Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: AngelFish on December 03, 2010, 12:10:56 am
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This thread will be for the development of my port of Powder Game to the 83+ series. For those who are not familiar with it, the original game can be found here (http://dan-ball.jp/en/javagame/dust/).
Here is the GUI and the basic method of drawing Blocks.
(http://img.removedfromgame.com/imgs/Powder.gif)
This is how fast the interface is without being in Full mode.
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Nice, but what do the letters on the right stand for?
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Looks cool! Good luck implementing it; there's a lot to do. :)
Michael: probably just for testing
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Oh great! Is this in ASM using Doors CS routines? I notice the mouse cursor is similar. Can't wait to see the powder and other substances in action. :)
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I always seem to assume Axe for new projects :P
However, the cursor does look similar. Which is it, Qwerty?
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Maybe Kerm updated Doors mouse routine to be usable externally in Axe programs?
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This is in Axe. The cursor routine was written independently (although I stole the sprite itself from Doors because it's better than anything I've managed to make :P).
@Michael: The letters were for testing. The numbers describe outputs of the item selection routine. I've already replaced them with legible contractions in the development version. This wasn't taken with the most recent copy.
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Ah, I see then :D
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For those who are not familiar with it, the original game can be found here.
i prefer this one http://powdertoy.co.uk/ (http://powdertoy.co.uk/)
looking good so far. have fun implementing physics!
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For those who are not familiar with it, the original game can be found here.
i prefer this one http://powdertoy.co.uk/ (http://powdertoy.co.uk/)
looking good so far. have fun implementing physics!
Wow that one is even cooler than the Java one, thanks for the link! O.O
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/me :love: s it
If and when this is done, I can spread powder toy around my Algebra II class as well as my programming class!
About the desktop one. Anybody try any of the online thingys yet?
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Eureka! ;D
Also, I lost The Game because of :hyper:. Thank you DJ.
EDIT: :banghead: Sand physics
It's working, but only on startup.
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Sorry to hear D:, I hope you can get it fixed soon. What type of powder/gas/liquid/solid will there be?
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please include nitro in there..
I wanna see some stuffs blowing up. ;D
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Nitro is uncertain at this point. I think I have a way to do it, but it would take a lot of memory and I'm not sure that I'll have enough allocated space without making another large Appvar for it.
@DJ: The menu currently includes Water, Sand, Metal, Spark, Oil, and Fire. At least I think it does. I'm having trouble reading it because of a rather odd/completely unexpected glitch in the water routine. It what's preventing me from posting a screenshot today.
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Oh my god! The original java game is epic! Love it, it's surprisingly awesome!
Good Luck of making a calculator version of it.
I would expect this to be an Asm game but it seems like it is Axe :)
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The program is rather beyond my skill level in ASM. Parts of it will be written in Assembly though.
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The program is rather beyond my skill level in ASM. Parts of it will be written in Assembly though.
:O A multiple file program, nice! I'm still playing the java version :P
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There will be an actual program with a few elements and if I still feel like writing it, I will convert it to an app with more elements. Each program will be fully functional though.
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This looks great! Nice job so far, and good luck. ;D
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Wow that looks awesome. Didn't Builder talk about making something like this (with his Zedd Physics engine?)? Or am I remembering wrong?
Anywho, looks great :) Can't wait to see how this turns out.
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Builder did talk about making a sandbox program with Zedd. The difference is that Zedd can only accommodate 48 objects. I've allocated space for 265 as of now.
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And when i said sandbox, i didn't mean with sand :P I just meant an open world where you were free to use Zedd's physics as you wanted, with a handy interface
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I know. A physics simulation game. How's it coming along, anyways?
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Oh ok, then I just misremembered then. My bad :P
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Nitro is uncertain at this point. I think I have a way to do it, but it would take a lot of memory and I'm not sure that I'll have enough allocated space without making another large Appvar for it.
@DJ: The menu currently includes Water, Sand, Metal, Spark, Oil, and Fire. At least I think it does. I'm having trouble reading it because of a rather odd/completely unexpected glitch in the water routine. It what's preventing me from posting a screenshot today.
I see, well good luck! I can't wait to see those in action. ;DI know. A physics simulation game. How's it coming along, anyways?
I'M also wondering that, as well as for Portal and Serenity, since I haven't seen any new progress in ages. :(
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I see, well good luck! I can't wait to see those in action. ;D
It's kind of an odd bug. I could probably leave it as an element.
What happens is that the water doesn't fully rest on the block, so the water eats through all of the menus and cascades back down. Apparently I made Acid on accident :P
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Haha you should maybe leave it like that. ;D
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/\definitely =D
just leave that in and then recode water with the bug fixed.
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Okay, I'll make it the "secret element," where you have to click on a certain part of the screen to select it.
