CodeWalrus

Development => Calculators => Calc Projects, Programming & Tutorials => Topic started by: Unicorn on July 22, 2015, 10:47:36 PM

Title: [TI-84+CSE] Nagoji 4x3 CSE [Hybrid Basic]
Post by: Unicorn on July 22, 2015, 10:47:36 PM
So, @alexgt has let me port his Nagoji contest entry to the TI 84+ CSE!
Its all finished! Wooooo!
You must play the part of the Ninja (Ninja-go) and deke all of the obstacles. This version includes highscores, crazy colors, and even a preview on the menu!
This will only work on the TI 84+ CSE. More levels will come. Eventually.
HAVE FUN!

I have heard something about @DJ Omnimaga trying to port this to the CE???

Download below!

(https://usercontent.irccloud-cdn.com/file/zNDiwDev/1441046017.gif)
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on July 23, 2015, 12:33:46 AM
I can give you the run down when I get to my PC (the levels and the color changes)
Also I will make a PC version so you can play it and see the actual game :)
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on July 23, 2015, 12:36:07 AM
Do you plan to use 4x3 squares or sprites that forms the 4x3 grid by the way? I am curious about how fast such game could get. It shouldn't be too slow with just squares, though (see my Tunnel game)
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on July 23, 2015, 12:39:49 AM
Unicorn is just porting it (although he can fancy it up since I couldn't do much with 4x3 graphics)
I would't think that it would be that slow if you can draw squares with the CSE. Also what language are you useing Unicorn, Basic?
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on July 23, 2015, 12:46:40 AM
Aah ok. My speed concerns was because in pure ASM, it takes 0.125 seconds to fill a 160x240 area of the screen with a single color, meaning that in his case, it would be 0.015625 seconds to update the row of blocks coming in and 0.005083 seconds to display the character again (he will flicker). This is because TI couldn't afford to spend an extra $0.05 to put an eZ80 in the TI-84+CSE instead of a 15 MHz Z80 that can't handle such large screen. While this doesn't seem like much, this adds up fast in the already slow language that is TI-BASIC.

It will most likely be fast enough for a Nagoji port, but if your HP Prime games had later levels that scrolled at 60 FPS or so, then those levels won't be possible, since he won't get more than 6 FPS.

And I think he uses TI-BASIC with xLIB.
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on July 23, 2015, 12:53:30 AM
Ahhh, well he can slow it down all he wants (it might be better that way I hear from you it is quite hard O.O have you had any luck with the new controls). I don't know how fast it is at the end but I do know that 6 fps barely will cut it.
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on July 23, 2015, 01:58:03 AM
Well, I'll try! I think I'm going to draw ahead of time on the other side of the screen, so there shouldn't be too much time dedicated to drawing. Oh yeah, and yes, DJ, xLib. ;)

Also, thanks for checking that out and making a pc compatible game :)
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on July 23, 2015, 02:34:08 PM
Quote from: Unicorn on July 23, 2015, 01:58:03 AM
Well, I'll try! I think I'm going to draw ahead of time on the other side of the screen, so there shouldn't be too much time dedicated to drawing. Oh yeah, and yes, DJ, xLib. ;)

Also, thanks for checking that out and making a pc compatible game :)
I might make it today depending when I get back and how much I have to do other wise it will be out tomorrow ;)
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on July 23, 2015, 02:41:50 PM
Quote from: alexgt on July 23, 2015, 02:34:08 PM
Quote from: Unicorn on July 23, 2015, 01:58:03 AM
Well, I'll try! I think I'm going to draw ahead of time on the other side of the screen, so there shouldn't be too much time dedicated to drawing. Oh yeah, and yes, DJ, xLib. ;)

Also, thanks for checking that out and making a pc compatible game :)
I might make it today depending when I get back and how much I have to do other wise it will be out tomorrow ;)
Any time's fine ;)
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on July 23, 2015, 02:53:16 PM
Well I have 4 days until I go to camp for to weeks so...
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on July 23, 2015, 02:58:26 PM
Well, bye then I can use the regular emulator, but I would have to slow it down myself O.O
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on July 23, 2015, 03:01:18 PM
I will give you a special version that has a variable at the start so you can speed it up or slow it down depending on if you need it slower to see all the mechanics :)
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on July 23, 2015, 03:07:48 PM
Quote from: alexgt on July 23, 2015, 03:01:18 PM
I will give you a special version that has a variable at the start so you can speed it up or slow it down depending on if you need it slower to see all the mechanics :)

