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Lego game for kids (or lego enthusiasts?)


TEXAS_JOE

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Using keys S and D to navigate left and right, select any brick type by pressing the corresponding key shown on screen.

to drop the brick press the Space bar. If you go wrong, simply press U to undo.

Pressing C key will clear the screen.

 

More brick types have been added, there's even a chimney pot thrown in, and there's a couple of different blue door tiles too.

 

 

 

ti 99 lego.bmpLEGO2.zip

Edited by TEXAS_JOE
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That's actually quite a nice picture with houses you made there.

 

If you can forget about the lack of sprites, then Wilhelm's Compiler is actually quite slick. Also it wouldn't be totally impossible to extend the package (the source is there) to take more commands, and maybe even make a cross compiler and linker (like taking a file from a Classic99 directory and putting a new file there in a split second).

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Using keys S and D to navigate left and right, select any brick type by pressing the corresponding key shown on screen.

to drop the brick press the Space bar. If you go wrong, simply press U to undo.

Pressing C key will clear the screen.

 

This is perhaps as far as I can go with this project, maybe others can add to it, improve it, hack it to death but mainly just

have fun with it!

 

 

 

ti 99 lego.bmpLEGO2.zip

 

Very nice idea :) One suggestion though: it would be easier if one could move the bricks in all directions instead of just right and left. This will facilitate the placement of the bricks. I don't think you really need sprites with this program especially since you are compiling it and therefore have a lot of speed available. One way to handle the situation where one brick overlaps another is to save the underlying brick in a temporary variable and then restore it when the overlapping brick moves away. If you want to get fancy, you can even have a small window in a corner that will show the content of the area under the overlapping brick for reference. With this set up, then one will have the option of replacing one brick with another, making for easy editing.

You really can get very creative with this program! Just like Legos :)

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Where's the source? Perhaps I can add sprites to it? Heck, all it needs is VPOKE & VPEEK. I presume the vdp tables are in their default BASIC locations?

 

Guess you were asking about the source for Wilhelm's Compiler. It's in the compiler section in the pinned Development Resources thread. It's all XB, except only a subset, similar to TI-Basic, multi statements on a line though, integers only, and then something like INT(RND*6) will workaround and give you random numbers between 0 and 5 (or was it thereabout). Use the INT to have the original and the compiled version behave much the same.

 

The idea of just adding VPOKE and VPEEK is actually not bad, only XB does not have these. TI Basic with Mini Memory has the commands but a different VDP layout. Resulting program is XB program with compiled code in memory above XB program (I have to assume TI allowed this wonderful trick on purpose).

Edited by sometimes99er
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  • 2 years later...

I made a Classic99 "Macro" for it. :D

 2
OLD DSK1.LEGO2.BIN
RUN
7   D 2 7 D   DJ  7 D   D 2 7 D   SSSSSS1 D D D D D D SSSSSS8 D3 D D D D D9 SSSSS8 D3 D D D9 SSS8 D3 D9 S0 SSSSV

Copy the text, make sure you loaded "LEGO2.BIN" into "DSK1", and do Edit>Copy (don't use DX)

Make sure you do this at startup, because that's why " 2" is there and "2" is for loading Extended Basic (must load Extended Basic cartridge too)

then "OLD DSK1.LEGO2.BIN" loads it, "RUN" runs it.

The rest is for controlling the program. I hope I explained it good enough for most people to understand it

 

Edit: Here is another (It has a border this time, and the other instructions above this text apply.)

 2
OLD DSK1.LEGO2.BIN
RUN
7   D 2 7 D   DJ  7 D   D 2 7 D   SSSSSS1 D D D D D D SSSSSS8 D3 D D D D D9 SSSSS8 D3 D D D9 SSS8 D3 D9 S0 SSSSZ      D  D  D  D D  D  D  D      VSSSSSSSSS
Edited by Scott_B
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