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Would it be like at the bottom of the list, but there would be nothing displayed there? (Kinda like how we selected 1000% zoom in Paint)
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I found a menu glitch during debugging where if the boundary conditions aren't properly set, clicking on a certain part of the screen won't draw the selection box but it will register a selection event. I fixed it, but if it's useful... ;D
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I found a menu glitch during debugging where if the boundary conditions aren't properly set, clicking on a certain part of the screen won't draw the selection box but it will register a selection event. I fixed it, but if it's useful... ;D
What are the buttons on the left of the screen in your screenie?
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I see, hopefully you can turn the bug into feature without too much issues. :P
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Me too, it's cool you are trying to make the powder game, I love that game a lot!
good luck~!
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Are you using DCS libs?
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Axe
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I think it's in axe actually, the cursor he stole just to make it look like it was similar to the comp version.
EDIT: ninja'd by a one word response, that's like, totally unfair girlfriend (valley girl accent is creepy) ._.
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I think it's in axe actually, the cursor he stole just to make it look like it was similar to the comp version.
EDIT: ninja'd by a one word response, that's like, totally unfair girlfriend (valley girl accent is creepy) ._.
Yes, DoorsCS sprite was used but it is Axe. By the way, it's a nice cursor.
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How are you differentiating between all of the different elements with so few colors possible on the calc?
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^ well, I guess he could use grayscale, but then, it's hard to show more than 3...
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I'm planning 4 lvl greyscale and hoping that the users have some imagination :P
The Prizm port should be better.
Also, I'm a fan of mouse cursors. They're so easy to use. But it'd suck if that's the one thing people like about the game.
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I'm planning 4 lvl greyscale and hoping that the users have some imagination :P
The Prizm port should be better.
Also, I'm a fan of mouse cursors. They're so easy to use. But it'd suck if that's the one thing people like about the game.
Qwerty, do you mind if I use your cursor engine in a program I'm making?
I need to borrow all the cursor's code :S
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Sure, you can have it. Here's the code for the monochrome version. If you're doing a greyscale program, you'll have to use Copy( in place of the StorePic and Recallpic commands.
:.This is the sprite
:[80C0A09088D0A818]→Pic1
:While 1
:.Store the screen to the back buffer
:StorePic
:.Display Sprite
:Pt-On(X,Y,Pic1
:DispGraph
:.Erase Sprite
:Pt-Change(X,Y,Pic1
:.Replace the part of the image erased by the Sprite
:RecallPic
:.I used conditionals because the boundary conditions are important
:.Replace with X+getKey(3)-getKey(2)→X if they aren't important.
:If getKey(3) and (X<92)
:X+1→X
:End
:If getKey(55) and (X<72)
:Pt-On(X,Y,Pic1+8
:End
:If getKey(2) and (X>2)
:X-1→X
:End
:If getKey(1) and (Y<60)
:Y+1→Y
:End
:If getKey(4) and (Y>2)
:Y-1→Y
:End
:End
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Sure, you can have it. Here's the monochrome code:
:.This is the sprite
:[80C0A09088D0A818]→Pic1
:While 1
:.Store the screen to the back buffer
:StorePic
:.Display Sprite
:Pt-On(X,Y,Pic1
:DispGraph
:.Erase Sprite
:Pt-Change(X,Y,Pic1
:.Replace the part of the image erased by the Sprite
:RecallPic
:.I used conditionals because the boundary conditions are important
:.Replace with X+getKey(3)-getKey(2)→X if they aren't important.
:If getKey(3) and (X<92)
:X+1→X
:End
:If getKey(55) and (X<72)
:Pt-On(X,Y,Pic1+8
:End
:If getKey(2) and (X>2)
:X-1→X
:End
:If getKey(1) and (Y<60)
:Y+1→Y
:End
:If getKey(4) and (Y>2)
:Y-1→Y
:End
Want me to credit you?
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You can if you want. I don't really mind either way.
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You can if you want. I don't really mind either way.
Then, that will depend on how important that is for the game :S
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What's the game?
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He won't tell anybody :P
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What's the game?
Surprise stuff, it uses a mouse, though. I'll change the sprite since it is really not a hand :S
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You could do what computer OSes do and attach a second sprite (the hand) that will replace the first one on some condition.
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You could use a cursor of my own design which is small, minimalistic, but i think it looks very sleek ^^
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You could use a cursor of my own design which is small, minimalistic, but i think it looks very sleek ^^
I'm gonna do a cross with a center for precision. How do I change the point of the sprite that hits things?
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What do you mean by the point of the sprite?
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What do you mean by the point of the sprite?
In Doors's sprite the point that selects things is the upper left one, in a cross, it would be the center :S
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Ah i see, well the best way i would do that is just make it so that in your mouse sprite, the point of the mouse is at the center of the sprite. That way when you switch to the cross, you don't have to mess with any offsets
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Ah i see, well the best way i would do that is just make it so that in your mouse sprite, the point of the mouse is at the center of the sprite. That way when you switch to the cross, you don't have to mess with any offsets
I need to make a thread concerning Mouse stuff.
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Nested statements
:banghead:
I rewrote the entire water routine using Builderboy's fluid program and I can't figure out how these blocks...