Oh, mucho coolio! Thanks a ton :)
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on July 23, 2015, 03:09:44 PM
Did you mean to give me karma for the last message?
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on July 23, 2015, 08:08:46 PM
Quote from: alexgt on July 23, 2015, 03:09:44 PM
Did you mean to give me karma for the last message?
Yes! Anyways, I think I might end up needing to make the squares smaller :(
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on July 23, 2015, 09:09:43 PM
That is fine It will probably help with the speed :)
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on July 23, 2015, 09:55:58 PM
Well, I've added a menu to the title screen, and a block of random colors travelling along the bottom of th screen.
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on July 24, 2015, 01:12:22 AM
Yeah I really need to get a playable version for you so you know the mechanics and everything. Also this will probably have to be a clone not a port so you can speed it up :)
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on July 24, 2015, 03:49:15 PM
Here's a screenshot of what I have going so far:

This is slow with a rand(16 command to a faster rand(1 command.
(https://usercontent.irccloud-cdn.com/file/zhDUbDzY/1437738214.gif)

This is with out any delay: The delay before drawing does not happen on calc.

(https://usercontent.irccloud-cdn.com/file/qVQ4f3FS/1437738432.gif)


What color do you think the menu text should be? 
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on July 24, 2015, 06:20:45 PM
Cool, you can download it and try it out so you can see all the obstiacals :)
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on July 24, 2015, 07:28:30 PM
is that kind of how the blocks move? I don't think I can send an app to this connectivity kit version BTW. But on sunday, I will be able to, as my computadora will be back :)
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on July 24, 2015, 07:38:16 PM
I would wait until sunday because I don't have much tome today :(
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on July 24, 2015, 09:12:26 PM
Question: How can I get this code to make the moving rectangle stay the same color and size? I have it change every time, but it needs to stay the same.

EDIT: Fixed it up!

(https://usercontent.irccloud-cdn.com/file/aCnyYiBL/1437758562.gif)

real(0,1,1
real(8,1,0
real(0,3,4,0,0
Repeat getKey
A-40->A
If C=3
real(7,9,A,40,40,40,D,0
real(7,9,A,80,40,40,D,0
rand(B
If C=3
real(7,9,A,40,40,40,0,0
real(7,9,A,80,40,40,0,0
If not(A:Then
160->A
B-1->B
randInt(1,255->D
randInt(1,5->C
End
If not(B
16->B
End
Title: Re: Nagoji 4x3 CSE [Hybrid Basic]
Post by: Snektron on July 25, 2015, 11:33:18 AM
Hey, isnt there a asm bcall on the CSE to shift the display a few rows? can't you use that with this or does xlib not have a binding for it?
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on July 25, 2015, 11:59:14 AM
Quote from: Cumred_Snektron on July 25, 2015, 11:33:18 AM
Hey, isnt there a asm bcall on the CSE to shift the display a few rows? can't you use that with this or does xlib not have a binding for it?
It does, but it looks like I won't need it! I may need to switch buffers when changing the screen color because it is kinda slow. Or not, becasue of the confusing :)

Player squares are working, and I have a screenshot! There is no movement yet :\

(https://usercontent.irccloud-cdn.com/file/xcM5DLjb/1437828756.gif)

Current code:


real(0,1,1
real(8,1,0
Lbl H
real(0,3,4,0,0
"Nagoji:
real(6,0,23,5,66,36,0
"4x3
real(6,0,83,5,16,36,0
"CSE
real(6,0,113,5,224,36,0
16->B:1->C:160->A
Repeat max(Ans={45,92,93,94,82
"1.Play 2.Help
real(6,0,27,17,5,61,0
"3.Info 4.Quit
real(6,0,27,25,5,61,0
A-40->A
real(7,9,A,40+40(C=1),40,40+40(C=2),D
rand(B
real(7,9,A,40+40(C=1),40,40+40(C=2),0
If not(A:Then
160->A
B-1->B
randInt(1,255->D
randInt(1,2->C
End
If not(B
16->B
getKey
End

