Last post by DJ Omnimaga - January 14, 2021, 09:02:55 PM
I have begun fixing up a few songs from my album Maze of Life that I made while learning Caustic 3 software with no access to my MTVMG sample bank in late 2018 early 2019. I already updated Moon Knight 2019 last year and now I am updating Califourchon with a 2021 mix: https://djomnimaga.bandcamp.com/track/califourchon-2021-mix
Last post by Huredo - December 14, 2020, 11:28:18 AM
Hi everybody! I am Brad. My hobby is programming and composing music for the Nspire. I am 36, married and have 2 boys, currently thinking on buying a home in Limassol here because I need a bigger space for everything and everybody. Nice to meet everybody!
Last post by ACagliano - December 01, 2020, 04:38:37 AM
Updates! Updates! Updates!
Version 0.0.99pre is still under development, but here is a few highlights for development so far.
1. Packets for MODULE_STATE_CHANGE, ENGINE_MAXIMUMS, and SETSPEED are now implemented at least in part. They don't check for certain statuses that might prevent the actions yet, but they do update, relay their responses to their calc, and have the effects propagate to your on-calc GUI.
2. The engine/speed configuration interface is now implemented. Accessed by pressing [Log]. You can scroll between your available engines, move sliders around to change your speed, then press [Sto] to engage your new speed.
3. With Debug Mode enabled in the client settings, the calculator now prints the Control Code and size of every packet it receives to the log widget.
4. Server-side, TrekFilter is now formally implemented into the service. TrekFilter is a custom firewall I made for the service, programmed to understand its protocol better than a system firewall could, and able to interact with your system firewall through the use of custom fail2ban jails.
Here a screenshot showing new (and some old) progress.
Last post by Zemmargorp - November 26, 2020, 07:28:11 PM
You can even have sprites that look closer to the original game by pressing [alpha], which toggles a grayscale palette haha Otherwise yes, I was really happy to be able to make coloured sprites that kept the original game's visual style.
Last post by Zemmargorp - November 25, 2020, 09:59:06 PM
I recently became interested in learning how to use the C libraries in order to make programs that can read data from appvars or other programs. (I will eventually need to do that in BOOM, which is slowly but surely growing.)
That gave me idea of porting my old game BOULDASH (written for the TI-83+) to the TI CE, as it was a rather simple game that looked through the calculator's appvars to find level packs (like MARIO).
BOULDASH CE is now finished, and it is fully compatible with the original game's level packs, so the same Windows level editor can be used to edit the existing levels and make new ones!
Here are some pictures of the game, showcasing some of the included levels:
The two levels above are part of the tutorial levels (that progressively introduce new items and game mechanics). The two animated screenshots below show level packs from the original BOULDASH game.
The two screenshots above show the levels "DonkeyKong" and "PacMan" from the "Difficult games" level pack. "PacMan" is hard because you need to collect all the diamonds, and falling diamonds kill you; but if you successfully played all the previous levels, then you have a chance to finish this one as well. Below, you can see a level from the "Balderdoush" level pack, and the "Freefall" level, perhaps the hardest of all the included levels, but it is humanly possible!
Everything is available for download there (game, source code, level packs, level editor); the C libraries are required to run the game.
I did my best to keep the source code clean and well organized. Each feature has its own .h and .c source files, and they are all as independent from the others as possible:
detect - detection of existing level packs
menu - level pack selection menu
main - calls detect, then menu, then levelpack
items - enumerations of the different game items and their properties
levelpack - level pack parsing and levels loading
level - the actual game engine
draw - rendering of the view
In case some people here aren't very experienced with game development for the TI CE calculator, but would like to learn how to use appvars for level packs, or how a game engine can be split into several parts: feel free to study this simple game's source code.
Do not hesitate to make your own levels and share them here
Last post by ACagliano - November 06, 2020, 01:12:42 AM
Began work on a system for rendering client-side particles in response to certain things that occur in the game. One of those particles I have implemented... it is a crack that appears on your screen when your hull integrity falls below a certain level and remains there until your ship is repaired. It is a mask type of image that renders on top of everything and consequently obfuscates the display (if on top of it), like an actual crack in the screen would.
Last post by Zemmargorp - November 04, 2020, 05:49:39 PM
Thank you very much!
Nothing except "prgmBOOMDEMO" is required to play this game.
It doesn't need the C libraries because I've written my own drawing routines in assembly, specifically optimized for the needs of BOOM (all the sprites are 16x16, only two bytes are required to hold coordinates inside the sidebar, etc.). The vast majority of this program's source code is in ez80 assembly anyways; I wrote some functions in C (out of laziness!) but I'm progressively rewriting them in ez80 assembly to improve both their size and speed.
BOOM has been since August 21st on ticalc.org, I've been waiting to improve it a bit more before sharing it here