Um, what?
Title: Re: Motherload
Post by: TIfanx1999 on July 11, 2011, 03:02:02 am
@Sir:I'm posting from my phone and it mangled my post. :S Reposting...

Oh noes!
It seems that one of my source programs (prgmMOTHRSUB, which contains all of the subroutines, including rotating points, drawing the map, etc) is severely corrupted, beyond all hope of restoration.  I'll be hunting around for backups, but no promises.

That sux D: However I've seen the speed you code at, so I'm sure it'll be back on track in no time! :D

Also, welcome to the forums Belberith. =)
Title: Re: Motherload
Post by: Belberith on July 11, 2011, 03:13:23 am
Thanks Art. Mind you I'll probably disappear permanently from these forums once I'm done Motherload, since that's what attracted me here. Nice to "meet" y'all though. :)
Title: Re: Motherload
Post by: SirCmpwn on July 11, 2011, 03:14:20 am
Post more and join us on OmnomIRC!  You'll never want to leave! :)
Title: Re: Motherload
Post by: Belberith on July 11, 2011, 03:39:28 am
Hmm... *Looks at forum list for random things to quickly spread 32 posts over*
Title: Re: Motherload
Post by: ZippyDee on July 11, 2011, 03:42:57 am
You could look at more of the projects in the "Other Calc-Related Projects and Ideas" board! There are some pretty fascinating things in there!
Title: Re: Motherload
Post by: SirCmpwn on July 11, 2011, 03:43:45 am
Please avoid spamming, though.  Try to be on topic and productive.
Title: Re: Motherload
Post by: Belberith on July 11, 2011, 03:55:52 am
@Zippy
Ok, sure.
@Sir
Yes, I know how to behave on forums. :)
Title: Re: Motherload
Post by: TIfanx1999 on July 11, 2011, 08:47:07 am
@Belberith: A couple more things to mention: I don't know if you like portable devices or not, but the TI-Nspire does support an implementation of Lua. We do actually have a computer programming section here as well, and their a quite a few members that do PC programming.
Title: Re: Motherload
Post by: Belberith on July 11, 2011, 02:19:50 pm
Ooh cool. I probably wouldn't be able to give very much code suggestions since there would be a LOT of calc-specific functions and events. I'll take a look at the PC programming section though, thanks.
Title: Re: Motherload
Post by: nikitouzz on October 06, 2012, 07:31:43 am
where is sircmpwn ??? this game is very good :)
Title: Re: Motherload
Post by: turiqwalrus on October 06, 2012, 08:07:50 am
-please pay attention to the date of the last post. Normally, it isn't considered very polite to revive a more-than-a-year-old topic.

As to your question, SirCmpwn got banned for a variety of offences, including forcefully taking over the #omnimaga IRC channel. AFAIK, this game is discontinued.