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Upcoming TI-83 Plus Games

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Re: Upcoming TI-83 Plus Games
Dysfunction  Account Info

I'm back! The first movie trailer for Ender's Game: The Bugger Wars has now been uploaded! It should appear on this site as soon as the administartors get around to adding it to the archives, but you can also go to my website at geocities.com/mightyg16! If you haven't been following this awesome project, go to my site or the Maxcoderz forum for info.

     6 November 2003, 20:08 GMT


Re: Re: Upcoming TI-83 Plus Games
Bram Tant  Account Info
(Web Page)

Finally! I am going to look at it right away!!

     7 November 2003, 15:39 GMT

YAHTZEE
JAKAS  Account Info

Hello, I am currently working on... or should i say practically finished with a yahtzee game (in BASIC). Although, I am having a few problems with it. I need a total of, believe it or not, 34 variables. Now as you all know, there are only 27 available variables. I tried using strings, but i soon realized that with strings, I couldnt interchange variables. Like, I couldnt take the variable "A" and store it to String 1 and then change the contents of variable "A".
I tried to use Lists, but as funny as it sounds, I have a lot of trouble with lists. they bother me. I know just about every thing there is to know about the TI 83+ but my creativity is running short.
Can somebody please help me find a way to expand my list of variables (using strings or an easy way to use lists or something). thanx a lot.

     10 November 2003, 02:52 GMT

Re: YAHTZEE
Bram Tant  Account Info
(Web Page)

there is a prog named 255 strings, to (as the name says) get 255 string available (the prog hacks your calculator), in the readme it says how to do it, but the readme is wrong, so unless you find the wrong thing (just like me), it wont work... and last thing: even if u find the wrong thing, its not 100 % guaranteed that it will work (like with my calculator)...

     10 November 2003, 06:53 GMT


Re: Re: YAHTZEE
Bram Tant  Account Info
(Web Page)

oops, i thought u needed more strings, i diddent read it too good... i dont know any way to get more variables...

     10 November 2003, 17:53 GMT


Re: YAHTZEE
Dysfunction  Account Info

Okay, here's a little help with lists. If none of my advice works, post your specific problems here or on the forum at maxcoderz.com and I will respond.
To store variable A to L1:

:A->L1(1)

The number in parentheses following the name of the list is the byte of the list you're going to store variable A to. To scan an entire list:

:For(A,1,dim(L1
:Disp L1(A)
:End

This will display every number in the list on the homescreen. Any other trouble, post here or on maxcoderz, or email me at mightyg16@yahoo.com.

     10 November 2003, 20:45 GMT


Re: Re: YAHTZEE
JAKAS  Account Info

Wow, Thanx a lot. Looks like i missed that part in the manual about adding the number element at the end to get the value. Man, That really helps a lot. Thanx again!
Anyway, Look for this Game. It's all in one program and should be about 6000, sorry, but it's gonna be text all the way through... for now.

     10 November 2003, 22:46 GMT


Re: Re: Re: YAHTZEE
dabud15 Account Info

Another option would have been to use Matrixes. I don't know if you know how to use them or not, but they can also prove access to many necessary variables. They're also very helpful in games that require grids (lightsout, memory card games, tic-tac-toe, etc...).

~dabud15

     16 November 2003, 03:57 GMT


Re: Re: Re: Re: YAHTZEE
Merthsoft  Account Info
(Web Page)

The link brings you to my "list" of programs... The two tic tac toe programs use matices, very nicley, and some of the "Merthsoftsillygroup" programs use matices. The shuffling program uses a list, and the one wiht strings uses strings, maybe they will help.

     16 November 2003, 22:18 GMT


Re: Re: Re: Re: Re: YAHTZEE
JAKAS  Account Info

Well, thanx everybody for helping me out. I do enjoy the freedom of working with nearly infinite variables rather than only 27.

     17 November 2003, 00:49 GMT

YAHTZEE
Merthsoft  Account Info
(Web Page)

Click the URL to see some good programs I made... It'll felp you calculate how big your list will be. I know from experience that lists can get quite large, in relation to a variable. Remember you can Archive lists in a program. As in the following.
PROGRAM:ARCH
:15 -> dim(L1
:Archive L1
Hope it helps.