Ans->K
DelVar G

If K=45
Goto X

If K=92:Then
real(0,3,4,0,0
16->B:1->E:40->J:40->L:80->M:255->N
DelVar FDelVar HDelVar IRepeat K=15
Repeat K=15
real(2,0->K
H+1->H
A-40->A
real(7,9,I,J,L,M,N,0
real(7,9,A,0+40(C=2),40,80+40(C=3),D
rand(B
real(7,9,A,0+40(C=2),40,80+40(C=3),F
If not(A:Then
160->A
B-E->B
If H>=100:Then
randInt(0,255->F
real(0,3,4,F,0
End
If H>=28:Then
randInt(1,255->D
randInt(1,255->N
End
randInt(1,3->C
End
If not(B:Then
1->B
DelVar E
End
If F=D
randInt(0,255->D
End
End
If K=93:Then
real(0,3,4,0,0
"How to play=Up arrow to jump=Down arrow to slide=Right arrow to SMASH!==The point of the =game is to get=through as many=obstacles as=possible,=traversing through=multiple levels of=different=difficulties and=themes.
real(6,0,0,5,255,61,0
Repeat getKey
End
1->G
End
If K=94:Then
real(0,3,4,0,0
"This game was first=envisioned by alexgt=for The Codewalr.us=4x3 Contest. It was=made for the HP=Prime, and now, the=TI-84+ CSE by=Unicorn.
real(6,0,0,5,255,61,0
Repeat getKey
End
1->G
End
If G
Goto H
Lbl X
real(0,1,1
real(0,3,4,255,1
real(0,3,4,255,0
Stop
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on July 26, 2015, 02:27:25 PM
bump

Just want to say that player squares have been implemented, but not movable! I'm close to getting them movable, but it seems like my getkey isn't working right... :/ Anyways, I now have an interactive menu, courtesy of mr womp womp on cemetech :)
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on July 26, 2015, 06:01:50 PM
Awesome! it looks like it works pretty well, here are level attributes:
- 1 z80 colors pretty boring
- 2 player and backroung is z80 while obsticals have all random RGB values
- 3 player turns random colors of red
- 4 player turns different colors of green
- 5 player turns different colors of blue
- 6 player is all crazy colors (random RGB) and obsticals are random blue hues
- 7 obsticals are random green colors
- 8 obsticals are different red colors
- 9 the obsticals are random red and green colors (blue is 0)
- 10 EVERYTHING is spammy and crazy and ipsadfuhgphnfdoinaodfugpdurg (the player is random RGB colors and the obsticals are and the background is(if it is hard to do teh backround make something really distarcating that makes it hard for the player (like a walrii O.o)))

Also the speed is incremented based on the level so the algorithm is like this DelayAmount(some hard coded integer)-(LEVEL*25(or something that would work well))->DELAYVAR and then decrease the  DELAYVAR by one until it reaches 0 then move the obstical (that is how I coded it but you can do what works just wanted to explain some of the code ;))
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on July 27, 2015, 04:19:42 AM
Thanks for that, and I just need to install the firmware update to my connectivity kit!

EDIT:  And if you want to mess around with untested code: https://usercontent.irccloud-cdn.com/file/jo0RmCUE/NAGOJI.8xp :P
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on July 29, 2015, 02:42:34 AM
Looks good so far. I didn't have time to check the code yet, though. Also I think the title screen text should be white.
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on July 29, 2015, 03:30:33 AM
Ok, I'll take that into account. I also have to do one thing with the code making get key work right with ought a rand delay, and then I will post very updated code. So that code is kinda outdated ;)


Edit: current code, that should work, when running, notice the delay when pressing clear to exit the game because of the rand call.