EDIT: Got it.
EDIT: RAM clear.
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What's the game?
Surprise stuff
Starcraft? ;DNested statements
:banghead:
I rewrote the entire water routine using Builderboy's fluid program and I can't figure out how these blocks...
EDIT: Got it.
EDIT: RAM clear.
I hope you had a backup <_<
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I archive my code whenever I test a potentially dangerous routine ;)
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Good to hear. Backups on the computer are also good, in case you accidentally run a B_call that deals with archive or something.
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If you need any help give me a pm :) I know my way around fluid simulators ;D
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Of all the idiotic mistakes I could have made... :P
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Of all the idiotic mistakes I could have made... :P
What do you mean? ???
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I was throwing the calculator into a infinite loop and I couldn't figure out why. As it turns out, I had accidentally deleted an End statement from my cursor routine and placed it at another location in the program. ::)
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Ouch, that happens I guess. In my case, most errors I do are inverted boolean symbols or variable conflicts.
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I was throwing the calculator into a infinite loop and I couldn't figure out why. As it turns out, I had accidentally deleted an End statement from my cursor routine and placed it at another location in the program. ::)
The problem with that is that you lose files (84+ Keypad) :(
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I was throwing the calculator into a infinite loop and I couldn't figure out why. As it turns out, I had accidentally deleted an End statement from my cursor routine and placed it at another location in the program. ::)
The problem with that is that you lose files (84+ Keypad) :(
On the 84+ Nspire keypad you lose both archive and RAM when the calc locks up and the P button on the back of the calc fails to do a RAM clear.
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Good thing I don't have an Nspire, then.
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This project has been set back slightly by the worst crash I've ever had. Basically, I managed to screw up the TI-OS internal fonts, re-write part of the TI-OS IDE, unarchive Powder, clear my RAM, mess up a few B_Calls, come up with a nice little Assembly virus, and overall destroy my calc. I'm honestly surprised I didn't lose the Certificate. But I got the particle physics to work ;D
Anyway, I've fixed everything and I only lost about a day of progress.
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Interestin, that sounds horrible. I'm guessing you just re-uploaded the OS? Well, good luck, and make sure you don't mess with random data (under the address $8000 especially) anymore, and good luck indeed to you good sir! :D
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Actually, I was only using the first 400 bytes of L1 :P
I'm mystified as to what happened. The program shouldn't have been in the Archives in the first place.
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That is really strange O.O
Well, I really don't know what happened then. Either way, keep up the good work, and try to stay more careful :)
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This sounds scary. Axe doesn't have the ability to write to flash in the first place IIRC. ??? Maybe you accidentally ran a B_Call that did? If you have this happening again, I think this might be a good discussion to start in the Axe forum: how to avoid accidentally writing to Flash. I hope you can recover most lost progress. :S
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Yikes that sounds horrid D: Well glad you got the physics to work anyway :P
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The physics were the problem :P
This sounds scary. Axe doesn't have the ability to write to flash in the first place IIRC. ??? Maybe you accidentally ran a B_Call that did? If you have this happening again, I think this might be a good discussion to start in the Axe forum: how to avoid accidentally writing to Flash. I hope you can recover most lost progress. :S
I'm not sure.
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I just had an idea of a game 'similar?' to this.
It's called ScribbleNauts, but it would be IMPOSSIBLE (I mean impossible) to be done on calculator.
You also have plenty of control in the game :)
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I'm not too sure I can find the similarity between Scribblenauts and that Powder game. ???
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I'm going to have to rewrite this project :P
I lost all of the data and I can't seem to "unhide" it from my calc. At least I figured out a way to avoid handwriting the Assembly routine that I thought I would need.
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If you can get Calcsys or any other hex editor to edit the VAT on your calc, you should be able to unhide it relatively easily (I think) Hiding occurs when a program name has invalid characters in it that aren't numbers or letters: Mirage/DCS hides programs by changing the hex value first character of the name by 32 (hex 20).
Unless something different/more serious is going on (which would be bad and weird)
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Well given what happened with Doors yesterday and the fact that Kerm could not replicate the phenomenon, I'm inclined to think that I've messed something up in my calc.
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If your stuff is all backed up, there is one fool-proof (unless you corrupted the OS, or overwrote it :P) method to fixing it. Take out all the batteries, including the backup, for at least 6 hours. It really works.
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This sucks. I hope you don't give up on the project. I wonder if you can fix your calc? Did you try an OS re-install + resetting all memory?
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I'm just putting it on hold till I feel like programming anything for my calc. This was the first game I ever tried to find on TI-calc and I was rather disappointed that no one had ever done it. So, unless another Powder comes out in the next week, I'm not giving up. In any case, I gave a large portion of my code to Scout for his mouse routine. That will save me quite some time.
On a side note, I think I just figured out how to implement the greyscale very efficiently.
