Author Topic: TI-84+ CSE: BTetris  (Read 5996 times)

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Offline tifreak

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TI-84+ CSE: BTetris
« on: September 15, 2013, 01:51:08 pm »
The B stands for BASIC, since I know very little asm. :p

You might be asking "Why BASIC? We already have TetricA, and it's awesome."

And I will agree with you on that, it is awesome.

This is actually my first forays into building a tetris game. I've been trying to expand myself into other things beyond that of RPGs, and since I've never done this before, I figured this could be a fun learning experience. :)

As it stands right now,

I have the pieces to where they fall to the bottom

Full rotation on all 7 pieces and their varying forms

The pieces do not rotate past the right side boundary

The program is 1870 bytes in size



And the DCS8 icon:

Thoughts so far? :)
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Offline Sorunome

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Re: TI-84+ CSE: BTetris
« Reply #1 on: September 15, 2013, 02:13:42 pm »
looking nice!
And i guess the actual playing area is so small due to the slow screen?
« Last Edit: September 15, 2013, 02:14:00 pm by Sorunome »

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Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #2 on: September 15, 2013, 02:16:26 pm »
Not really, is just me trying to follow the rules. Tetris is generally created on a 10w x 20h board. Since Pt-On( doesn't have colors when choosing options 2 and 3, I went with option 1 which puts 3x3 squares up. It sadly makes the playing area a bit smaller. It also gives me the ability to minimize code and make things more efficient.
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Offline Sorunome

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Re: TI-84+ CSE: BTetris
« Reply #3 on: September 15, 2013, 02:20:01 pm »
oh, i see

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Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #4 on: September 18, 2013, 09:08:12 pm »
Got a bit more working this evening:



And right after I stopped that screenshot, I decided to see how it handled rotating the piece and seeing if that stacked properly:



So, what do you guys think so far? :)

I'm going to try throwing it at my calc and 'play' as it stands right now. I know I still have to do the line fill checking, but that can wait until I'm sure every piece fits in properly and all the checking is done correctly.
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Offline TIfanx1999

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Re: TI-84+ CSE: BTetris
« Reply #5 on: September 19, 2013, 07:58:42 am »
I think it's a nice effort, but the play area really is tiny. :/

Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #6 on: September 19, 2013, 08:30:03 am »
I can make it a little bigger and ignore the set rules of Tetris, without overly affecting the size of the program, just the size of the matrix. I've thought about doubling the size of the sprites into 6x6 blocks.. The only thing that would add would be.. 4 times the amount of Pt-On( commands, and would slow down drawing and erasing of the blocks. I might look into that once I have a fully working version going. Kind of up in the air, I really want to keep this below 3kb if at all possible.

I also fixed all collision detection and hid code off in boolean blocks to speed up the loops, so it goes a bit faster now. :)

Thanks at least for the partial compliment. lol
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Offline TIfanx1999

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Re: TI-84+ CSE: BTetris
« Reply #7 on: September 19, 2013, 08:39:49 am »
Could you perhaps use the ASM program that puts it in 160x120 mode and stretches things? *edit* what about using a series of (non filled) lines?
« Last Edit: September 19, 2013, 08:40:54 am by Art_of_camelot »

Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #8 on: September 19, 2013, 09:05:40 am »
I haven't looked into the asm bit, honestly not even sure where to get it.

As to using the Line(s, I'd have to modify how the pieces are stored, which is currently a list in a format of {how far right, how far down, how far right, how far down, how far right, how far down, how far right, how far down} which is in values of 0,3,6,9, since Pt-On( with option 1 is 3x3 pixels.
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Offline TIfanx1999

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Re: TI-84+ CSE: BTetris
« Reply #9 on: September 19, 2013, 09:54:30 am »
I think tr1p1ea wrote it IIRC. You could poke him if you're interested. I'd just like to see something that gets you a better size playing field but maintains decent speed. :)

Offline Sorunome

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Re: TI-84+ CSE: BTetris
« Reply #10 on: September 19, 2013, 10:48:22 am »
did you also check for collision above your piece when turning, so that if you put the piece inside a 'cave' it could get higher when turning...(do you know what i mean?)

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Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #11 on: September 19, 2013, 12:04:39 pm »
I will have to see if it handles that or not, Sorunome. Sounds like something I might have to add into the rotation detection code. Though, the pieces themselves all start in the top left block of the sprite, but I don't think I've taken into account the possibility of rotating a piece into another piece. Something else to look into :)
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Offline DJ Omnimaga

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Re: TI-84+ CSE: BTetris
« Reply #12 on: October 09, 2013, 12:10:28 am »
Looks kinda good for BASIC. I assume that it would be best to not play this for too long at once, though, else your eyes will get tired from the small screen. :P
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Offline tifreak

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Re: TI-84+ CSE: BTetris
« Reply #13 on: October 18, 2013, 07:39:08 am »
lol I guess if you have vision problems, it could pose an issue. This was more to try to make it in the first place, since I've never done it before! :)

On a side note:



I got line dropping fully working now. I know after it drops it looks like the pink is gone, but it was there. jstified just has issues with color screenshots :<

You can check out the program here: http://tifreakware.net/tifreak8x/btetris/BTETRIS.8xp

I still need to add scoring and do some revamping of the pieces moving, but otherwise, this is pretty close to the final version.

2nd/Alpha flips, left/right moves pieces, Enter pauses, MODE quits.
Projects: AOD Series: 75% | FFME: 80% | Pokemon: 18% | RPGSK: 60% | Star Trek: 70% | Star Trek 83+: 40% | TI-City: 5%

Offline Sorunome

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Re: TI-84+ CSE: BTetris
« Reply #14 on: October 18, 2013, 06:24:38 pm »
so tiny x.x

But still nice! :D

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