But be wary the spaces,

real(0,1,1
real(8,1,0
Lbl H
real(0,3,4,0
"Nagoji:
real(6,0,23,5,6,36
"4x3
real(6,0,83,5,16,36
"CSE
real(6,0,113,5,224,36
160->A
"Play Help/Info Quit 
real(6,0,43,17,5,47
1->Q:1->R:Repeat max(K={21,105,45
">
real(6,0,40R-5,9+8Q,15
real(6,0,40R-6,9+8Q,10
Repeat K
A-40->A
real(7,9,A,40+40(C=1),40,40+40(C=2),D
real(7,9,A,40+40(C=1),40,40+40(C=2),0
If not(A:Then
160->A
B-1->B
randInt(1,255->D
randInt(1,2->C
End
If not(B
16->B
getKey->K
End
">
If max(K={25,34:Then
real(6,0,40R-5,9+8Q,0
real(6,0,40R-6,9+8Q,0
End
Q+(K=34)-(K=25->Q
Q-2(Q=3)+2not(Q->Q
If max(K={24,26
">
real(6,0,40R-5,9+8Q,0
real(6,0,40R-6,9+8Q,0
R+(K=26)-(K=24)->R
R-2(R=3)+2not(R->R
End
DelVar GIf K=45
Goto X
If R=1 and Q=1:Then
real(0,3,4,0
16->B:1->E
DelVar FDelVar HRepeat K=15
real(2,0->K
H+1->H
A-40->A
real(7,9,A,0+40(C=2),40,80+40(C=3),D
rand(B
real(7,9,A,0+40(C=2),40,80+40(C=3),F
If not(A:Then
160->A
B-E->B
If H>=100:Then
randInt(0,255->F
real(0,3,4,F
End
If H>=28
randInt(1,255->D
randInt(1,3->C
End
If not(B:Then
1->B
DelVar E
End
If F=D
randInt(0,255->D
End
End
If R=2 and Q=1:Then
real(0,3,4,0
"How to play=Up arrow to jump=Down arrow to slide=Right arrow to SMASH!==The point of the =game is to get=through as many=obstacles as=possible,=traversing through=multiple levels of=different=difficulties and=themes.
real(6,0,0,5,255,61
Repeat getKey
End
1->G
End
If R=1 and Q=2:Then
real(0,3,4,0
"This game was first=envisioned by alexgt=for The Codewalr.us=4x3 Contest. It was=made for the HP=Prime, and now, the=TI-84+ CSE by=Unicorn.
real(6,0,0,5,255,61
Repeat getKey
End
1->G
End
If G
Goto H
Lbl X
real(0,1,1
real(0,3,4,255,1
real(0,3,4,255
Return
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on August 02, 2015, 06:17:16 AM
Ok, so I have run into a problem. I need to get rid of the rand( delay, as it lowers the getkey registers. Is there anyways to get the erasing rectangle to erase a customized time after the rectangle is displayed without using rand?

real(0,1,1
real(8,1,0
Lbl H
real(0,3,4,0
"Nagoji:
real(6,0,23,5,6,36
"4x3
real(6,0,83,5,16,36
"CSE
real(6,0,113,5,224,36
160->A
"Play Help/Info Quit 
real(6,0,43,17,5,47
1->Q:1->R:Repeat max(K={21,105,45
">
real(6,0,40R-5,9+8Q,15
real(6,0,40R-6,9+8Q,10
Repeat K
A-40->A
real(7,9,A,40+40(C=1),40,40+40(C=2),D
real(7,9,A,40+40(C=1),40,40+40(C=2),0
If not(A:Then
160->A
B-1->B
randInt(1,255->D
randInt(1,2->C
End
If not(B
16->B
getKey->K
End
">
If max(K={25,34:Then
real(6,0,40R-5,9+8Q,0
real(6,0,40R-6,9+8Q,0
End
Q+(K=34)-(K=25->Q
Q-2(Q=3)+2not(Q->Q
If max(K={24,26
">
real(6,0,40R-5,9+8Q,0
real(6,0,40R-6,9+8Q,0
R+(K=26)-(K=24)->R
R-2(R=3)+2not(R->R
End
DelVar GIf K=45
Goto X
If R=1 and Q=1:Then
real(0,3,4,0
16->B:1->E
DelVar FDelVar HRepeat K=15
Repeat K=15
real(2,0->K
H+1->H
A-40->A
real(7,9,A,0+40(C=2),40,80+40(C=3),D
rand(B
real(7,9,A,0+40(C=2),40,80+40(C=3),F
If not(A:Then
160->A
B-E->B
If H>=100:Then
randInt(0,255->F
real(0,3,4,F
End
If H>=28
randInt(1,255->D
randInt(1,3->C
End
If not(B:Then
1->B
DelVar E
End
If F=D
randInt(0,255->D
End
End
If R=2 and Q=1:Then
real(0,3,4,0
"How to play=Up arrow to jump=Down arrow to slide=Right arrow to SMASH!==The point of the =game is to get=through as many=obstacles as=possible,=traversing through=multiple levels of=different=difficulties and=themes.
real(6,0,0,5,255,61
Repeat getKey
End
1->G
End
If R=1 and Q=2:Then
real(0,3,4,0
"This game was first=envisioned by alexgt=for The Codewalr.us=4x3 Contest. It was=made for the HP=Prime, and now, the=TI-84+ CSE by=Unicorn.
real(6,0,0,5,255,61
Repeat getKey
End
1->G
End
If G
Goto H
Lbl X
real(0,1,1
real(0,3,4,255,1
real(0,3,4,255
Return
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on August 12, 2015, 02:27:43 PM
I have no idea :-\
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on August 12, 2015, 06:05:33 PM
lol.I actually fixed that, it was really simple, and I was overthinking it.

