I haven't even heard music this good in regular 84+ games :o Great job! Are the sound routines compatible with the monochrome models?Yeah, they should be (at least with the 15MHz models).
I just uploaded a video on Youtube now. See post above for it.Thanks DJ, looks great!
You got that out of a calculator o.o This is amazing ;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif) You're really pushing me to get a CSE now :3You just have to win the contest :P
I think you just made me want a CSE. Oh well, I might be able to borrow one from a classmate a little :PYeah I was shocked when i heard the music. Even Project M music quality wasn't even close to this good and TI-Boy SE music pitch just constantly changed due to the emulator slowing down.
Seriously, the music just sounds... unreal. When watching DJ's video, I couldn't even recognize that that was supposed to be coming from a calc.
Can you publish the source for that? Maybe make it into an axiom :DI haven't even heard music this good in regular 84+ games :o Great job! Are the sound routines compatible with the monochrome models?Yeah, they should be (at least with the 15MHz models).I just uploaded a video on Youtube now. See post above for it.Thanks DJ, looks great!
That would be pretty cool if someone makes a tracker or something that can produce such music and an axiom that can take the output of said tracker.Can you publish the source for that? Maybe make it into an axiom :DI haven't even heard music this good in regular 84+ games :o Great job! Are the sound routines compatible with the monochrome models?Yeah, they should be (at least with the 15MHz models).I just uploaded a video on Youtube now. See post above for it.Thanks DJ, looks great!
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.
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. :PNah, those systems aren't 8-bit enough to be worthy of a port :P
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.OI 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.
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
Yet this only gets 6 downloads on ticalc.org because it's not called Mario... <_<
PS: Maybe a TI-84+CSE emulator on TI-Nspire ? :pWould be great indeed. But even monochrome z80 calcs didn't have a complete emulator (I don't know if Jacobly still works on calcemu in secret) so I wouldn't expect an emulator for the color model anytime soon.
I think the source is always useful, even if you don't understand everything. I think most of us learned how to program our calcs by playing with other's sources (and asking questions), even if we didn't quite understand what everything did. I'd really like to learn more about how vector graphics work. Besides, we'll never learn how those "mad optimizations" work if we never see them ;)I may perhaps release the source code eventually. Though I'd probably do that for the audio engine first, if anything, splitting that into a separate project. And the music tracks are indeed from the original game.
Btw, where are the music tracks from? Did you write them, calc84maniac? Or are they taken from the original game? They're super catchy...
I may perhaps release the source code eventually. Though I'd probably do that for the audio engine first, if anything, splitting that into a separate project. And the music tracks are indeed from the original game.Cool :D I'd be happy to add music to my games using that engine. TIMID is a bit behind on schedule. Every time I pick up that project again something in the source is broken :P
404 not found D:All right, now that ticalc's updated it I just sent the link there. It should work now.
Remember that Omni download updates no longer work, so you now must attach your file in a post, then upload a link to it rather than the file itself in the upload form.
Yeah it would be nice. What I wish, however, is that there was an emulator that supported both sound and 84+CSE graphics (currently, they are messed up in jsTIfied). I know that TilEm supports sound, but not the Windows version IIRC and I don't know how reliable 84+CSE emulation is.Well, currently this game at least looks fine in jsTIfied, because it doesn't use any fancy LCD features and simply runs at full resolution. Though, until just a moment ago I could never get it to run in jsTIfied because of a glitch in my app header. This glitch also apparently makes the application randomly self destruct because the OS suddenly decides it's not valid. I've just uploaded a fix (v0.21) which should hopefully go live soon. The app is identical in all other ways, so there's no immediate need to update unless you're running into the app self-deletion issue.
Could it be possible to make a scaled-down monochrome version of this? It looks interesting and I want to play it, but I don't have a CSE.Technically, yeah it should be possible. Most sections of text displayed would have to be split up, though, since I really can't display as much on the screen at once. I could cut out the lower part of the image to make more room for text, though (which is actually what the original game did; the CSE version has the bonus of having the full image displayed along with the text).
Could it be possible to make a scaled-downmonochromegrayscale version of this? It looks interesting and I want to play it, but I don't have a CSE.
This is how it should be. ;DHeh, true enough. It would be interesting to see how well that would work along with sound output, though. On the other hand, the polygon rendering might lend itself well to dithering for "colors" in monochrome. I think there's a monochrome computer selectable in the original game that does just that, but of course it's much higher than 96x64 resolution.Could it be possible to make a scaled-downmonochromegrayscale version of this? It looks interesting and I want to play it, but I don't have a CSE.