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Ah ok, well I hope you regain interest soon. :(
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My lack of interest is mostly due to being annoyingly sick and not wanting to think very much :P
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Oh ok I thought it was due to repeated memory clears and stuff. X.x
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That was actually the only memory clear I've had in a long time. When I start to mess with stuff that I don't fully understand (such as lists), I tend to get memory clears.
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Ah, right. I would maybe recommend doing more backusp on a computer when messing with such stuff, because it sucks when you start having success, then suddently get hit by a memory clear where you're forced to clear your entire archive X.x. This is what killed Illusiat 2002 x.x
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Sorry to hear that, looked good. One game you might want to look at is hell-of-falling sand. it's like the ones listed already, but minus wind, and stuff. Just gravity and etc.
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I'm aware of falling sand too, but I don't think it's as fun, personally.
On a side note, I found a corrupted BASIC program today that also happens to be my sprite editor. Looks like I'll have to do this by hand as I don't have a link cable available to replace it on my calc. Ah, ye good olde days of programming... :P
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lol
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Yay! Significant breakthrough that will save me a lot of time :w00t:
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cool, can I haz moar screeniez?
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No, because this is in a test program, not Powder itself. I'm using it as a development platform while I get Powder back to the point at which I can test the higher level stuff.
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So I have been playing the online powder and am wondering. Will you limit the amount of materials we can use? And are you going to attempt and little players?
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The program version will give you access to six or seven different materials. I may do an app version which will have many more elements, but only if I can figure out how to make make the code modular enough to allow downloadable updates.
However, one feature that I'm certain will not make it into any version is the player character. I've looked at that and it would take a lot of weird pseudo-physics to get the player to move properly. The processor in the calc can barely handle the physics engine for a lot of particles, so complicated physics are out of the question.
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Yeah I think characters should be kept out. I don't know if they're really necessary anyway.
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I'm temporarily putting this on hold, for reasons that I may or may not remember when I resume it again.
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I see, is it due to life issues/being busy?
/me hopes he's not quitting calc stuff slowly D:
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a bit offtopic maybe, but i have another really good powder game: you can download it here (http://www.powdertoy.co.uk)
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Yeah I tried that one. It was kinda cool.
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So, how's this going? This topic is kind of going death :(
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I should be resuming this project after I:
1) Stop hacking my Kindle long enough to get something productive done.
2) Get my website to a functional state.
3) Finish documenting the bitmap formatting for .g3p files.
4) Look through the documentation for the ISO/IEC 14496-12 standard.
5) Crack the .g3b format.
6) Buy a Prizm.
7) Buy textbooks.
8) Actually do my duties as a mentor.
9) Work.
...
N) Finish the routine testbed program.
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I should be resuming this project after I:
1) Stop hacking my Kindle long enough to get something productive done.
2) Get my website to a functional state.
3) Finish documenting the bitmap formatting for .g3p files.
4) Look through the documentation for the ISO/IEC 14496-12 standard.
5) Crack the .g3b format.
6) Buy a Prizm.
7) Buy textbooks.
8) Actually do my duties as a mentor.
9) Work.
...
N) Finish the routine testbed program.
You're gonna hack Prizm and .3gp files/.bmp before buying one? Hum... Good Luck :P
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You're gonna hack Prizm and .3gp files/.bmp before buying one? Hum... Good Luck :P
I've already cracked the .g3p format...
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You're gonna hack Prizm and .3gp files/.bmp before buying one? Hum... Good Luck :P
I've already cracked the .g3p format...
So, I suppose you'll put it in your website then? Or have you posted it already?
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You're gonna hack Prizm and .3gp files/.bmp before buying one? Hum... Good Luck :P
I've already cracked the .g3p format...
Did you ever post that anywhere? The actual format, that is.
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It's not available anywhere you can access at the moment (without a lot of hacking). That's the main reason I want to get my site up and running.
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It's not available anywhere you can access at the moment (without a lot of hacking). That's the main reason I want to get my site up and running.
Okay, where is your site being hosted?
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http://www.fishbot.co.cc/ (http://www.fishbot.co.cc/)
Very rough at the moment, as you can see.
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http://www.fishbot.co.cc/ (http://www.fishbot.co.cc/)
Very rough at the moment, as you can see.
okay, if you need any help, send me a pm. ;-)
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http://www.fishbot.co.cc/ (http://www.fishbot.co.cc/)
Very rough at the moment, as you can see.
1. You should make a 'My Website' thread.
2. I love your icons, did you make them?
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I'd like to claim that I have any skill whatsoever with photoshop, but I don't. Those are all from Google, with the exception of the Favicon.
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I'd like to claim that I have any skill whatsoever with photoshop, but I don't. Those are all from Google, with the exception of the Favicon.
Also, is that an 84+ S.E. in the Prizm icon?
hah! I know it's not finished, or even half, but it was fun :)
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The TI-84+ SE is the best calculator ever released. Of course ;D
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The TI-84+ SE is the best calculator ever released. Of course ;D
I just felt like using one of the new sprites: :crazy:
That's how I felt when I saw the 84+S.E. sprite :D
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I hope you eventually finish the Powder game. Also good luck on Prizm hacking. I hope you can find some more interesting stuff. Are you planning to announce some here too or will they mostly be available on your site only?
