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Upcoming TI-83 Plus Games

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MORTAL KOMBAT IN Z80 ASM FORTI-83 PLUS!!!
Nick_S  Account Info

I need someone to explain the ion and mirage sprite drawing routines so I can do this at the best speed possible.This is my first attempt at an ASM game so don't criticize if it not that great when its done. My friend already made all the sprites for characters and stuff.Got alot of ideas.I would like some good tutorials on using the link for two player games as well.Hopefully this will be available for ion as well as mirage and maybe the TI-OS.

Comments?, Questions?, Ideas?
e-mail me at:
ycantihearu0@aol.com
or im me
ycantihearu0

     28 July 2003, 21:27 GMT

Re: MORTAL KOMBAT IN Z80 ASM FORTI-83 PLUS!!!
SpeakerForTheDead Account Info
(Web Page)

Sorry. I don't know anything about ASM.

     31 July 2003, 16:32 GMT

MORTAL KOMBAT IN Z80 ASM FORTI-83 PLUS!!!
Nick_S  Account Info

y no enthusiasm?
no one wants mk on an 83+?
u gotta b kiddin me

     9 August 2003, 07:22 GMT


MORTAL KOMBAT(Z80 ASM FOR 83+)
Nick_S  Account Info

<<<MK Update>>>
*TI-OS Support Dropped(The OS alone totally sucks)

[For those of you who don' know Mortal Kombat is a fighting game.Lots of specials powers,Bloody finishing moves and fresh cans of "whoop-ass" waiting to be opened]

btw - how can you get the calc to read multipe presses for a fighting game? (eg. right,down,alpha - in order NOT same time)

*This will be for 83+ Ion and Mirage
*Will later be tweaked for the regular 83/83+ S.E.
*Release Date [[UNKNOWN]]

CALLING ALL SOLO ASM CODERS FOR 83/83+/83+SE Ion and MirageOS PROGRAMMERS!!!
JOIN COOL CALC PRODUCTIONS WEBSITE COMMING SOON(being planned right now)

Questions?,Comments?,HaTeMaiL?
Email:Ycantihearu0@aol.com
IM:Ycantihearu0

     26 August 2003, 23:16 GMT


Cool Calc
Nick_S  Account Info
(Web Page)

click the link for my site-it very new so alot of the stuff isnt there yet

     5 September 2003, 04:25 GMT

Hegemony v1.02
SpeakerForTheDead Account Info
(Web Page)

Heeheehee!

So I'm sitting here typing (see previous page) why other programmers use multiple programs as subroutines (it saves memory by making it so you don't have to put the same commands in time after time after time). And I was explaining how this doesn't work with labels since you can't get it to return.

Well, this is true. You CAN'T get it to AUTOMATICALLY return to the correct place. What you CAN do is commission an infrequently used variable, like Q, and use it to store the label for the routine to return to! I just shaved off 3KB from my program! And then I shaved off another 1.5KB by deleting a function which, while occasionally handy, is really unneccesary.

It's slightly slower than it used to be, but saving 5K is worth it!

So now I'm working on beta testing HEGEMONY: THE BATTLE TO UNITE THE HUNDRED WORLDS v1.02. I'll put it it on my website, too. So if you're interested, go there, download it, and tell me about any errors (be sure to read the Readme file first).

Again, it's http://pwebsftd.tripod.com

     31 July 2003, 16:40 GMT


Re: Hegemony v1.02
Merthsoft
(Web Page)

You little genius... little sob pos genius.. I love you now (in a frindly non homsexual kind of way) thats so awsome...

Oh, and if you are making a custom menu (as I usualy do, because the Menu( command is so bland) Use a while statement, like this.
Note Don't put in the "//" those are comments

1->A //Stores cursor position
Disp "New
Disp "Load
Disp "Help
Disp "Quit //Draw the "Menu"
While 1
Output(A,1,"-> //Cursor
Repeat K //Loops until a button is pressed
Getkey->K
End
A+(K=25)-(K=34->A //Moves the cursor
If K=21 and A=1 //Pressed 2nd, cursor at New
Goto N //New Game
If K=21 and A=2 //2nd, cursor at load
Goto L //Load game
If K=21 and A=3 //2nd, cursor at help
Goto H //Help
If K=21 and A=4 //2nd, at quit
Goto Q //Quit
End //Ends the "While 1" loop

I have a different way of doing this for my SpaceShooter, but I will post that at my message board...

