Author Topic: Steins;Gate 8-Bit (TI-84+CSE)  (Read 20074 times)

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Offline Keoni29

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #15 on: November 04, 2013, 03:54:09 pm »
*whispers something about TRAXE*
TRAXE is a tracker I made a while ago. It is built around the freq( command, so it's monophonic right now. I could modify it to be polyphonic or just write a new tracker from scratch (probably easier)
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Offline AssemblyBandit

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #16 on: November 04, 2013, 05:23:01 pm »
That vector drawing is pretty amazing!

Offline Hexatron

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #17 on: November 04, 2013, 05:31:22 pm »
This is awesome. May I ask how you interpret strings (take, eat, etc.)?

Offline calc84maniac

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #18 on: November 04, 2013, 06:30:10 pm »
This is awesome. May I ask how you interpret strings (take, eat, etc.)?
Well, it's pretty much a giant switch/case block (implemented in my scripting language). The "cases" are strings that will either match or not match, and it supports optional words and such. This is one way I've tried to improve on the original game, by adding more possibilities to type in, using the flexibility of the matching algorithm.

Here's a concrete example:
{go |walk }u{p}{{ {the }}stair{s}}
Phrases in brackets are optional, so this will match any of the following phrases (and many more):
go upstairs
go up the stairs
walk up stairs
walk up
upstairs
up
u
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Offline Keoni29

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #19 on: November 04, 2013, 06:48:41 pm »
That is pretty cool. I thought you just tokenized the string.
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Offline DJ Omnimaga

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #20 on: November 04, 2013, 07:39:14 pm »
I wonder, calc84maniac, if you ever considered doing a TI-Nspire and HP Prime version of this at one point? Of course, I don't know if Lua and HP PPL would be fast enough for vector graphics, but maybe in C/ASM (assuming the HP Prime ever gets C/ASM support)? You could even have double buffering and introduce animations in each scenes where the camera moves around. :P
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Offline calc84maniac

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #21 on: November 04, 2013, 07:43:09 pm »
I wonder, calc84maniac, if you ever considered doing a TI-Nspire and HP Prime version of this at one point? Of course, I don't know if Lua and HP PPL would be fast enough for vector graphics, but maybe in C/ASM (assuming the HP Prime ever gets C/ASM support)? You could even have double buffering and introduce animations in each scenes where the camera moves around. :P
Nah, those systems aren't 8-bit enough to be worthy of a port :P
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Offline DJ Omnimaga

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #22 on: November 04, 2013, 08:00:44 pm »
Lol, but still, it would be nice I guess. I get what you mean, though. :P
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Offline TIfanx1999

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #23 on: November 05, 2013, 12:20:37 am »
Wow, just wow... Calc84... I've come to expect great things from you, but this is fantastic! How did you manage such sound quality? How many channels does it support? O.O

Offline DJ Omnimaga

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #24 on: November 05, 2013, 12:23:56 am »
Yet this only gets 6 downloads on ticalc.org because it's not called Mario... <_<
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Offline calc84maniac

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #25 on: November 05, 2013, 12:45:10 am »
Wow, just wow... Calc84... I've come to expect great things from you, but this is fantastic! How did you manage such sound quality? How many channels does it support? O.O
I was able to get this sound quality by using a sample-based approach, along with buffered audio. I'm able to fairly efficiently buffer a segment of audio in advance while the other buffer is being played via interrupts, then use whatever CPU time is left over for the rest of the game's processing. I'm supporting 3 channels since that's what the music in this game requires and it keeps the CPU usage at a reasonable level. It can play either 3 square waves or 2 square waves + 1 white noise.
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Offline Keoni29

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #26 on: November 05, 2013, 03:31:08 am »
Yeah I was thinking about the double buffered approach once too, but in AXE interrupts are not fast enough to get high-pitched sound out of a calculator.
« Last Edit: November 05, 2013, 03:31:29 am by Keoni29 »
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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #27 on: November 05, 2013, 05:29:49 am »
Yet this only gets 6 downloads on ticalc.org because it's not called Mario... <_<
People just don't expect such awesome things on a calculator and thus don't search for it :P

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Offline Phero

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #28 on: November 05, 2013, 07:11:08 pm »
Yet this only gets 6 downloads on ticalc.org because it's not called Mario... <_<

Great art is seldom appreciated by the masses :)

Offline Juju

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Re: Steins;Gate 8-Bit (TI-84+CSE)
« Reply #29 on: November 05, 2013, 08:01:56 pm »
Maybe the Steins;gate fandom will appreciate it. I posted it on Tumblr and it got 12 notes (reblogs/likes), which is not bad for my blog.
« Last Edit: November 05, 2013, 08:02:12 pm by Juju »

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