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The big stuff I'll announce here, but the small stuff will mostly be on my site.
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Ah ok, I was just making sure since it would kinda suck if we started splitting the Casio Prizm community before there's even a large enough one x.x
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There are only like ten people in the whole community, DJ :P
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Oh I meant that the Prizm could attract more people, including TI ones, but if we started splitting it, the other board or site created would be less active due to larger ones already existing and the larger ones wouldn't get as much traffic due to the smaller site draining the traffic away. But I guess it's a good idea to keep things organized.
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True. I doubt there will be enough people in the community to sustain multiple dedicated forums for quite some time, if ever, though.
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Yeah this is why I think it would be best to stick to Casiocalc, CasioKingdom, Cemetech and Omni for now. Casiocalc, however, is now anti-calc-game, it seems, Casio Kingdom has one of the anti-game member from Casiocalc and had some obnoxious people, so now there's Cemetech and Omni, which both don't have a whole load of Casio users, but more people interested into development. Cemetech is still mostly interested in the 83+, though.
Also seeing as Casio delayed the release date of the Prizm in France, how it doesn't seem to be sold in Japan and how the calc cannot be found in many stores yet in USA and Canada, it will take a while before it gets an huge userbase.
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This project is tentatively revived, as I had a major breakthrough last night. I didn't manage to recover the previous file, so everything will have to be written from scratch. Full greyscale is now implemented and the cursor is still moving faster than the Doors GUI mouse ;D
(http://img.removedfromgame.com/imgs/powder1.gif)
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I remember spending hours of my journalism class playing this game on the computer. I really can't wait to be able to play it on my calc whenever I want.
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I'm just wondering the type of algorithm you are using to detect "powders" and make them act accordingly. Because a good method can be extremely fast, but certain ones make it run at 1 FPS in Full. :)
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I will be detecting them either based on their greyscale color or using a few extra bits inside of the array.
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Nice to see this revived!
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I only have like three subprograms demonstrating the routines :P
I should probably finish and release them sometime. Perhaps as soon as I can get that lookup table to stop clearing my calc...
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After a long haitus for life and developing the routines in other programs, I think I'm ready to resume this, if only give me something to play during class.
And by god, this program deserves a Prizm port.
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Here is the initial version using basic physics courtesy of Builderboy. I've already upgraded the mouse routine to full greyscale and I'm working on the physics engine, but neither of those are present in this screenshot.
(http://img.removedfromgame.com/imgs/1-Powder.gif)
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Wow, that looks really good! The particles (at least, to me) at least interact with gravity very realistically :) Good job so far! I also like the inverted mouse. What other substances/features are you planning to add?
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will it or the physics engine be open source?
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Here is the initial version using basic physics courtesy of Builderboy. I've already upgraded the mouse routine to full greyscale and I'm working on the physics engine, but neither of those are present in this screenshot.
(http://img.removedfromgame.com/imgs/1-Powder.gif)
That looks SO AWESOME, BuilderBoy is a physics pro, the greyscale looks really cool, I like it so much Qwerty!
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Cool! And also, I would think an nspire port is deserving as well....:P
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...the greyscale looks really cool...
That's monochrome :p
Thanks though.
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Looks nice :D I'm glad you work on this again :D
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Builderboy should write a tutorial on physics for calc games.
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I thought he did already? ???
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I thought he did already? ???
He might have, and I just missed it.
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I kinda did, but the physics for this sand wouldn't be covered in it, as it is just pseudo-physics, a simple algorithm that really has no basis in real fluid dynamics :P
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I kinda did, but the physics for this sand wouldn't be covered in it, as it is just pseudo-physics, a simple algorithm that really has no basis in real fluid dynamics :P
Do you have a link to your physics tutorial? Would you be willing to write one for fluid dynamics?
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I kinda did, but the physics for this sand wouldn't be covered in it, as it is just pseudo-physics, a simple algorithm that really has no basis in real fluid dynamics :P
I hate to correct you on this, but it has a lot more to do with actual fluid dynamics than you think. Of course, the random direction isn't exactly realistic, but the cellular automata model is a very suitable choice.
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Here is the link: Note its not completely finished :P I really should start writing some more lessons
http://ourl.ca/4279/79303
As for the fluid dynamics, of course it isn't completely far away from realistic physics, it isn't exactly very realistic either. Pressure is ignored completely, as is illustrated in the diagram below. In real world physics, the water line would be even, but the physics I implemented would leave the water at levels similar to the diagram. Then again, while it may not be realistic when it comes into the actual equations and things like viscosity and pressure, it does present a very nice and quick method for on calc simulation :) There might even be some other sets of rules that are equally simple and result in better fluid movement.