     31 July 2003, 19:27 GMT


Re: Re: Hegemony v1.02
SpeakerForTheDead Account Info
(Web Page)

Was that sarcasm? Because it DID seem kind of obvious to me.

And, yes. Custom menus are handy. I used one in my game. But usually the memory command works and saves a lot of memory, as you just demonstrated.

     31 July 2003, 20:33 GMT


Re: Re: Re: Hegemony v1.02
George Wellman  Account Info

In almost all of my games, I se eiher While or Repeat for the core of my programs, as well as for getkey routines. Sometimes, you might use For(, if you want to repeat a certain number of times. I am going to use this in Racer X: at the main menu, if you choose an option, it goes to the high score screen after about thirty seconds.

     31 July 2003, 21:28 GMT


Re: Re: Re: Re: Hegemony v1.02
SpeakerForTheDead Account Info
(Web Page)

The problem with loops is getting into them, like if you exit the game and want to get back in where you left off. It doesn't work because then the calculator had never read the Repeat or While statement.

Btw, which do you use more? While or Repeat? I used to use While mostly, but now I find myself ususally using Repeat. There's actually a difference, you know (other than that one is the inverse of another).

     31 July 2003, 21:52 GMT


Re: Re: Re: Re: Re: Hegemony v1.02
Merthsoft
(Web Page)

It depends, look at sample Menu... it uses repeat for GetKey( and While 1 for the main loop...


And that wasn't sarcasm, you realy are a genius.

     1 August 2003, 23:20 GMT

Upcoming 3D ASM Game for TI-83 (+)
Sora Hikaru  Account Info

At the moment I am busy with a pseudo 3D game. The 3D engine is finished and some people have seen it and think it looks 3D. However its not the vector 3D that you see in computer games on the computer. In fact it are sprites builded in each other. But for TI the 3D is nice. Its much better then those fake Dooms in TI-Basic.

I also have finished a TI-NetLink system that works almost perfect. I think I will make it up to 8 calculators. (Actually there is no limit of how many calculators can be connected so 100 or 1000 is possible but then it would take 10 seconds or more before the link routine is ready). So 8 is the limit and I dont think 100 people will connect their calculator together.
TI-NetLink doesn't work on VTI but only on real calculators or emulators that use the real 2 bits sending system instead of Bytesending what VTI does.

I also will make an One-Player option in it with background sound so people without friends also have fun with this game.

But there is one disadvantage. You have to pay for it. I will calculate 3 Euro for a standard version with everyting except level building and 5 Euro for a pro version with Level building.
There will be a shareware version on the internet with only a one player option and one level to play.

But there is one problem.
I'm a TI83 ZASM programmer. I usually don't program in ION but I wanna make my programs compatible with TI83 aswell with TI83+. The porting from ASM to ION with a few modifications worked. But I don't know if it works for TI83+ so I have to figure out.

     31 July 2003, 22:41 GMT

Re: Upcoming 3D ASM Game for TI-83 (+)
George Wellman  Account Info

You suck dude. Go work for Microsot, if you wanna make money. Nobody's goin to pay for a TI game. That's unfair o all of us programmers who distribute our stuff as freeware to the masses.
However, as a way to encourage new programmers to join the fold, everyone should hev to create at least one program and submit it to ticalc.org before being allowed to download anything. I consider other people's games my payment for programming my own games and submitting them for free. If you're going to charge for this game, then maybe you should also pay some royalties for TASM, or whatever you're using to compile your game, and for whatever sprite program you used, and all of the games and programs you yourself downloaded free here.

     3 August 2003, 21:33 GMT

Re: Re: Upcoming 3D ASM Game for TI-83 (+)
SpeakerForTheDead Account Info
(Web Page)

Dude, isn't the joy of knowing that YOUR games are being enjoyed payment enough?

And the only thing your system would cause would be massive amounts added to the already massive amounts of "Hello World" stupid programs and just plain clones of other people's programs. How many versions of Snake/Nibbles/Mofrog are out there now that are ACTUALLY the same game with different titles?

     3 August 2003, 22:42 GMT

Re: Re: Upcoming 3D ASM Game for TI-83 (+)
Merthsoft
(Web Page)

Yeah, bad idea... I learned how to use some very useful routines from other people prgraming. What there needs to be is a law preventing pepole from protecting programs, so I don't have to unprotect them.

