Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Xeda112358 on October 23, 2011, 03:13:47 am

Title: Partex 2
Post by: Xeda112358 on October 23, 2011, 03:13:47 am
So the Grammer coders are probably familiar with Partex (or at least the screenies) by now, but it is turning into some cool stuff, I think. So, this is  why I am posting it here. It is a slow moving project (there won't be 3 updates a day XD ), but it is one that will probably continue for a little bit. Right now, it is like a powder toy. You can do basic pixel drawing and particle dropping, but it is pretty fun!

Right now the controls are:
Arrows are for movement (including diagonal)
[mode] exits
[Clear] freezes all pixels on the screen, permanently
[Alpha] clears all drawing
[2nd] draws a pixel on
[del] draws a pixel off
+/- toggles between particles
[ / ] pauses the particles
[ * ] unpauses the particles

One nice thing is that this program is 314 bytes, so if you have the app version of Grammer, this is really doable! And with the latest app version, you can even keep Partex archived!
Title: Re: Partex 2
Post by: Sorunome on October 23, 2011, 03:17:12 am
I really should try this out some day..... :)
Title: Re: Partex 2
Post by: Builderboy on October 23, 2011, 05:50:29 am
Whoah, this looks awesome!  I better go back in time and notify everybody about it (http://ourl.ca/13602) :trollface:

What kinds of particles are you planning to support?
Title: Re: Partex 2
Post by: Stefan Bauwens on October 23, 2011, 07:09:08 am
Whoah, this looks awesome!  I better go back in time and notify everybody about it (http://ourl.ca/13602) :trollface:

What kinds of particles are you planning to support?
I can't see the link./me cries
I need 1000 posts! :P
Title: Re: Partex 2
Post by: annoyingcalc on October 23, 2011, 11:39:41 am
Sweet this islooking bad good :trollface:
Title: Re: Partex 2
Post by: Xeda112358 on October 23, 2011, 04:00:55 pm
Whoah, this looks awesome!  I better go back in time and notify everybody about it (http://ourl.ca/13602) :trollface:

What kinds of particles are you planning to support?
:D I saw that topic earlier and decided "I have to post a topic before somebody else!"
And I am not sure what particles will eventually be included. I might need to change the number of bytes each particle uses, too, but that won't destroy backwards compatibility :)
Title: Re: Partex 2
Post by: DJ Omnimaga on December 30, 2011, 04:49:26 pm
That looks great Xeda </late> it shows what Grammer is capable of :D

Btw is your avatar also in grammer?? O.O
Title: Re: Partex 2
Post by: Xeda112358 on December 30, 2011, 06:57:55 pm
Thanks! And yes, my avatar is made in Grammer code. It was actually made a while before I made a command to turn on pixels in a region to particles.
Title: Re: Partex 2
Post by: DJ Omnimaga on December 31, 2011, 03:30:05 am
Darn this is impressive.
Title: Re: Partex 2
Post by: Xeda112358 on January 07, 2012, 03:29:04 pm
Okay, this isn't too big of an update, but it uses some commands from the latest version of Grammer. There are two added contols:

[xtƟn] is used to fill a rectangular region of the screen with particles. It will ignore any preexisting pixels in that region, so barriers will still remain
[STAT] is used to convert the pixels in a rectangular region to particles

When you press either of these, you must move the cursor to change the size of the rectangle, then press enter.

EDIT: Also, at this point Partex is up to 462 bytes x.x
Title: Re: Partex 2
Post by: Deep Toaster on January 07, 2012, 08:21:37 pm
I glanced at this topic and thought it said "Portal 2" ... oh well, this also looks great. And I love those "bubbles" that come up when you open the bottom (in that first screenshot).
EDIT: Also, at this point Partex is up to 462 bytes x.x
Still not much!
Title: Re: Partex 2
Post by: Xeda112358 on January 07, 2012, 08:29:04 pm
Thanks! The "bubbles" are there because that is just how the particle routine works :) the "bubble" of a blank pixel gets caught underneath all of those falling pixels and makes it look neat :)
Title: Re: Partex 2
Post by: Deep Toaster on January 07, 2012, 08:35:18 pm
Well, it looks amazingly like water :D
Title: Re: Partex 2
Post by: saintrunner on January 07, 2012, 08:36:15 pm
Anybody want to make this?

http://www.sugartoast.com/game/sugar_sugar
Title: Re: Partex 2
Post by: Xeda112358 on January 07, 2012, 08:42:56 pm
I think I could make a game like that... Hmm, I will have some fun with trying to come up with a game using particles. Also, it is possible to use more than one particle type, you just have to cycle each buffer separately, so I might be able to add a way to use the particles available instead of just toggling them.
Title: Re: Partex 2
Post by: saintrunner on January 07, 2012, 08:48:01 pm
Cool! Sugar_Sugar is one of my favorite pass times! that would be fun, and relatively easy
Title: Re: Partex 2
Post by: Xeda112358 on January 07, 2012, 08:50:11 pm
Okay, well I am going to go now and try to work on this :)
Title: Re: Partex 2
Post by: saintrunner on January 07, 2012, 08:52:26 pm
Cool :) I love giving ideas! Good luck
Title: Re: Partex 2
Post by: nxtboy III on February 18, 2012, 12:22:32 am
How does this run so fast?
Title: Re: Partex 2
Post by: turiqwalrus on February 18, 2012, 08:32:25 am
not sure if this is easily doable, but would it be possible to add a way to change particle behavior(e.g. if something is below it, destroy said particle, like acid...)
it would be great if something like that could be done :D
Title: Re: Partex 2
Post by: Xeda112358 on February 18, 2012, 08:58:06 am
It runs so fast because it is Grammer >:D But in all seriousness, Grammer is written in assembly, but it is designeed to be much faster than BASIC.
@Turiqwalraus: Actually, there is an undocumented particle that does that, kind of >.> The difference is that if there is a pixel above it, it dies :D I should add new particles sometime D:
Title: Re: Partex 2
Post by: turiqwalrus on February 18, 2012, 09:15:53 am
would be great if you could add more particles :D
only if you have the time, though...