Anyways, I've been meaning to bump this agin since all the posts where lost. I have the player displayed and doing moves, just when the player resets back to position I don't erase the leftover squares. I just have to fix that, then implement collision detection, highscores, and balance the difficty out, and I will released ot without any levels. Just one continuous one that gets harder and harder. Then I will work on other games, then come back to this with levels ;)


And welcome back @alexgt :)
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on August 17, 2015, 05:12:09 AM
Glad to see progress :). How is the speed so far by the way? Do you also swap back and forth between each half of the LCD? Because that would get rid of the flicker.
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on August 20, 2015, 04:55:19 AM
Yeah, I don't swap back and forth yet, and progresss is pretty good, but I'm kinda working on MoneyWalrus rigt now.
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on August 20, 2015, 01:19:19 PM
Quote from: Unicorn on August 20, 2015, 04:55:19 AM
Yeah, I don't swap back and forth yet, and progresss is pretty good, but I'm kinda working on MoneyWalrus rigt now.
I kinda have the same problem (getting better at speed cubing, running cross country, and hanging out doesn't leave much open for coding Nagoji 320x240 or all my other projects <_<)
Title: Re: Nagoji 4x3 CSE [Hybrid Basic]
Post by: p4nix on August 20, 2015, 05:40:03 PM
cut off 'hanging around' and 'sleep' for some extra hours.
/me runs
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on August 20, 2015, 10:23:01 PM
Unless hanging out involves calculator programming :P
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on August 25, 2015, 03:59:41 AM
Of course, calcs first :P Anyways, I think I'm back working on this, because I don't want to figure out matrices yet for MoneyWalrus. :P
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on August 26, 2015, 01:35:33 PM
Quote from: Unicorn on August 25, 2015, 03:59:41 AM
Of course, calcs first :P Anyways, I think I'm back working on this, because I don't want to figure out matrices yet for MoneyWalrus. :P
Awe come on matricies aren't that hard :P

Quote from: DJ Omnimaga on August 20, 2015, 10:23:01 PM
Unless hanging out involves calculator programming :P
I have one friend that I tried to get into calcs but that soon ended :(
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on August 27, 2015, 05:12:43 AM
Yeah, I tried that to. It didn't work, but we are going to work together on a ruby thing together.
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on August 27, 2015, 02:44:20 PM
He still wan'ts to learn coding but he has other stuff like hanging out all day every day that gets in the way xD
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on August 28, 2015, 07:03:22 AM
Yeah,well, there is always life. Anyways, 'm slowly getting this to work, in my spar time.
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on September 01, 2015, 02:38:08 AM
Yeah it really depends of the people's commitment to these things. Some people likes calculators and programming, but they don't care enough to invest any time into it or into forums. Or at least they aren't interested enough to do it during certain periods of the year (eg Summer and holidays)

Anyway glad this is progressing Unicorn. Don't give up.
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 01, 2015, 04:40:57 AM
Thanks! And you inspired me to complete what I was workign on :)

Without further ado!....

Update: Progress has resumed!

