Author Topic: YAMGT  (Read 88772 times)

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Offline Scipi

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Re: YAMGT
« Reply #375 on: November 11, 2011, 09:48:31 am »
It'd be cool if the bullets hit each other and deflected each other sort've like in Devil May Cry XD

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Spoiler For Things I find interesting:
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Spoiler For IMPORTANT NEWS!:
Late last night, Quebec was invaded by a group calling themselves, "Omnimaga". Not much is known about these mysterious people except that they all carried calculators of some kind and they all seemed to converge on one house in particular. Experts estimate that the combined power of their fabled calculators is greater than all the worlds super computers put together. The group seems to be holding out in the home of a certain DJ_O, who the Omnimagians claim to be their founder. Such power has put the world at a standstill with everyone waiting to see what the Omnimagians will do...

Wait... This just in, the Omnimagians have sent the UN a list of demands that must be met or else the world will be "submitted to the wrath of Netham45's Lobster Army". Such demands include >9001 crates of peanuts, sacrificial blue lobsters, and a wide assortment of cherry flavored items. With such computing power stored in the hands of such people, we can only hope these demands are met.

In the wake of these events, we can only ask, Why? Why do these people make these demands, what caused them to gather, and what are their future plans...

Offline Darl181

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Re: YAMGT
« Reply #376 on: November 11, 2011, 11:07:57 am »
It'd be cool if the bullets hit each other and deflected each other sort've like in Devil May Cry XD
I played around with that a bit while making Maxwell's Demon, it's quite the slowdown x.x
« Last Edit: November 11, 2011, 11:08:12 am by Darl181 »
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Offline Darl181

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Re: YAMGT
« Reply #377 on: February 13, 2012, 06:47:59 pm »
So I'm trying to make a sort of homing missile thingy to eventually use in Essence and maybe SCB, but evidently I'm doing something wrong :P
Prolly because I'm using routines which I don't really understand how they work or how I threw together the majority of the program at 1AM, but oh well.

Originally it was made so you control the weird missile-like thingy, but I added/took out stuff so it's full of comments XD

Spoiler For The Game:
Quote from: Axe
.HOMING MISSLETEST
[7C82828282827C00]Pic1
[F8888888F8000000]Pic2
[E0E0E00000000000]Pic3
0Vtheta
256Z
10240XYNO
Repeat getKey(15)
getKey(3)-getKey(2)*128+NN
getKey(1)-getKey(4)*128+OO
N>>24320?N-24576N
N<<~256?N+24576N
O>>16128?O-16384O
O<<~256?O+16384O
Pt-On(N/256-1,O/256-1,Pic3)
...
.getKey(4)-getKey(1)*3+Z->Z
Z>>0?Z--
Z<<0?Z++
Z>>256?256->Z
Z<<~256?256->Z
...

.getKey(3)-getKey(2)*2+V->V
...
V>>0?V--
V<<0?V++
V>>64?V--
V<<~64?V++
V//16+theta->theta
...

.theta>255?theta^256->theta
cos(theta)*2A**ZS+XX
A**~2048A
sin(theta)*2B**ZT+YY
B**~2048B
...
X/256+16->I
Y/256+16->J
N/256+16->K
O/256+16->L
...


.TURN TOWARD THING
(X-N*^S-(Y-O*^T)>>0)*~2+thetatheta
(X-N*^S-(Y-O*^T)<<0)*2+thetatheta
...
XY PROJECTILE
ST PROJ VELOCITY
NO TARGET
...

Line(X/256,Y/256,A+X/256,B+Y/256)
.26624 18432
X<<~1024?X+26368X
X>>25344?X-26368X
Y<<~1024?Y+18176Y
Y>>17152?Y-18176Y
Pt-On(X/256-3,Y/256-3,Pic1)
Pt-On(~4*S+X/256-2,~4*T+Y/256-2,Pic2)
Pt-On(~8*S+X/256-1,~8*T+Y/256-1,Pic3)
If getKey(56)
ClrHome
Disp "X ",X/256>Dec," Y ",Y/256>Dec,i,"S ",S>Dec," T ",T>Dec,i,"Z ",Z>Dec," theta ",theta>Dec,i,"N ",N/256>Dec," O ",O/256>Dec
While getKey(56)
Pause 10
End
End
DispGraphClrDraw
End


Generated by the BBify'r (http://clrhome.org/resources/bbify/)
« Last Edit: February 13, 2012, 07:04:17 pm by Darl181 »
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Offline Builderboy

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Re: YAMGT
« Reply #378 on: February 13, 2012, 07:16:29 pm »
Whoops, caught a couple errors with the code I gave you.  First off, I switched the velocity vectors, so T and S should be switched.  Secondly, I mixed up ** and *^, and forgot that *^ was unsigned, so change the *^'s to **'s.  This all applies to the 'Turn Towards Thing' code.  I tried these changes on the calc and they worked beautifully :)

