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TI Basic Scrolling

TI Basic Program

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#1 The Mr. Video OFFLINE  

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Posted Mon Jul 13, 2015 10:51 PM

Hi! I'm working on a game in TI Basic that requires some of the stuff on the screen to scroll down without leaving behind a trail. Problem is, I don't know how to do that. I know it's possible because I've seen some other TI-basic game do it!



#2 sometimes99er OFFLINE  

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Posted Mon Jul 13, 2015 11:29 PM

Off the top of my head, you only got PRINT and HCHAR, VCHAR & GCHAR to manipulate stuff on screen in TI Basic. That's really not efficient for any scrolling down (PRINT scrolls up).

 

Extended Basic (XB) has the more powerful DISPLAY AT. With the right amount of manipulation (string variables comes to mind), you might get some scrolling down.

 

Of course one may add Assembly Language routines with the XB cartridge, memory expansion and/or one of a few cartridges (E/A, Mini Memory and more), or use the later TI Basic "sandbox escape".

 

;)


Edited by sometimes99er, Tue Jul 14, 2015 1:54 AM.


#3 S1500 OFFLINE  

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Posted Tue Jul 14, 2015 7:00 AM

Idea: Depending on how complex or simple the graphics in question are, only redraw what needs to be redrawn?



#4 The Mr. Video OFFLINE  

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Posted Tue Jul 14, 2015 12:36 PM

Idea: Depending on how complex or simple the graphics in question are, only redraw what needs to be redrawn?

Well, the graphics are pretty simple with all objects only being one character. But there's going to be a ton of different types objects on the screen at once.



#5 sometimes99er OFFLINE  

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Posted Tue Jul 14, 2015 1:45 PM

In an ice cold world of frozen planets, the empty space suddenly fills with descending aliens. We're being invaded !
 
;)
 

100 CALL SCREEN(2)
110 CALL CLEAR
120 CALL COLOR(2,15,1)
130 CALL CHAR(40,"003C7E7E7E7E3C")
140 FOR I=1 TO 50
150 CALL HCHAR(1+RND*23,1+RND*31,40)
160 NEXT I
170 CALL COLOR(1,13,1)
180 P$="10387CD6FE284482"
190 CALL CHAR(32,P$)
200 P$=SEG$(P$,15,2)&SEG$(P$,1,14)
210 CALL SOUND(50,110,30)
220 GOTO 190



#6 Vorticon OFFLINE  

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Posted Tue Jul 14, 2015 3:32 PM

 

In an ice cold world of frozen planets, the empty space suddenly fills with descending aliens. We're being invaded !
 
;)
 

100 CALL SCREEN(2)
110 CALL CLEAR
120 CALL COLOR(2,15,1)
130 CALL CHAR(40,"003C7E7E7E7E3C")
140 FOR I=1 TO 50
150 CALL HCHAR(1+RND*23,1+RND*31,40)
160 NEXT I
170 CALL COLOR(1,13,1)
180 P$="10387CD6FE284482"
190 CALL CHAR(32,P$)
200 P$=SEG$(P$,15,2)&SEG$(P$,1,14)
210 CALL SOUND(50,110,30)
220 GOTO 190

 

Wait what??? I really did a double take when I first ran this one! Nicely done! The illusion is absolutely perfect :) And what a simple idea of simply rotating the last 2 values of the character definition. Brilliant!



#7 ti99iuc OFFLINE  

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Posted Tue Jul 14, 2015 3:59 PM

wow, very nice TI-Basic example sometimes99er !  :-o


Edited by ti99iuc, Tue Jul 14, 2015 3:59 PM.


#8 globeron OFFLINE  

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Posted Tue Jul 14, 2015 9:47 PM

Cool.  TI-BASIC-IN-OUT-Vaders  I like the smoothness



#9 Asmusr OFFLINE  

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Posted Wed Jul 15, 2015 10:38 AM

 

In an ice cold world of frozen planets, the empty space suddenly fills with descending aliens. We're being invaded !
 
;)
 

100 CALL SCREEN(2)
110 CALL CLEAR
120 CALL COLOR(2,15,1)
130 CALL CHAR(40,"003C7E7E7E7E3C")
140 FOR I=1 TO 50
150 CALL HCHAR(1+RND*23,1+RND*31,40)
160 NEXT I
170 CALL COLOR(1,13,1)
180 P$="10387CD6FE284482"
190 CALL CHAR(32,P$)
200 P$=SEG$(P$,15,2)&SEG$(P$,1,14)
210 CALL SOUND(50,110,30)
220 GOTO 190

 

It would be interesting to see a version with 2x2 tiles.



#10 sometimes99er OFFLINE  

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Posted Wed Jul 15, 2015 11:44 AM

 

It would be interesting to see a version with 2x2 tiles.

 

Well, I not sure it will be as smooth - with TI Basic that is (only capable of defining one character per statement). Another story with XB. ;)  







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