I have the entire game engine done, except for collision detecting. Movement does get a little slow occasionally, but that is to be expected. To account for that delay, I will add a 3 lives until the game ends.

Anyways, a screenshot!

(https://usercontent.irccloud-cdn.com/file/zNDiwDev/1441046017.gif)

Now, I just have to do lives and collision detecting, and then I will release it! I won't be doing levels just yet, as I have a few other projects going on.
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on September 01, 2015, 04:42:17 AM
Wow, looks as fun as the original. Glad to see progress. Will speed increase this fast in the final version, though? O.O
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 01, 2015, 04:46:36 AM
It might, I haven't gotten around to balancing things yet, but when you get to the fastest speed, it becomes crazy with color changes.

Here's a screenshot of what it looks like.

(https://usercontent.irccloud-cdn.com/file/mvdindP0/1441046745.gif)
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on September 02, 2015, 02:32:29 AM
By the way, I don't notice much flicker in the screenshot. jsTIfied sometimes add flicker to them so I was wondering if you managed to get rid of flickering on the real calc? I can't wait to try it. :)
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on September 02, 2015, 03:26:19 AM
Looks awesome Unicorn, also btw you go back to the running position after the obsticals move three times, you can add it if you want but it is up to you ;)
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 02, 2015, 03:28:23 AM
Quote from: alexgt on September 02, 2015, 03:26:19 AM
Looks awesome Unicorn, also btw you go back to the running position after the obsticals move three times, you can add it if you want but it is up to you ;)
what do you mean? Did you see the screenshot on page 3? Its better ;)
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on September 02, 2015, 03:32:19 AM
It looked like to me that the player went down immediately after the obstical unless it speeds up there
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 06, 2015, 08:15:16 AM
UPDATE:

I'm pretty much done, I just have to work out a few minor kinks, and maybe get some optimization. Highscores work, btw :)
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on September 06, 2015, 03:57:43 PM
Awesome. :D Be sure to upload it in the first post or put a ticalc/cemetech link in it so I can clone the topic in the downloads section and also put it on ticalc.org :) Did you keep the same control scheme as the original, by the way?
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 06, 2015, 05:08:44 PM
Quote from: DJ Omnimaga on September 06, 2015, 03:57:43 PM
Awesome. :D Be sure to upload it in the first post or put a ticalc/cemetech link in it so I can clone the topic in the downloads section and also put it on ticalc.org :) Did you keep the same control scheme as the original, by the way?
Yup, I will post links when it is ready, and the control scheme is pretty much the same.
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on September 08, 2015, 11:45:14 PM
Great to hear ;)
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 09, 2015, 07:10:51 AM
I rn into a bit of a problem. For some reason, the menu does not let the player go to info or help. I ve beenn loking at it for a couple of days now and I can't find the problem. I will post the code tomorrow, and besides that, I just need to write the readme!
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 10, 2015, 06:18:57 AM
Ok, here's the code I promised, along with a screenshot :)

(http://i.imgur.com/feIQ7pL.gif)