Offline Darl181

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Re: YAMGT
« Reply #379 on: February 14, 2012, 01:08:14 am »
Indeed it is working now :D

Now I'm trying to figure out some optimized way to have it bounce off of the sides...in the past I just multiplied it by -1 but angles get weird :P

See if I have the concept right:

.angle of 0 is going straight right
.angle of 64 is going straight up
.256 degrees or whatever the term is in programming
.Θ is a theta, the angle

X>>[right side of screen]?-Θ→Θ
X<<[left side]?Θ-128*-1+128→Θ
Y>>[bottom]?Θ-64*-1+64→Θ
Y<<[top]?Θ+64*-1-64→Θ


Basically what I'm trying to do is modify the angle so I can multiply it by -1 without messing it up, then change it back.
« Last Edit: February 14, 2012, 01:20:39 am by Darl181 »
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Offline Builderboy

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Re: YAMGT
« Reply #380 on: February 14, 2012, 01:24:29 am »
I think you can just do this:

Code: [Select]
X>>[Right] ?64-Θ→Θ
X<<[Left]  ?64-Θ→Θ
Y>>[bottom]?-Θ→Θ
Y<<[top]   ?-Θ→Θ

Which can be optimized since both the right/left and bottom/top results are the same.

Offline DJ Omnimaga

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Re: YAMGT
« Reply #381 on: February 14, 2012, 01:45:06 am »
Looks very nice Darl (in response to last page's screenshot). Sorry I haven't gotten much time to check this thread yet. :P
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Offline Darl181

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Re: YAMGT
« Reply #382 on: February 14, 2012, 01:54:18 am »
Thanks :)

For those helping to debug, attached program that spawned the program above.  You control the big circle thing.  Pressing Del brings up debug info:
X/Y deflated
S/T velocities based off of angle
Z forward/backward force
Θ angle, modded to keep under 256
N/O related to drawing of the line, not really important
Spoiler For code:
Quote from: Axe
.AMOVETST THE GAME
[7C82828282827C00]Pic1
[F8888888F8000000]Pic2
[E0E0E00000000000]Pic3
0ZthetaV
10240XY
Repeat getKey(15)
getKey(4)-getKey(1)*3+ZZ
Z>>0?Z--
Z<<0?Z++
...
*
Z>>256?256->Z
Z<<~256?256->Z
*
...

getKey(3)-getKey(2)*2+thetatheta
...
*
getKey(3)-getKey(2)*2+V->V
V>>0?V--
V<<0?V++
V>>64?V--
V<<~64?V++
V//16+theta->theta
*
...

theta>255?theta^256theta
cos(theta)*2N**ZS+XX
N**~2048N
sin(theta)*2O**ZT+YY
O**~2048O
Line(X/256,Y/256,N+X/256,O+Y/256)
...
*
26624
18432
*
...

XI
YJ
If X<<~1024 or (X>>25344)
64-thetatheta
IX
JY
End
.X+26368->X
.X>>25344?theta-128*~1+128->theta
.X-26368->X
If Y<<~1024 or (Y>>17152)
~thetatheta
IX
JY
End
.Y+18176->Y
.Y>>17152?theta-64*~1+64->theta
.Y-18176->Y
theta>255?theta^256theta
Pt-On(X/256-3,Y/256-3,Pic1)
Pt-On(~4*S+X/256-2,~4*T+Y/256-2,Pic2)
Pt-On(~8*S+X/256-1,~8*T+Y/256-1,Pic3)
If getKey(56)
ClrHome
Disp "X ",X/256>Dec," Y ",Y/256>Dec,i,"S ",S>Dec," T ",T>Dec,i,"Z ",Z>Dec," theta ",theta>Dec,i,"N ",N>Dec," O ",O>Dec
While getKey(56)
Pause 10
End
End
DispGraphClrDraw
End


Generated by the BBify'r (http://clrhome.org/resources/bbify/)

Edit: stupid mistake relating to backing up the vars, move X→I and Y→J to before the theta>255?theta^256→theta line

Edit2: problem solved, you change If X<<~1024 or (X>>25344) : 64-theta→theta to If X<<~1024 or (X>>25344) : 128-theta→theta (thanks builder ;D)
« Last Edit: February 14, 2012, 02:14:24 am by Darl181 »
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Offline hellninjas

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Re: YAMGT
« Reply #383 on: February 15, 2012, 03:40:46 pm »
Pretty addicting!