     17 November 2003, 21:23 GMT


Re: Re: Re: Re: Re: Re: YAHTZEE
Merthsoft  Account Info

Oh, and remember, you can save some space... Optimization... One person posted
":A->L1(1)

The number in parentheses following the name of the list is the byte of the list you're going to store variable A to. To scan an entire list:

:For(A,1,dim(L1
:Disp L1(A)
:End"
Make that
:A->L1(1
:For(A,1,dim(L1
:Disp L1(A
:End

     17 November 2003, 21:25 GMT

GAMES!!!
Merthsoft  Account Info
(Web Page)

WOW!!! Look at that amnt of dls.... more than my Card game, and my worst games.. lol... icluding one where you turn on you calc, which was requested a while ag, o well... now, onto upcomming games, i know my other progs went bellie up, but i am working on an RPG, that about... 10% done, better than any other project, oh well, i'll keep ya posted.

     14 November 2003, 21:12 GMT

Re: GAMES!!!
Dysfunction  Account Info

Hey Shaun, I remember you were looking forward to Ender's Game, weel the first trailer is here, look under 83+ Basic games, or go to my website to find it.

     16 November 2003, 20:37 GMT


Re: Re: GAMES!!!
Merthsoft  Account Info
(Web Page)

Yeah, I downloaded the trialor, but my calcs port is weird, and my cord is broken :(.... but I will definatley see it asap...
BTW... anyone with idea just tell me (for the RPG that is)

     16 November 2003, 22:09 GMT


Re: GAMES!!!
Merthsoft  Account Info
(Web Page)

heh heh... to see the programs with the major amounts of downloads follow the link in the original post.

     16 November 2003, 22:13 GMT

Chess
JAKAS  Account Info

Ok, Everybody loves chess right? Well, I'v been studying the minimax system and I think I can apply it to a BASIC program. That's right, and AI chess game. For now though, All i'm gonna try to do is create the AI Module. I'm not going to make a board or anything. anyway, I'm betting this is going to be a big project, so I could probably use some help or advice. Contact me if you have any thoughts.

     17 November 2003, 00:52 GMT


Re: Chess
Satsui  Account Info

..whoa. 'd love to play this if it gets done.
Unfortunately, its virtually impossible to do
in basic, as the routines would take far too long
to process - at least on an 83+.

Writing it in ASM would work, though, if you compressed it small enough..

     17 November 2003, 02:48 GMT


Re: Re: Chess
JAKAS  Account Info

I knew I'd get a response like that. Actually, believe it or not, I'v already started (just this afternoon) and I got it to calculate one move into the future (one white move, one black move). So i was technically playing chess a couple of minutes ago. I worked in a notation where the computer asked for your move, calculated it's best move, and outputted where it's next peice would go. I'm not going to post it yet, becuase it needs a lot of refinement, and it is downright stupid. I beat it with the 4 move checkmate (which is sad). Oh yah, It took approximately 5 seconds or so, so that means I should that i could have it calculating 5 moves into the future in about a minute. That is a little slow, but damn it's cool if youa ask me.

     17 November 2003, 04:10 GMT

Re: Re: Re: Chess
Satsui  Account Info

You on a black or a silver 83? If it's a minute
on a black calc, it could actually be playable
on the silver..

Drop me a line. If you've actually got a decent algorithm going, I could probably compress it into something runnable.

     17 November 2003, 05:08 GMT


Re: Re: Re: Re: Chess
JAKAS  Account Info

Ok, I have a black TI83+ Anyway, It is slow going as expected. I ran into a problem using matrices (no need for specifics) so I have to go back through it and use a string instead. But I should Have a decent algorithim for the pawns by the end of the day or maybe tomarrow. So if I'm lucky i'll just post the code for it so you all can see what i'm doing (and hopefully improve). At my current rate, I'd say it's turning out fairly well.

     17 November 2003, 22:49 GMT


Re: Re: Re: Chess
Merthsoft  Account Info

I think this sounds good, I am descent at graphics so if you want some, I'll do it for you...

     17 November 2003, 21:13 GMT

Re: Re: Re: Re: Chess
Dysfunction  Account Info

hehe Shaun, you thought your prog had a lot of downloads, mine had 107 this week, yours had only 24.