real(0,1,1
real(8,1,0
SetUpEditor ʟNAG
If not(dim(ʟNAG
{0→ʟNAG
Lbl H
ʟNAG(1→Z
real(0,3,4,0
"Nagoji:
real(6,0,23,5,252,36
"4x3
real(6,0,83,5,16,36
"CSE
real(6,0,113,5,224,36
160→A
"Play Help/Info Quit
real(6,0,43,17,5,47
"High:
real(6,0,43,35,196,0
real(6,1,85,35,196,Z,0
DelVar V
1→Q:1→R:16→B:Repeat max(K={21,105,45
">
real(6,0,40R-5,9+8Q,15
real(6,0,40R-6,9+8Q,10
Repeat K
A-40→A
real(7,9,A,45+40(C=1),40,35+40(C=2),D
rand(B
real(7,9,A,45+40(C=1),40,35+40(C=2),0
If not(A:Then
160→A
B-1→B
randInt(1,255→D
randInt(1,2→C
End
If not(B
16→B
getKey→K
End
If max(K={25,34:Then
">
real(6,0,40R-5,9+8Q,0
real(6,0,40R-6,9+8Q,0
End
Q+(K=34)-(K=25→Q
Q-2(Q=3)+2not(Q→Q
If max(K={24,26
">
real(6,0,40R-5,9+8Q,0
real(6,0,40R-6,9+8Q,0
R+(K=26)-(K=24)→R
R-2(R=3)+2not(R→R
End
If K=45 or R=2 and Q=2
Goto X
If R=1 and Q=1:Then
real(0,3,4,0
1→V:3→E:160→A:40→M:40→I:80→J
DelVar FDelVar HDelVar BDelVar Z
Repeat K=15
Z+1→Z
real(2,0→K
H+1→H:B+.5→B
If E≤0
.5→E
If K=2:Then
80→M:80→I:40→J
2→θ:2→W
End
If K=3:Then
80→I:40→J
3→θ:3→W
End
If K=4:Then
DelVar M
4→θ:4→W
End
real(7,9,0,M,I,J,5,0
If K=2
real(7,9,0,40,40,40,F
If K=3 or K=4
real(7,9,0,80,40,40,F
If B=E
A-40→A
real(7,9,A,0+80(C=2),40,80+40(C=3),D
If B≥E:Then
A+40→A
real(7,9,A,0+40(C=2),40,80+40(C=3),F
DelVar B
A-40→A
real(7,9,0,40,40,80,5,0
If θ=2
real(7,9,0,80,80,40,0,0
If θ=3
real(7,9,40,40,40,40,0,0
If θ=4
real(7,9,0,0,40,40,0,0
40→I:40→M:40→J
DelVar θ
End
If A=160
DelVar W
If C=3 and W≠3 and not(A:Then
15→K
1→V
End
If C=2 and W≠4 and not(A:Then
15→K
1→V
End
If C=1 and W≠2 and not(A:Then
15→K
1→V
End
If not(A:Then
real(7,9,A,0+40(C=2),40,80+40(C=3),F
E-.5→E
160→A
If H≥130:Then
randInt(0,255→F
DelVar θ
End
If H≥58
randInt(0,255→L
randInt(1,255→D
randInt(1,3→C
End
If F=D
randInt(0,255→D
End
If V=1:Then
real(0,3,4,0,0
"YOUR SCORE IS:
real(6,0,1,1,255,0
real(6,1,122,1,255,Z,0
If max(ʟNAG<Z:Then
Repeat K
real(2,0,0→K
"YOU GOT A HIGH SCORE!
real(6,0,1,9,R,0
randInt(1,255→R
End
{Z→ʟNAG
End
Repeat K
real(2,0,0→K
End
Repeat getKey
End
DelVar Z
1→G
End
If R=2 and Q=1:Then
real(0,3,4,0
"How to play:=Up arrow to jump=Down arrow to slide=Right arrow to SMASj`=The point of the=game is to get=through as many=obstacles as=possible,=traversing through=μltiple levels of=different=difficulties and=themes.
real(6,0,0,5,255,61
Repeat getKey
End
1→G
End
If R=1 and Q=2:Then
real(0,3,4,0,0
"This game was first=envisioned by alexgt=for The Codewalr.us=4x3 Contest. It     was=made for the HP=Prime, and now, the=TI-84+ CSE by=Unicorn.
real(6,0,0,5,255,61
Repeat getKey
End
1→G
End
If G
Goto H
Lbl X
real(0,1,1
real(0,3,4,255,1
real(0,3,4,255
Return
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on September 10, 2015, 06:26:54 AM
I don't have time to check right now because I am heading to bed soon, but try to poke me again tomorrow evening in case I forgot and that I might have some time. I can't guarantee I'll find the problem but we never know.

Do you mean it won't let the cursor move down or just error when you try to confirm those selections?
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 10, 2015, 06:55:25 AM
Well, I move the coursor to info or help, then press enteror second, then it just randomly quits. AnDd I know that it doesn't go through the whole program beforw quitting, s the exit is atthe end.
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on September 10, 2015, 10:37:51 AM
That is weird, the only help I can give you is goto the the error and see if there are any misplaced characters but you probably did that :P
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 10, 2015, 04:23:09 PM
Yeah, I can't really find anything even when I press On.
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on September 10, 2015, 10:54:49 PM
Could it be a missing End statement? It seems like the most common symptom.
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 10, 2015, 11:05:53 PM
Yeah, that was it. I checked all the If:Then things except for the gameplay one, which I was missing X.X
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on September 10, 2015, 11:14:41 PM
I see. Glad it's fixed. Also I tried the version you posted on IRC and it's good so far. My suggestion would be to take advantage of the UPDATELCD feature to remove some of the flicker that happens sometimes, but I am unsure if it would cause extra slowdowns.