On the subject of physics, I just had an idea for physics for sand in your game. Here would be the rules, with lower rule numbers being higher priority:
1) If block below is empty, move down
2) If block below is fluid, swap fluid and this block
3) If block to the right/left and down is empty, move to that position
Maybe instead of a fluid dynamics, I could write about the power of pixel based physics for simulating large physical elements :D
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It would be cool if new tutorials were added into that one. :D
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Some just were :)
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Really? I didn't see new ones today. ???
http://ourl.ca/4279 (No last edit date)
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Lost the entire physics engine to some sort of data corruption. It was in need of a complete overhaul anyway.
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You posted the source code, you know...
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To the physics engine? I'm pretty sure I didn't.
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I don't know, but I put the source on-calc, not the binary, and compiled it with Axe, and it works fine.
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That's really strange, because I can't recall ever posting it. ???
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Yeah, there are only two attatchements in this topic and they are both images O.O Sir do you still have the source?
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Why, yes I do!
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Nope, that's Shmib's game. Powder is a completely different program, although I can see how you might get confused.
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Oh, whoops :P
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:( aww well sorry you lost your source Qwert :( hope you can get everything back!
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The only thing I lost was the physics engine. I have all of the graphics source memorized by now.
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oh well thats good at least :)
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This still sucks, though. I hope it won't be too much of an hassle to rewrite. Just do more backups on the computer in case. X.x
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I really need to get back to work on this, both on the Prizm port and the 8x port. Also, on a side note, this is officially the scariest program I have ever made. It's done more damage to my calculator than an entire year of having OS v2.53/2.55!
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O.O wow
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/me Candace giggles.
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Prizm port. Sounds like fun. I practically spend at least 2 hours a day playing addicting physics games when I should be doing programming. Err I mean schoolwork. :P
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I practically spend at least 2 hours a day playing addicting physics games when I should be doing programming.
Stop playing addicting games and get back to work making addicting games! :P
I hope progress on this continues :)
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It'll continue after my life stops being hectic [and I resume working on the other billion projects I have at the moment...].
I need to stop starting so many projects :P
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Prizm port. Sounds like fun. I practically spend at least 2 hours a day playing addicting physics games when I should be doing programming. Err I mean schoolwork. :P
lol
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This project is officially dead. My life is so unbelievably f***ed up right now that I can't imagine a situation in which I'm able to get back to this before November. If anyone would like to pick it up, I'd be happy to share my algorithms and stuff since I really liked this program.
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Sorry to hear. Care to share what happened? PM me if you don't want it to be said in public. Also I hope you're still planning to continue working on some stuff like Prizm hacking during your free time? I hope you don't leave or something. :/
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Wow, are you all right?
I hope things get better for you.
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I would pick it up, but I would have to wait till summer or at least next month after AP exams because that is the only time I have to seriously code. Even the rest of my projects that I'm working on now will only make slow progress until that time. Even still I'm not so sure I would be able to work on this because I'm starting to lose interest now in z80 and Axe coding in favor of Prizm based coding. Not that I've lost any interest in the 83+ series, but it is just that I spend less time coding there than I used too. If you would prefer, this could just become a project for the Prizm?
@Qwerty, sorry to hear that things are going bad for you. I hope things get better soon. :-[
Edit: As you can now see by my sig, I have a lot of projects to do. I have about 5 others, but I forgot to add them and they would've taken up too much room.
Edit2: I hope I don't end up alone in Prizm coding this summer :P
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You won't be alone. I'm still working on a couple of projects.
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I'll be coding for the Prizm, too! Well, at least I'll try... I'm still not sure if I'll be able to find one. :(
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@Qwerty, what projects are you working on or will be working on. I think there are a few things we both have planned that I think we should share notes on. Most notably is the Axe compiler in which I'm starting to get some of the groundwork up.
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I'm sorry to hear qwerty, best wishes with your issues in real life. I hope they aren't too bad, and they get better quick :(
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/me wonders if somebody will eventually revive this for the Prizm or the CX... would Lua be fast enough for such game?
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/me wonders if somebody will eventually revive this for the Prizm or the CX... would Lua be fast enough for such game?
Not sure of how easy Physics are in those languages.
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I don't know. It would probably depend of the speed. On the Prizm it shouldn't be a big issue, though, if ASM/C was used.
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Imagine what would happen if Prizm Basic was used O.O (>10hrs per frame xD)
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Imagine what would happen if Prizm Basic was used O.O (>9000hrs per frame xD)
Fixed.
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Sorry to hear Qwerty. Hope everything's all right :)
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/me wonders if somebody will eventually revive this for the Prizm or the CX... would Lua be fast enough for such game?
Not sure of how easy Physics are in those languages.
The physics are very simple. The truly difficult parts are keeping track of your arrays (almost every single problem with my port of Powder was in the particle array) and the speed. Lua is probably too slow for it. Axe, which compiles to pretty decent z80, couldn't handle anything above about 500 particles without serious slowdowns.
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I guess ASM/C?
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I guess ASM/C?
