Game Ideas
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Post your ideas for new games here, or build on ideas posted by other visitors.
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Reply to this item
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Re: Game Ideas
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silent_fury
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Did they really just restart this whole section? I didn't think they would really do that... Although it was up to over 100 pages (at 20 comments per page)
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15 April 2003, 22:42 GMT
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Re: Game Ideas
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Michael Youssef
(Web Page)
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ok, i dunno how to do that stuff, but if you go to the TI webpage, they have a developers kit. also, have fun learnin
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16 April 2003, 04:41 GMT
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Re: Game Ideas - Arrays!
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YohanShminge!!!
(Web Page)
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I just finished version 2.0 (ION and MIRAGE OS - TI-83) for a game called DodgeBall. Check it out! Its not bad, but I really want to try storing variables in arrays! Can anyone help me out with this or point me to a site where I could learn? THX.
By the way, how about a simcity type game for the TI-83? Too complex? Check out my web site if you don't know about this awesome game for PC.
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17 April 2003, 01:19 GMT
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Re: ~
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silent_fury
(Web Page)
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Don't think a decent SimCity game is possible, eh? Check out the forum in the URL link above. I'm attempting to make a SimCity 2000 game. Yes, it will be huge, since it's got an *isometric* 4 lvl grayscale engine, but I'm hoping that won't stop people from playing it. And if necessary, I'll compress some data.
About rotation: You wouldn't have to make 4 different sprites for each side of the building if all the buildings were 1x1. That's what I'm going to start out with. Since the isometric engine would allow the tops of some buildings to cover a smaller building behind it, rotation is essential.
About zooming: 4x zoom would look hellishly grainy, so I'll only be implementing 2x zooming, and yes, it will just blow the sprites up (not literally ;).
I just completed a fully working isometric engine in TI-BASIC to test my algorithm. It works, so I'm now in the process of porting it to z80. To keep track of the project, check the link and see Justin Bay's Planfile...
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1 July 2003, 22:48 GMT
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Arrays
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silent_fury
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I've been looking for instructions on how to manipulate arrays for a LONG time and closest I've gotten so far is that some guy on MaxCoderz message board gave me this. I think it only works with 5x5 arrays.
"...the address can be calculated fast using shifts.
e. g. if you have X in C and Y in E:
ld d,0 ; clearing the upper bytes of the coordinates
ld b,d
ld hl,Array
; ///
add hl,de ; HL=Array+Y
ex de,hl ; Multiplying DE by four
add hl,hl
add hl,hl
ex de,hl
add hl,de ; HL=Array+Y+4*Y=Array+5*Y
; ///
add hl,bc ; HL=Array+5*Y+X
...
The section between the two "///" comments is a hardcoded multiplication by five (does HL := HL+5*DE). The top left coordinates are (0,0).
From this point you can access the element through HL, e. g.:
ld (hl),a ; Fill the element with the contents of A (this is handy since A is not used for the address calculation)
ld (hl),89 ; Any 8-bit constant can be used
ld e,(hl) ; Any 8-bit general purpose register can be used, in this case it's E"
Don't know if this will help or not.
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17 April 2003, 22:28 GMT
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Re: Arrays
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Arno Kret
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Getting data from a 5x5 matrix is really not that difficult...
; a is assumed to be the current row
; b is assumed to be the current col
; First get the offset (5 * row) + col = offset
ld b, a
add a, a
add a, a
add a, b
add a, c
;Now simply add the offset to the adress of you array
ld hl, ArrayPointer
ld d, $00
ld e, a
add hl, de
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22 April 2003, 16:46 GMT
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Re: Re: Re: Arrays
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benryves
(Web Page)
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Okay, for a 16x16 array:
===================
ld a,c ;C->A
sla a ;A=A*2
sla a ;A=A*2 (*4)
sla a ;A=A*2 (*8)
sla a ;A=A*2 (*16)
add a,b ;A->B
ld hl,ArrayName ;Add. of array ->hl
ld e,a ;\ A->DE
ld d,0 ;/ """""
add hl,de ;HL=HL+DE
ld a,(hl)
===================
That will work - (hopefully): in are (b,c) where B is the 'x' of the array and C is 'y' of the array - it returns the accumulator.
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14 May 2003, 09:16 GMT
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