     4 August 2003, 15:55 GMT


Re: Re: Re: Upcoming 3D ASM Game for TI-83 (+)
SpeakerForTheDead Account Info
(Web Page)

I protect my programs, but they're so easy to unprotect (for the most part). The REASON I protect them is because some idiot may decide to screw with the code and then they give the game to someone else who complains the game doesn't work.

Note, I said some "idiot." Now, someone who actually HAS half a brain I don't mind seeing what I did.

     7 August 2003, 18:17 GMT


Re: Re: Upcoming 3D ASM Game for TI-83 (+)
Sora Hikaru  Account Info

First I want to say that I don't use routines from others.
The following routines are all mine:
Sprite
3D Engine
2D based map writing and reading
Options Menu
Sound Producer

Second thing is that I have made already many free games (most in Basic, one in ASM).

I all will release them soon so everyone can enjoy those. Only this game has so many new features and so many exclusive things like NetPlay Link and Stereo InGame Audio and I work on it very long (nearly all day long since 2 weeks) so a little purchage for all my work would be nice. And the game is fully availeble in 1 Player with Sound (yes also Stereo). For Level Building and MultiPlay. Maybe I will release the game earlier (in about half a year) but first I want to look if people in my region want to pay for it.

If the pay-results are poor or is decreasing to 0 for a time I will release the game for free.

     5 August 2003, 20:05 GMT


Re: Re: Re: Upcoming 3D ASM Game for TI-83 (+)
SpeakerForTheDead Account Info
(Web Page)

How does one listen to sound on a calcuator?

     7 August 2003, 19:16 GMT


Re: Re: Re: Re: Upcoming 3D ASM Game for TI-83 (+)
George Wellman  Account Info

1. Get a sound program. ( i.e. Calcmod)
2. Get an adapter. (2.5 mm male to 3.5 mm female stereo adaptor, from RadioShackfor around 4 bucks)
3. Enter MirageOS/Ion
4. Plug adaptor into linkport, then headphones into adaptor. (Make sure you're in a shell first, otherwise your calc will freeze until you take the headphones out.)
5. Run sound program.
6. Enjoy cell-phone ringer quality sound.

Other good sound programs are Ti jukebox, which comes with an SDK so you can make your own songs without knowing assembly, Sndlib, which lets you make music from Basic progs, and Playwav, which plays real sound. (Not very much of it, cause it takes up so much mem)
Forget all those stupid schematics for connecting headphones for your calc. Just buy a friggin' adptor from Radioshack.

     7 August 2003, 20:50 GMT

Re: Upcoming 3D ASM Game for TI-83 (+)
Sora Hikaru  Account Info

I also can give some good news:

The 3D Engine and the 2D MapReader is finished and perfect. It is a 32x32 map with every odd row/column is a block (unlimited view to the side isn't possible).
Like this:
000000
010101
000000
010101

You see every odd row/column has a 1. That is the place where is always a block. You will see the 2D area in 3D.

Now I only have to:

Make a new Link Routine. The old version could only submit 16Bits and I must make one that can submit at least 24Bits at once. Not a big problem. Also I have to connect the Link Routine to the battery so it can calculate the maximum speed.
If the batteries are low the speed of the calculator is much less than a calculator with full batteries. So if you connect two calculators with a diffrent power the slower calculator can't hold the fast calculator his speed and both will crash (not really crash but the Link system stops).

And I have to make a options menu, level building, Audio (with songs). And game options like capture the flag and deathmatch.



     5 August 2003, 20:20 GMT


Re: Re: Upcoming 3D ASM Game for TI-83 (+)
Sora Hikaru  Account Info

Actually I lied (not on purpose)

The 3D Engine isn't perfect. Infact it's trash. Only the sprites are usefull. It has to do with Memory acces. I made a system that gives two Memory adresses and begins at the first adress and goes on until the second adress. However adresses needed to be reversed but backward writing didn't worked so the engine wrote parts of RAM it shouldn't acces and destroyed necessary data to let the TI work correct and building backwriting in the old Engine takes longer then writing a new engine.

I can use the sprites but I have to make a new 3D engine. I think I only give the begin adress and the bytes he has to write.

The 2D Engine is perfect (as far as I know).

     6 August 2003, 22:55 GMT


Re: Upcoming 3D ASM Game for TI-83 (+)
Sora Hikaru  Account Info

Oh I remember something:

The ION porting is easy and good on the TI83 so there shouldn't be a problem with the compatibility with TI83+.

     5 August 2003, 20:23 GMT

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