I'd say you be guessing right. On the Prizm there are so many more possibilities for a Powder Game port with the hi-res color screen, large memory, and fast proc. I can hardly wait
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Indeed. I also hope eventually there's Ndless for the CX. I wonder what can be done on both calcs, although I bet it would be pretty similar.
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Wahou, very nice.
When a demo will be available ?
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firstly, that was a bit of a necropost, and secondly, if you had read through the thread, you would have seen that the project has been discontinued.
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The powder game is one of my favorite games. When I'm done with CoReZ, I may start on this project.
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firstly, that was a bit of a necropost, and secondly, if you had read through the thread, you would have seen that the project has been discontinued.
6 days, necropost... mhm yes.
Sorry D:
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Yeah sadly this was discontinued.
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Qwerty is hoping to make a Prizm version though. No idea when that will be finished but for the time being no one has taken up the 83+ version
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Oh that would be nice. We definitively need to get more games for the Prizm. Right now some people don't bother getting one, simply because there are barely any game for it. The only non-BASIC/ASCII one so far is Obliterate.
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Haven't even started the Prizm one :P
Powder comes after my other major projects, so I'm waiting before I attempt it.
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I guess ASM/C?
I'd say you be guessing right. On the Prizm there are so many more possibilities for a Powder Game port with the hi-res color screen, large memory, and fast proc. I can hardly wait
EDITED: I want to apologize for what i said.
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Eiyeron, please don't troll. The Prizm, while not as fast as some of the other Casio calculators, is still faster than all of the 83 and 84+ series calculators from TI. Furthermore, the Prizm is more than fast enough to run some impressive projects, especially since it can be overclocked.
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I guess ASM/C?
I'd say you be guessing right. On the Prizm there are so many more possibilities for a Powder Game port with the hi-res color screen, large memory, and fast proc. I can hardly wait
FAST PROC! Let me laugh! The Cowards form Casio do as crappy work as TI, specially slowing down the calculators! I'm sick of the priszm performances! :/ BUt In fx-9860, with or without cpuspeed... Wow
By this, do you mean the actual CPU speed, or the speed at which math commands and such execute? Both are dependent on the CPU, but the latter also depends on Casio's OS, which doesn't have much to do with what programs can be written. I do not believe that the clock speed has decreased, but the math may have gotten slower - I'm not sure since I don't have an fx-9860.
Eiyeron, please don't troll. The Prizm, while not as fast as some of the other Casio calculators, is still faster than all of the 83 and 84+ series calculators from TI. Furthermore, the Prizm is more than fast enough to run some impressive projects, especially since it can be overclocked.
The Prizm definitely has a better processor than TI's calculators (excluding the Nspire, which is slightly faster but doesn't allow machine code execution), and if it's possible to overclock them, we'll have even more possibilities. Considering what can be done with 15MHz or even 6MHz, it will definitely be possible to create many impressive programs and games for the Prizm, although the processor speed is quite a bit slower than modern devices that aren't calcs. However, I do not agree that Eiyeron's comment was trolling. Everyone has different opinions, and calling people/comments trolls/trolling is not the best way to be friendly.
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I dont want to troll, but revocate the casio's decisions! Okay, thre are calculators, but jow could they (both Casio and TI) ignoring a big part of market?
http://www.planet-casio.com/files/forums/VitesseFonctionsBasicCasio-9648.zip (http://www.planet-casio.com/files/forums/VitesseFonctionsBasicCasio-9648.zip) There is a benchmark sheet...
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Eiyeron by the way in the past we banned a member who kept bashing TI and Casio calcs and we almost had to do with someone who was doing the same with the TI-83+ (he was a TI-89 fanboy). You may want to be careful about what you say about the Prizm.
Plus the Prizm problem is not that it's by itself slow, it's that Casio failed epically hard at creating the BASIC language included in the calculator, even more than TI. I'm sure anybody in the community could write a BASIC interpreter or semi-interpreter that would solve most of the display speed issues currently present on the calculator. Else, someone could port Axe Parser for example.
Just because the Prizm BASIC language sucks doesn't mean the entire calculator do. The language was just poorly programmed. Look at games like Obliterate written in C or the Insight add-in. They get about 20 frames per second, even if in one of the app there are 100 particles moving around at once.
Also I doubt Casio or TI would listen to us, because their philosophy is that calculators are for math, not gaming, and about only 1% of the students will use their calculator for gaming, meaning their market share for gamers is probably around 1%.
I'M pretty sure the Prizm could achieve Doom. It would probably just run slightly slower than the TI-Nspire counterpart.
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Yes, DOOM is quite possible, and it will look a heck of a lot better on the prizm, compared to the nspire port. Remember, DOOM was written to run on 386 processors, which are around 33 mhz if I recall correctly.
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So.. Powder Game? I like this game. Do you want to make this too in java? :p
(I want too to apologize me to make some stupid noise here)
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It's ok. Just try to make sure to not say stuff that could start a calc war or something like that one HP guy that came here a while ago.
firstly, that was a bit of a necropost, and secondly, if you had read through the thread, you would have seen that the project has been discontinued.