Offline DJ Omnimaga

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Re: YAMGT
« Reply #384 on: February 15, 2012, 03:44:25 pm »
Cool, gonna test when I have time :)
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Offline Darl181

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Re: YAMGT
« Reply #385 on: May 16, 2012, 03:41:01 pm »
I've been messing with Maxwell a bit, there's some graphic improvements as well as optimizations :)
It has a lot more than it used to, and it's about 900 bytes smaller.

See the screenies for stuff, also
Spoiler For readme:
Maxwell's Demon v1.2
By Darl181


:.TECHNICAL STUFF

This game is made for the 83-plus series (83+, 83+silver, 84+, 84+silver, Nspire 84+

emulator) using the Axe Parser programming language.
For help on sending this to the calculator, see ticalc.org's help page at:

http://www.ticalc.org/basics/linking

To run this game, you'll need aroud 7700 bytes of ram free, or have the program in the ram.
The first time it's run, it creates an appvar to store the options in. It only takes up

about 20 bytes, which there is normally room for, but if something goes wrong check your

memory just in case ;)


:.OBJECTIVE

Using the hole in the wall(s), sort the different colors of balls from each other.
Match the colors on the balls to those on the outside wall.


:.CONTROLS

Menu:
[Up] [Down] Move selector
[2nd] [Enter] [Right] Confirm/navigate forward
[ALPHA] [CLEAR] [Left] Go back

In-Game:
.2-type
[Up] [Down] Move hole in wall up/down

.3-type
[Up] [Down] Move hole in RIGHT wall up/down
[2ND] [ALPHA] Move hole in LEFT wall up/down

.4-type
[Up] [Down] Move hole in VERTICAL wall up/down
[Left] [Right] Move hole in HORIZONTAL wall left/right

.All
[X,T,theta,n] Pause (useful for telling colors apart)
[CLEAR] Quit to main menu

.From Pause
[X,T,theta,n] Resume
[CLEAR] Quit program


:.EXPLANATION OF OPTIONS

.Speed
Select the speed.  Full mode will only show up on 15mhz calcs.

.Init # of balls
The number of balls that are put on the field on game start.

.# more per game
Each "Play again", this number of  balls is added.

.Types of balls
2-type (black/white)
3-type (black, white and gray)
4-type (black, white, light gray and dark gray

.Hole width
Select how large the hole in the wall(s) (that you move around) is.

.Set defaults
Sets...
Speed: Normal
Init #: 4
More per game: 2
Types of balls: 2
Hole width: 15 pixels


:.DISCLAIMERS
The seconds counter is not exact, but it should be somewhat close to the correct time.
This is not based off of the thought expirement--rather, it's named Maxwell's Demon because

of similarities.


:.ZIP CONTENTS

All compiled programs are largely the same except for the program icon:
MAXWELL_noshell.8xp No shell needed, can be run using Asm( at the homescreen
MAXWELL_ion.8xp   For Ion (compatible with all major shells)
MAXWELL_mirage.8xp  For MirageOS (has 15*15 icon)
MAXWELL_dcs.8xp   For DCS (has 16*16 icon)
SMAXWELL.8xp Axe source.  Feel free to read through/learn/etc, but please give some sort of

credit if you copy large parts out of it ;)


:.VERSION HISTORY

1.0 Jan 29,2011
Made with Axe Parser 0.4.8
Original Release

1.1 Feb 21,2012
Made with Axe 1.1.2
Optimized ~1k from file size
Runs faster
Some aesthetic changes

1.2 May 16, 1012
Optimized more, smaller and faster
"Paused" indicator
"Success" pop-up
Seconds Counter


:.CONTACT INFO

Find me on Omnimaga.org, or email at:
[email protected]
I may or may not add/remove stuff from the readme, idk at this point...

Anyway, stuff.
Source is in the zip, also the Piratepad as usual.
Ion version attached outside of zip.

Still need to add/change a few things before updating the program on ticalc, like having the options var thing archived and/or angle-based direction.
« Last Edit: May 16, 2012, 09:02:03 pm by Darl181 »
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Offline hellninjas

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Re: YAMGT
« Reply #386 on: May 16, 2012, 03:42:33 pm »
This looks amazing o.o
I im definently getting this :D

Offline DJ Omnimaga

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Re: YAMGT
« Reply #387 on: March 02, 2013, 11:51:24 pm »
Congrats on the ticalc.org feature for Maxwell Darl! :D
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Offline Darl181

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Re: YAMGT
« Reply #388 on: March 03, 2013, 12:40:21 am »
Awesome \o/

Now to figure out what's wrong with the 4-level controls :P

E: mixed up left/right with 2nd/mode somehow lol
« Last Edit: March 03, 2013, 12:53:33 am by Darl181 »
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Re: YAMGT
« Reply #389 on: March 03, 2013, 05:08:08 pm »
Wow, congrats for getting featured! :D

THE GAME
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