     17 November 2003, 21:43 GMT


Re: Re: Re: Re: Re: Chess
Merthsoft  Account Info

:P
BLAH BLAH BLAH!!!
It has a lot compared to my other programs...

     18 November 2003, 21:12 GMT


Re: Re: Re: Re: Re: Re: Chess
Satsui  Account Info

..107 in a week? Mine had 100 in one day.. :)

     21 November 2003, 07:46 GMT


Re: Re: Re: Re: Chess
JAKAS  Account Info

Ok, My only mission is to get a fairly simple AI module running. Once it's working I'm just going to upload that. So anybody who feels like making their own chess program is welcome to. I just don't have the time or energy to spend the time writing simple code. I'm just doing this cause it's a challenge. Anyway, sure, when I post it, create some sick graphics for it, and just give me credit for the AI module please.

     17 November 2003, 22:52 GMT


Re: Re: Re: Re: Re: Chess
Satsui  Account Info

Ownage. Get the AI done, someone draw me some graphics, and I'll type the rest up in ASM.

     17 November 2003, 23:34 GMT

Re: Re: Re: Re: Re: Re: Chess
JAKAS  Account Info

Ok, heres the quick view of what I got. It chooses the best move (not including en passant or the double forward thing) for any one of the computers pawns. Example: if a pawn can take a queen or a bishop, It takes the queen. Now you think: pawns? thats nothing... But the reason this is such a great building block for me is that it is set up for all the peices, and then just by repeating some of the steps you can predict into the future.

I predict that this program will be big, and it takes approximately 2 seconds per peice so about 32 seconds per step (into the future). So this means it would be able to make an educated game (able to beat a novice) with about 2 minutes per move. To make an advanced guess the program will take about 5 minutes per move. Remember this is in BASIC and on a black TI83+. If it were in assembly it should be better.

If you want a copy of the program so far (to see for yourself) just E-mail me!

     18 November 2003, 03:12 GMT


Re: Re: Re: Re: Re: Re: Chess
Merthsoft  Account Info

What kinda graphics you want?

     18 November 2003, 21:13 GMT


Re: Re: Re: Re: Re: Re: Re: Chess
JAKAS  Account Info

Ya know, I really couldn't care. I'd say the best you feel like making. My only objective is to make the AI module. So I guess if your looking for an opinion, just some peices that resemble the real thing.

Anyway, I double checked, and my method is perfect. So now All I have to do is add in all the possible moves. Oh, and here's a question for Satsui... Say my algorithm takes approximately 5 minutes in BASIC on a black TI83+. How long would that be if you wrote it in assembly and compressed it or whatnot?

     18 November 2003, 22:49 GMT

Re: Re: Re: Re: Re: Re: Re: Re: Chess
JAKAS  Account Info

Ok, just telling ya now. I have big math and bio tests comming up so I have to study and make some programs to check my answeres. So don't expect chess anytime soon. Cya

     19 November 2003, 23:48 GMT


Re: Re: Re: Re: Re: Re: Re: Re: Chess
Satsui  Account Info

Um. It wouldn't be fast.
Even someone like Sam could probably only get it
to 40 seconds per move.

I've been trying to think of a way to do it, but..
yeah.

     21 November 2003, 06:22 GMT


Re: Re: Re: Re: Re: Re: Re: Re: Re: Chess
JAKAS  Account Info

So. It's gonna be slow. Is that really such a bad thing... well, maybe. Either way, I'll hopefully finish it eventually.

     21 November 2003, 22:22 GMT


KEEP UP W/ CHESS AI!! / MY TI Language
Nick_S  Account Info

=====
CHESS
=====
Keep going on this I really want to see something as complex as a chess ai written in basic (besides the ones that are dumberer than yuor two-year-old sis). Well anyway read the below comment for an idea of how someone (or you) can make this EXECUTE faster

==============
MY TI Language
==============
I am making my own ti calc programming language (z80 only) That is very much like basic but allows access to system flags, use of inline asm, and much more like basic than TI POWER (wich was like a [in my opion] horrible breed of z80 basic and c). I may also learn 68k and have this language translate into 68k without changing any code (with exception of inline asm, standard commands would be converted easily). This would greatly inprove portability between z80's and 68k's and make programming for TI calcs(all models) very standard, like C++ is for computers

     19 December 2003, 23:16 GMT

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