6 days, necropost... mhm yes.
Sorry D:
Actually it was not 6 days, but rather 67 :P
On a side note would Nspire Lua be good enough for such Powder game?
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IDK about Lua, due to the number of calculations and particles.
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The only thing that was fun in the originals was blowing stuff up and burning stuff.
I suggest you ty to make explosions as realistic as possible, conforming to real life not the games.
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Sorry, but this project is dead (and explosions were never planned in the port anyway because they're too slow to compute for z80).
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The only thing that was fun in the originals was blowing stuff up and burning stuff.
I suggest you ty to make explosions as realistic as possible, conforming to real life not the games.
I was earlier going over the possibilities of a Prizm port of powder game as Qwerty has already planned. Part of the problem is that realistic physics are doable processor wise if fixed floats are used but the ram is just too small. In order to have physics as realistic as the game powder toy which I believe is the most realistic powder game, 20 bytes of data is required for each particle. This would be a 1 byte identifier, 3 byte particle specific data field (required for longword alignment), 8 byte floating point velocity vector (x float and y float), 4 byte temperature float, and 4 byte pressure float. If the entire screen is used about 1.65 Mb of ram is required just for data while the Prizm's heap is only 128 kb. In additional ram there is the backup VRAM at 165kb, the g3a stack at 512 kb but not all is available, and the OS stack also at 512 kb but I'd be very careful with that space as OS routines have the ability to eat that area up.
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You can compress that data significantly. Let's assume 1 byte for the identifier (you'd actually need fewer bits) with 1 byte particle data and a 256x256 screen (you need some portion for a menu). That means you're down to 1 byte each for the x and y variables (integers are more efficient representations of integers than floating points) and you can skip the temperature variable because it doesn't exist in the canonical version. What's left is the pressure, which can be placed in a 1 byte variable. Thus, you have 5 bytes, which should probably be rounded out to 6 bytes with an extra "data" byte after the ID. That's only 384 KB.
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You can compress that data significantly. Let's assume 1 byte for the identifier (you'd actually need fewer bits) with 1 byte particle data and a 256x256 screen (you need some portion for a menu). That means you're down to 1 byte each for the x and y variables (integers are more efficient representations of integers than floating points) and you can skip the temperature variable because it doesn't exist in the canonical version. What's left is the pressure, which can be placed in a 1 byte variable. Thus, you have 5 bytes, which should probably be rounded out to 6 bytes with an extra "data" byte after the ID. That's only 384 KB.
That temperature variable is actually really useful. It's what allows stuff like fire! And convection! And Stuff!
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Nope. All of that is handled through the particle ID and the pressure data.
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Nope. All of that is handled through the particle ID and the pressure data.
Oh ok! :)
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I wish that someone would port a Powder Game for the Prizm. I love the original game.
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Hmm, too bad the project is now deadish :[ I do have a few particle rules and I was rewriting the particle engine to Grammer, so if you ever pick this up again, feel free to bug me :P I am currently looking into a method I thought of that will use lots of RAM, but allow for fast interaction with particles (so you can quickly instantly detect if there oil under your water, for example). Unfortunately, the program could require >9000 bytes of free RAM, but it might be worth it...
EDIT: Of course, on a Prizm, this would not be a big deal and could allow for about 20 different particle types o.o
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Woah, impressive xeda ^.^someone really should complete this :D
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Basically, I am on this kick of using multiple buffers. For example, you have a buffer for water, a buffer for sand, and a buffer for immovable objects. The water moves and it checks above and below. If there is a space below on all buffers, move down. Otherwise, check left/right and do the same trick. If there is still no room, check up. If the sand buffer has a pixel on swap the pixel locations. You then have similar rules for other particles :)
The only issues you might have from there is that you don't easily get pressure or temp involved. For that, you would need to modify the algorithms for each pixel, slightly. Then you can create an array for each pixel on the screen for pressure. If I were doing this, I would do 1 nibble per pixels where each bit in the nibble corresponded to a direction. 1 means pressure in that direction and 0 means no pressure. This would help decide the primary directions for a particle to move and then secondary directions, and further.
EDIT: For the Prizm, if we work in a 128x128 region, it would require 2KB per layer and 64KB for the pressure buffer. The Prizm has 2MB, so that should be fine :) with 10 particle types, that would be 84KB of RAM used.
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Sounds like a somewhat space consuming solution :P Definitely more viable on the Prizm, in my opinion.
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Yeah, it is definitely one of the most space consuming models, but the plus is that it will run much faster than other methods . Plus, you can have particles occupying the whole screen :D
Also, since the Prizm has a color screen, you could simplify the method to just having everything on the screen. Just use the colors to figure out which particles are which, then you can use the pressure buffer in combination. Then for a full screen, it would be 41472 bytes for the pressure buffer and whatever buffer the LCD is on :)