Also, the game should start faster, but not speed up as fast.
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 12, 2015, 05:31:31 AM
Weeee!

Its all done, I just need to compress the .zip file and upload! (Which will probably happen
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 12, 2015, 06:05:14 AM
You must play the part of the Ninja (Ninja-go) and deke all of the obstacles. This version includes highscores, crazy colors, and even a preview on the menu!
This will only work on the TI 84+ CSE. More levels will come. Eventually.
HAVE FUN!

Download below
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on September 12, 2015, 06:10:01 AM
Awesome, but you should probably also put the zip and screenshots inside the first post, so I can clone this topic to the downloads section. :P


Also I think it could probably be ported to the 84+CE using CE TextLib's rectangle function but I would need to check your code to see if the way it's laid out allows such port. The advantage is that TextLib allows chaining commands, so it could circumvent the slow Asm(prgmNAME) syntax.
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 12, 2015, 06:14:13 AM
Quote from: DJ Omnimaga on September 12, 2015, 06:10:01 AM
Awesome, but you should probably also put the zip and screenshots inside the first post, so I can clone this topic to the downloads section. :P
Yeah, I will do that, but I have to go now.
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on September 12, 2015, 06:25:08 AM
False, the only thing that exists is CodeWalrus :trollface:

ANyway yeah I can't wait to play the new version :)
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 12, 2015, 05:17:59 PM
Quote from: DJ Omnimaga on September 12, 2015, 06:25:08 AM
False, the only thing that exists is CodeWalrus :trollface:

ANyway yeah I can't wait to play the new version :)

I know, but a movie really distracts you sometimes... :P

Thanks :)
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on September 12, 2015, 06:18:41 PM
Btw your first post about a port by me has a typo: I had in mind to port it to the CE, not the CSE. You should also put a screenshot there.
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 12, 2015, 07:37:54 PM
Quote from: DJ Omnimaga on September 12, 2015, 06:18:41 PM
Btw your first post about a port by me has a typo: I had in mind to port it to the CE, not the CSE. You should also put a screenshot there.
Did I really. /me facepalms

I'll change that and through a screenshot in
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on September 12, 2015, 08:54:40 PM
By the way, what is the difference between each level? I know the speed increases very fast during 1 level and colors change in the next level, but what about the rest?
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 12, 2015, 08:55:53 PM
Quote from: DJ Omnimaga on September 12, 2015, 08:54:40 PM
By the way, what is the difference between each level? I know the speed increases very fast during 1 level and colors change in the next level, but what about the rest?
I didn't create an levels, I'm gonna do that once moneywalrus is done, or I get bored ;)
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on September 13, 2015, 06:33:14 PM
Great to hear Unicorn, sorry for not seeing this sooner but I have been off for 4 days <_<

Quote from: DJ Omnimaga on September 12, 2015, 08:54:40 PM
By the way, what is the difference between each level? I know the speed increases very fast during 1 level and colors change in the next level, but what about the rest?
In the original it increases 10% from the original speed every level but I am not sure if Unicorn did that.
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 17, 2015, 02:26:12 AM
UPDATE:
I fixed a bug were your moves do not take effect, making you lose.

@DJ Omnimaga Can you please clone this?

Here's the new download: Below
Title: Re: Nagoji 4x3 CSE
Post by: Dream of Omnimaga on September 17, 2015, 02:48:38 AM
Already cloned. Make sure that the latest version is available in the first post, though :)
Title: Re: Nagoji 4x3 CSE
Post by: Unicorn on September 17, 2015, 03:09:38 AM
THanks! And yeah, I updated it :)
Title: Re: Nagoji 4x3 CSE
Post by: alexgt on September 20, 2015, 04:22:21 PM
Awesome, glad it is finished, sometime I will try it out on the emu (hopefully soon ;))