Author Topic: Tetris in TI basic  (Read 17657 times)

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Offline DJ Omnimaga

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Re: Tetris in TI basic
« Reply #45 on: April 18, 2010, 02:26:47 pm »
Thanks guys :)

Plus he has done calc stuff for quite a while already.
Tomorrow I will have been with Omnimaga for a year :O
yeah but didn't you join TI|BD like around the same time Omnimaga shutted down? (early 2008) Plus IIRC you were invited to TI|BD, meaning you alerady had releases there or were alerady programming for calcs before.
« Last Edit: April 18, 2010, 02:27:22 pm by DJ Omnimaga »
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Offline Builderboy

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Re: Tetris in TI basic
« Reply #46 on: April 18, 2010, 02:36:45 pm »
I think you should make the pieces contact the walls also, and instead of moving the walls, I'd make them 2 pixels thick, so it touches and you can pxlTest.

Hmmmm?  The walls are tested using Pxl-Tests, I just moved them to give a more styalized design, although it doesnt seem like it is catching on ;D The pixel that is being tested is in the center of any given block, so walls are tested just like pieces.  I'm thinking that i should add lines in the spaces now, though :P

And yeah DJ i have been programing for a lot longer than I have been on Omnimaga, i was just celebrating a glorious day ^^ Hmmm the release of Vortex on TiCalc is dated to about 2 years ago, and i believe i got into programing in the beginning of the year, so i have been in the community for about 2 and a half years :)

Offline DJ Omnimaga

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Re: Tetris in TI basic
« Reply #47 on: April 18, 2010, 02:43:23 pm »
That reminds me I should really give this game, your old Portal clones as well as a few others like Tetris a try. I tried trapped but gave up cuz I couldn't solve most puzzles :( (I suck at those games. For the 15th level of Portal for the PC, i had to rely on an online walkthrough to figure out how to get past the 00:37 part of this video x.x
after trying to figure out for 2 hours.
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Offline Builderboy

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Re: Tetris in TI basic
« Reply #48 on: April 18, 2010, 02:52:10 pm »
Heh, yeah thinking with Portals can be very tricky :) especially for people who aren't as good at puzzle games.

Offline ztrumpet

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Re: Tetris in TI basic
« Reply #49 on: April 18, 2010, 03:38:09 pm »
I think you should make the pieces contact the walls also, and instead of moving the walls, I'd make them 2 pixels thick, so it touches and you can pxlTest.

Hmmmm?  The walls are tested using Pxl-Tests, I just moved them to give a more styalized design, although it doesnt seem like it is catching on ;D The pixel that is being tested is in the center of any given block, so walls are tested just like pieces.  I'm thinking that i should add lines in the spaces now, though :P

Right now it's like this:
Line, Space, Blocks
I think it would look better as:
Line,Line,Blocks

This lets you pxlTest and lets the wall come all the way in. ;D

Offline Builderboy

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Re: Tetris in TI basic
« Reply #50 on: April 18, 2010, 03:42:34 pm »
Ah, gotcha.  Well it already uses PixelTests for the walls, but the graphical change would be nice i think :)

Offline DJ Omnimaga

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Re: Tetris in TI basic
« Reply #51 on: April 18, 2010, 04:32:26 pm »
I agree ^^ I am curious how good it would look like
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Offline meishe91

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Re: Tetris in TI basic
« Reply #52 on: April 18, 2010, 05:29:17 pm »
Ya, it looks good either way though, but the gap is a bit odd :P Great work :)

By the way, Happy-One-Year-on-Omnimaga-a-Day-Ahead-of-the-Actual-date! :P
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Offline theUnnamed

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Re: Tetris in TI basic
« Reply #53 on: April 18, 2010, 08:12:08 pm »
The unfortunately down side of builder boy leaving me in the dust is that I was using the competition as motivation and cause he finished so fast I no longer have as much motivation.
I also must note to builder boy that your codes wall time (actual execution time) is in fact not the ultimate determinate of programs quality this case as long as your code can respond and change everything in <1/60 of a second it doesn't matter how quick you do things with in that so the real challenge is to make an appearance of faster running not a straight up faster running piece of code. if it's impossible to do a full render do as close as you can and clean up next frame. that is the key to making the game look better.
we are look at run times in the 1/1000 of a second range.  One must realize that you can do quite a bit in 1/60 of a second.

there is a definite place for interlacing and the like.
« Last Edit: April 18, 2010, 08:40:23 pm by theUnnamed »

Offline DJ Omnimaga

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Re: Tetris in TI basic
« Reply #54 on: April 18, 2010, 08:17:41 pm »
Mhmm sorry I couldn't understand perfectly what you are saying, Could you rephrase a bit? Sorry english is not my native language.
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Offline willrandship

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Re: Tetris in TI basic
« Reply #55 on: April 18, 2010, 08:29:03 pm »
So you live in Quebec then?

EDIT: Stupid question. Should've seen your profile  ::)
« Last Edit: April 18, 2010, 08:29:41 pm by willrandship »

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Re: Tetris in TI basic
« Reply #56 on: April 18, 2010, 08:54:25 pm »
My point was that we are messing with a difference of  <.001 seconds when the only responsiveness that is important is that of updating the screen in <.01666 of a second so though builder boy's programs wall time is low wall time is not always the most important.  And actually after a review of the data that builder boy has supplied and a few of my own test (inaccurate as they may be) I think builder boy's got me beat on this one his code runs fast enough that all of this is irrelevant. I just now have been able to get the code over to my calculator and it runs faster than I think mine could.  It just goes to show me and everyone else the simplest solution is often the best.  Although I think I have a couple of small improvements on his code but I won't post them because I'm not at all sure they are actually any faster.
« Last Edit: April 18, 2010, 08:55:04 pm by theUnnamed »

Offline DJ Omnimaga

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Re: Tetris in TI basic
« Reply #57 on: April 18, 2010, 09:15:02 pm »
I usually optimize for speed in BASIC when I want the highest speed possible but it really depends of people and programs as well as what people are aiming for.

@Willrand yeah Quebec. A bunch of the forum users actually speak french as native language or speak it a lot (altough they mostly live in Europe)
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Re: Tetris in TI basic
« Reply #58 on: April 18, 2010, 09:36:23 pm »
I usually optimize for speed in BASIC when I want the highest speed possible but it really depends of people and programs as well as what people are aiming for.
Normally I do that too, although I also sometimes optimize for size. :D

Offline DJ Omnimaga

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Re: Tetris in TI basic
« Reply #59 on: April 18, 2010, 09:49:24 pm »
Yeah the issue is that often in BASIC you need every picosecond you can save because every single token seems to slow things down x.x.

In ASM you will add a bunch of code and it will still run relatively fast.
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